Add TLS + certificate pinning for the peer link
The co-op link was authenticated (HMAC token, never sent over the wire) but not encrypted. The hub now generates a self-signed cert on first run; the peer pins its exact fingerprint (no CA involved — there isn't one for a Tailscale/LAN address), delivered via a single invite-code paste that also carries the token, replacing today's separate IP+token copy. The peer link moves to its own TLS-only port (peer_listen, 47823) so the plain overlay/panel port (47822, OBS-facing) never needs to be exposed alongside it — today, opening the overlay port to a remote partner also exposes /deaths and the panel to anyone. Mandatory pinning, no insecure fallback: a half-configured peer (some but not all of hub/token/fingerprint, or a broken invite) fails loudly at startup rather than connecting unpinned. An unconfigured peer still runs fine as a local-only overlay, same as before. New: tlscert.go (cert generation/persistence), pin.go (fingerprint pinning), invite.go (invite-code encode/decode, host auto-detection), each with tests. main.go/config.go/duo.go/ws.go carry the wiring for this — the dual listener, new config keys, and the TLS-aware WebSocket dial — and were rewritten in English in the process, per the project's new English-only code convention (see CLAUDE.md).
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@@ -1,9 +1,10 @@
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// duo.go: modo cooperativo. Cada jugador corre el programa en su propia
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// PC leyendo su propio Elden Ring; uno hace de "hub" (sirve el overlay a
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// OBS) y el resto se conectan a el por WebSocket y le empujan su contador.
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// duo.go: co-op mode. Each player runs the program on their own PC,
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// reading their own Elden Ring; one acts as the "hub" (serves the overlay
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// to OBS) and the rest connect to it over WebSocket, pushing their count.
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//
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// La conexion la abre SIEMPRE el peer hacia el hub, que es lo comodo con
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// Tailscale: alcanza con que el hub tenga una IP estable en la tailnet.
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// The connection is ALWAYS opened by the peer toward the hub, which is
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// what's convenient with Tailscale: it's enough for the hub to have a
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// stable IP on the tailnet.
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package main
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import (
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@@ -17,15 +18,15 @@ import (
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"time"
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)
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// Si un peer no manda nada en este tiempo, lo damos por desconectado.
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// El peer empuja una vez por segundo, asi que es holgado.
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// If a peer sends nothing for this long, we consider it disconnected.
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// The peer pushes once a second, so this is generous.
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const peerTimeout = 6 * time.Second
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// Cuanto seguimos mostrando la interfaz de coop despues de que el
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// compañero desaparece. Ver coopMode() para el porque.
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// How long we keep showing the co-op layout after the partner disappears.
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// See coopMode() for why.
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const coopGrace = 2 * time.Minute
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// --------------------------- registro de peers ---------------------------
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// --------------------------- peer registry ---------------------------
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type playerView struct {
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Name string `json:"name"`
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@@ -36,41 +37,41 @@ type playerView struct {
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Self bool `json:"self"`
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}
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// peerEntry: OJO con la identidad. El nombre NO sirve como clave: desde
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// que lo leemos del personaje, cambia cuando el jugador carga otra
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// partida, y si indexaramos por nombre cada cambio de personaje crearia
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// un jugador nuevo y dejaria el anterior colgado en pantalla. La
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// identidad es el id que manda cada instancia (ver clientID), estable
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// entre reconexiones y reinicios; el nombre es solo algo que mostramos.
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// peerEntry: WATCH OUT for identity. The name does NOT work as a key:
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// from the moment we read it off the character, it changes whenever the
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// player loads a different save, and indexing by name would spawn a new
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// player on every character switch while leaving the old one stuck on
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// screen. Identity is the id each instance sends (see clientID), stable
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// across reconnects and restarts; the name is only something we display.
