Ykkrosh
1c0536bf08
Major updates to most network classes. Simplify CNetServer so it doesn't duplicate any client behaviour; all players now run CNetClient. Remove most player/slot management from networking code. Wait for all players to finish loading before starting the simulation. Remove CGameAttributes; attributes are now just a JS object. Remove CPlayer; they are now just simulation entities. Handle player colours via simulation system. Add a default map for Atlas, so it always has something to load. Move network documentation to Doxygen. Remove lots of now-unused code. This was SVN commit r7653.
204 lines
5.8 KiB
C++
204 lines
5.8 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "NetMessage.h"
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#include "lib/utf8.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/serialization/BinarySerializer.h"
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#include "simulation2/serialization/StdDeserializer.h"
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class CBufferBinarySerializerImpl
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{
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public:
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CBufferBinarySerializerImpl(u8* buffer) :
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m_Buffer(buffer)
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{
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}
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void Put(const char* UNUSED(name), const u8* data, size_t len)
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{
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memcpy(m_Buffer, data, len);
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m_Buffer += len;
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}
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u8* m_Buffer;
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};
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/**
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* Serializer instance that writes directly to a buffer (which must be long enough).
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*/
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class CBufferBinarySerializer : public CBinarySerializer<CBufferBinarySerializerImpl>
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{
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public:
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CBufferBinarySerializer(ScriptInterface& scriptInterface, u8* buffer) :
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CBinarySerializer<CBufferBinarySerializerImpl>(scriptInterface, buffer)
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{
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}
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u8* GetBuffer()
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{
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return m_Impl.m_Buffer;
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}
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};
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class CLengthBinarySerializerImpl
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{
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public:
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CLengthBinarySerializerImpl() :
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m_Length(0)
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{
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}
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void Put(const char* UNUSED(name), const u8* UNUSED(data), size_t len)
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{
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m_Length += len;
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}
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size_t m_Length;
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};
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/**
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* Serializer instance that simply counts how many bytes would be written.
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*/
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class CLengthBinarySerializer : public CBinarySerializer<CLengthBinarySerializerImpl>
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{
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public:
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CLengthBinarySerializer(ScriptInterface& scriptInterface) :
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CBinarySerializer<CLengthBinarySerializerImpl>(scriptInterface)
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{
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}
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size_t GetLength()
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{
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return m_Impl.m_Length;
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}
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};
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CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface) :
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CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface)
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{
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}
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CSimulationMessage::CSimulationMessage(ScriptInterface& scriptInterface, u32 client, i32 player, u32 turn, jsval data) :
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CNetMessage(NMT_SIMULATION_COMMAND), m_ScriptInterface(scriptInterface),
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m_Client(client), m_Player(player), m_Turn(turn), m_Data(scriptInterface.GetContext(), data)