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type peerEntry struct {
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key string // como lo indexamos: el id, o "name:x" si es viejo
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key string // how we index it: the id, or "name:x" for an old client
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name string
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deaths int64
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bossFight bool
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playerLoaded bool
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lastSeen time.Time
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everSeen bool
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reserved bool // lugar apartado por config, todavia sin dueño
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reserved bool // slot reserved by config, not yet claimed
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}
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type peerRegistry struct {
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mu sync.Mutex
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peers map[string]*peerEntry
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order []string // orden de aparicion, para que el overlay no baile
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order []string // order of appearance, so the overlay doesn't reshuffle
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forced bool // el config nombro un compañero: coop desde el arranque
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latched bool // ya vimos un compañero en esta corrida
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lastCoop time.Time // ultima vez que hubo alguien conectado
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forced bool // the config named a partner: co-op from startup
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latched bool // we've already seen a partner this run
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lastCoop time.Time // last time someone was connected
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}
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func newPeerRegistry() *peerRegistry {
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return &peerRegistry{peers: map[string]*peerEntry{}}
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}
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// declare reserva el lugar de un compañero antes de que se conecte y
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// fija el modo coop desde el arranque. Es opcional: sirve cuando querés
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// que el overlay tenga el tamaño definitivo desde el minuto cero en vez
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// de cambiar cuando el otro aparece.
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// declare reserves a partner's slot before they connect and locks in
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// co-op mode from startup. Optional: useful when you want the overlay at
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// its final size from minute zero instead of resizing once the other
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// player shows up.
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func (r *peerRegistry) declare(name string) {
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if name == "" {
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return
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@@ -85,13 +86,13 @@ func (r *peerRegistry) declare(name string) {
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r.forced = true
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}
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// coopMode decide si el overlay va en dos columnas o en una.
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// coopMode decides whether the overlay shows one column or two.
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//
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// Se engancha cuando aparece un compañero y NO se suelta al primer
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// bache: si volviera a modo solo cada vez que se corta la red un
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// segundo, el overlay se redibujaria en vivo en pleno stream. Recien
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// vuelve al modo de un jugador cuando el otro estuvo ausente un buen
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// rato, que es la señal de "se fue a dormir", no de "se le colgo el wifi".
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// It latches on when a partner shows up and does NOT let go at the first
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// hiccup: if it fell back to solo mode every time the network dropped for
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// a second, the overlay would redraw live mid-stream. It only returns to
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// single-player once the other player has been gone for a good while,
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// which is the signal for "went to sleep", not "wifi hiccuped".
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func (r *peerRegistry) coopMode() bool {
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r.mu.Lock()
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defer r.mu.Unlock()
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@@ -103,7 +104,7 @@ func (r *peerRegistry) coopMode() bool {
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if p.everSeen && now.Sub(p.lastSeen) < peerTimeout {
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if !r.latched {
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r.latched = true
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log.Printf("hay un compañero conectado: paso el overlay a modo coop")
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log.Printf("a partner is connected: switching the overlay to co-op mode")
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}
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r.lastCoop = now
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return true
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@@ -114,13 +115,13 @@ func (r *peerRegistry) coopMode() bool {
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return true
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}
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r.latched = false
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log.Printf("hace %v que no aparece ningun compañero: vuelvo al overlay de un jugador", coopGrace)
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log.Printf("no partner has shown up in %v: going back to the single-player overlay", coopGrace)
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}
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return false
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}
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// keyFor: el id manda. Si viniera vacio (una version vieja del otro
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// lado) caemos al nombre, que es lo que habia antes.
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// keyFor: the id wins. If it came in empty (an old version on the other
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// end), fall back to the name, which is how it used to work.
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func keyFor(m peerMessage) string {
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if id := strings.TrimSpace(m.ID); id != "" {
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return "id:" + id
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@@ -128,8 +129,8 @@ func keyFor(m peerMessage) string {
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return "name:" + strings.ToLower(strings.TrimSpace(m.Name))
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}
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// rekey mueve una entrada a otra clave conservando su lugar en el orden,
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// para que el overlay no reordene columnas por debajo.
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// rekey moves an entry to another key while keeping its place in the
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// order, so the overlay doesn't reshuffle columns underneath it.
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func (r *peerRegistry) rekey(p *peerEntry, newKey string) {
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delete(r.peers, p.key)
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for i, k := range r.order {
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@@ -149,9 +150,9 @@ func (r *peerRegistry) update(m peerMessage) {
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key := keyFor(m)
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p := r.peers[key]
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// Sin entrada propia: si hay un lugar apartado por config todavia sin
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// dueño, lo toma el primero que llega. Apartarlo por nombre exacto no
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// serviria, porque el nombre que manda es el del personaje.
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// No entry of its own: if there's a slot reserved by config still
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// unclaimed, the first one to arrive takes it. Reserving it by exact
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// name wouldn't work, since the name sent is the character's.
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if p == nil {
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for _, k := range r.order {
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if e := r.peers[k]; e.reserved && !e.everSeen {
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@@ -170,7 +171,7 @@ func (r *peerRegistry) update(m peerMessage) {
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if n := strings.TrimSpace(m.Name); n != "" && n != p.name {
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if p.name != "" && p.everSeen {
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log.Printf("%s cambio de personaje: ahora es %s", p.name, n)
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log.Printf("%s switched characters: now %s", p.name, n)
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}
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p.name = n
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}
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@@ -188,8 +189,8 @@ func (r *peerRegistry) views() []playerView {
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out := make([]playerView, 0, len(r.order))
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for _, k := range r.order {
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p := r.peers[k]
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// Los que hace mucho que no aparecen se van del overlay: es el
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// mismo umbral con el que volvemos al modo de un jugador.
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// Anyone who hasn't shown up in a long while leaves the overlay:
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// same threshold we use to fall back to single-player mode.
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if p.everSeen && now.Sub(p.lastSeen) > coopGrace {
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continue
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}
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@@ -205,16 +206,16 @@ func (r *peerRegistry) views() []playerView {
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return out
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}
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// ------------------------- mensaje entre los dos -------------------------
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// ------------------------- message between the two -------------------------
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// authChallenge lo manda el hub apenas se abre la conexion.
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// authChallenge is sent by the hub as soon as the connection opens.
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type authChallenge struct {
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Type string `json:"type"` // "challenge"
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Nonce string `json:"nonce"`
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}
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// authReply es la respuesta del peer: prueba que conoce el token sin
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// mandarlo. Ver auth.go.
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// authReply is the peer's response: proves it knows the token without
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// sending it. See auth.go.
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type authReply struct {
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Type string `json:"type"` // "auth"
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ID string `json:"id"`
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@@ -222,8 +223,8 @@ type authReply struct {
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}
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type peerMessage struct {
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// ID identifica a la instalacion, no al personaje: es lo que permite
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// que cambiar de personaje no cree un jugador nuevo en el overlay.
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// ID identifies the installation, not the character: it's what lets a
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// character switch avoid spawning a new player in the overlay.
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ID string `json:"id,omitempty"`
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Type string `json:"type,omitempty"` // "state"
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Name string `json:"name"`
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@@ -232,19 +233,19 @@ type peerMessage struct {
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PlayerLoaded bool `json:"playerLoaded"`
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}
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// ------------------------------- lado hub -------------------------------
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// ------------------------------- hub side -------------------------------
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func (r *peerRegistry) wsHandler(token string) http.HandlerFunc {
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var activas atomic.Int32
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var active atomic.Int32
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return func(w http.ResponseWriter, req *http.Request) {
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if n := activas.Add(1); n > maxPeerConns {
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activas.Add(-1)
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log.Printf("rechazo conexion de %s: ya hay %d conexiones abiertas", req.RemoteAddr, maxPeerConns)
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if n := active.Add(1); n > maxPeerConns {
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active.Add(-1)
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log.Printf("rejecting connection from %s: already %d connections open", req.RemoteAddr, maxPeerConns)
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http.Error(w, "too many connections", http.StatusServiceUnavailable)
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return
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}
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defer activas.Add(-1)
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defer active.Add(-1)
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c, err := wsUpgrade(w, req)
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if err != nil {
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@@ -255,10 +256,10 @@ func (r *peerRegistry) wsHandler(token string) http.HandlerFunc {
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remote := c.RemoteAddr()
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// --- autenticacion: desafio al azar, el token no viaja ---
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// --- authentication: random challenge, the token never travels ---
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nonce, err := randomHex(nonceBytes)
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if err != nil {
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log.Printf("no pude generar el desafio para %s: %v", remote, err)
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log.Printf("couldn't generate the challenge for %s: %v", remote, err)
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return
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}
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ch, _ := json.Marshal(authChallenge{Type: "challenge", Nonce: nonce})
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@@ -269,19 +270,19 @@ func (r *peerRegistry) wsHandler(token string) http.HandlerFunc {
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c.SetReadDeadline(time.Now().Add(authTimeoutSeconds * time.Second))
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raw, err := c.ReadMessage()
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if err != nil {
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log.Printf("%s se fue sin autenticarse: %v", remote, err)
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log.Printf("%s left without authenticating: %v", remote, err)
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return
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}
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var reply authReply
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if err := json.Unmarshal(raw, &reply); err != nil || reply.Type != "auth" {
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log.Printf("rechazo %s: no mando una respuesta de autenticacion valida", remote)
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log.Printf("rejecting %s: didn't send a valid authentication response", remote)
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return
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}
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if !proofValid(token, nonce, reply.Proof) {
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log.Printf("rechazo %s: el token no coincide", remote)
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log.Printf("rejecting %s: token doesn't match", remote)
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return
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}
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log.Printf("se autentico un compañero desde %s", remote)
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log.Printf("a partner authenticated from %s", remote)
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var who string
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for {
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@@ -289,79 +290,126 @@ func (r *peerRegistry) wsHandler(token string) http.HandlerFunc {
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raw, err := c.ReadMessage()
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if err != nil {
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if who != "" {
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log.Printf("se desconecto %s (%s): %v", who, remote, err)
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log.Printf("%s disconnected (%s): %v", who, remote, err)
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} else {
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log.Printf("se desconecto %s: %v", remote, err)
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log.Printf("%s disconnected: %v", remote, err)
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}
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return
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}
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var m peerMessage
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if err := json.Unmarshal(raw, &m); err != nil {
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log.Printf("mensaje ilegible de %s: %v", remote, err)
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log.Printf("unreadable message from %s: %v", remote, err)
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continue
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}
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// El id de la conexion autenticada manda: que un mensaje
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// declare otro id no lo convierte en otro jugador.
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// The authenticated connection's id wins: a message declaring
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// a different id doesn't turn it into another player.
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if reply.ID != "" {
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m.ID = reply.ID
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}
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if strings.TrimSpace(m.Name) == "" {
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m.Name = "Jugador 2"
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m.Name = "Player 2"
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}
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if who == "" {
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who = m.Name
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log.Printf("%s entro al contador compartido", who)
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log.Printf("%s joined the shared counter", who)
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}
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r.update(m)
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}
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}
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}
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// ------------------------------ lado peer ------------------------------
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// ------------------------------ peer side ------------------------------
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// peerLoop mantiene viva la conexion con el hub y le empuja el estado
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// local una vez por segundo. Reintenta solo para siempre: si el hub se
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// reinicia en medio del stream, se vuelve a enganchar sin tocar nada.
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func peerLoop(cfg config) {
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// resolvePeerConn decides which hub address, token, and certificate
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// fingerprint to use for the peer connection — see invite.go/pin.go.
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//
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// ok=false, err=nil means peer mode has nothing configured yet (no
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// invite, no manual hub/token/fingerprint): that's not an error, it's
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// today's "not set up" state, and the caller should keep running as a
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// local-only overlay instead of trying to connect anywhere.
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//
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// A non-nil err means something WAS configured but is broken: a bad
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// invite code, or only some of hub/token/fingerprint set by hand. This
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// never falls back to an unpinned connection — an incomplete
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// configuration is meant to fail loudly at startup, not connect insecurely.
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func resolvePeerConn(cfg config) (hub, token, fingerprint string, ok bool, err error) {
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if inv := strings.TrimSpace(cfg.Invite); inv != "" {
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code, derr := decodeInvite(inv)
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if derr != nil {
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return "", "", "", false, fmt.Errorf("invalid invite code: %w", derr)
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}
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hub = code.Host + ":" + code.Port
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if h := strings.TrimSpace(cfg.Hub); h != "" {
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hub = h // manual override of just the host:port, e.g. a wrong auto-detected host
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}
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return hub, code.Token, code.Fingerprint, true, nil
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}
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h := strings.TrimSpace(cfg.Hub)
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t := strings.TrimSpace(cfg.Token)
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f := strings.TrimSpace(cfg.Fingerprint)
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switch {
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case h == "" && t == "" && f == "":
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return "", "", "", false, nil
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case h == "" || t == "" || f == "":
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return "", "", "", false, fmt.Errorf("'hub', 'token', and 'fingerprint' all need to be set together in config.toml (or use 'invite' instead)")
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}
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return h, t, f, true, nil
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}
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// peerLoop keeps the connection to the hub alive and pushes local state
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// once a second. Retries forever: if the hub restarts mid-stream, it
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// reconnects without any intervention.
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//
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// hub/token/fingerprint come from resolvePeerConn, already validated as
|
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// complete by the caller — see main.go.
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func peerLoop(cfg config, hub, token, fingerprint string) {
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id := clientID()
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log.Printf("mi id de cliente es %s (cambiar de personaje no crea un jugador nuevo del otro lado)", id)
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log.Printf("my client id is %s (switching characters doesn't create a new player on the other end)", id)
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cfg.clientID = id
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cfg.Token = token
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tlsCfg, err := pinnedClientTLSConfig(fingerprint)
|
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if err != nil {
|
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log.Fatalf("invalid peer fingerprint: %v", err)
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}
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for {
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c, err := wsDial(cfg.Hub, "/ws", 8*time.Second)
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c, err := wsDialTLS(hub, "/ws", 8*time.Second, tlsCfg)
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if err != nil {
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log.Printf("no me pude conectar al hub %s (%v) - reintento en 5s", cfg.Hub, err)
|
||||
log.Printf("couldn't connect to the hub %s (%v) - retrying in 5s", hub, err)
|
||||
time.Sleep(5 * time.Second)
|
||||
continue
|
||||
}
|
||||
if err := authenticate(c, cfg); err != nil {
|
||||
c.Close()
|
||||
log.Printf("el hub no me acepto (%v) - reintento en 5s", err)
|
||||
log.Printf("the hub didn't accept me (%v) - retrying in 5s", err)
|
||||
time.Sleep(5 * time.Second)
|
||||
continue
|
||||
}
|
||||
log.Printf("conectado y autenticado con el hub %s", cfg.Hub)
|
||||
log.Printf("connected and authenticated with the hub %s", hub)
|
||||
|
||||
err = pushLoop(c, cfg)
|
||||
c.Close()
|
||||
log.Printf("se corto la conexion con el hub (%v) - reintento en 5s", err)
|
||||
log.Printf("connection to the hub dropped (%v) - retrying in 5s", err)
|
||||
time.Sleep(5 * time.Second)
|
||||
}
|
||||
}
|
||||
|
||||
// authenticate responde el desafio del hub. El token no se manda: se
|
||||
// manda un HMAC del desafio hecho con el token.
|
||||
// authenticate answers the hub's challenge. The token itself isn't sent:
|
||||
// an HMAC of the challenge, keyed by the token, is sent instead.
|
||||
func authenticate(c *wsConn, cfg config) error {
|
||||
c.SetReadDeadline(time.Now().Add(authTimeoutSeconds * time.Second))
|
||||
raw, err := c.ReadMessage()
|
||||
if err != nil {
|
||||
return fmt.Errorf("no llego el desafio: %w", err)
|
||||
return fmt.Errorf("the challenge never arrived: %w", err)
|
||||
}
|
||||
var ch authChallenge
|
||||
if err := json.Unmarshal(raw, &ch); err != nil || ch.Type != "challenge" || ch.Nonce == "" {
|
||||
return fmt.Errorf("el desafio del hub no se entiende")
|
||||
return fmt.Errorf("couldn't make sense of the hub's challenge")
|
||||
}
|
||||
if strings.TrimSpace(cfg.Token) == "" {
|
||||
return fmt.Errorf("te falta el token en config.toml: pedíselo a quien corre el hub")
|
||||
return fmt.Errorf("you're missing the token in config.toml: ask whoever runs the hub for it")
|
||||
}
|
||||
reply, _ := json.Marshal(authReply{
|
||||
Type: "auth",
|
||||
@@ -376,8 +424,8 @@ func authenticate(c *wsConn, cfg config) error {
|
||||
}
|
||||
|
||||
func pushLoop(c *wsConn, cfg config) error {
|
||||
// Un lector en segundo plano: no esperamos mensajes del hub, pero hay
|
||||
// que atender sus pings y enterarnos si corta.
|
||||
// A background reader: we don't expect messages from the hub, but we
|
||||
// still need to answer its pings and notice if it hangs up.
|
||||
readErr := make(chan error, 1)
|
||||
go func() {
|
||||
for {
|
||||
@@ -400,7 +448,7 @@ func pushLoop(c *wsConn, cfg config) error {
|
||||
msg := peerMessage{
|
||||
Type: "state",
|
||||
ID: cfg.clientID,
|
||||
Name: nombreMostrado(cfg),
|
||||
Name: displayName(cfg),
|
||||
Deaths: snap.Total,
|
||||
BossFight: snap.BossFight,
|
||||
PlayerLoaded: snap.PlayerLoaded,
|
||||
|
||||
Reference in new issue
Block a user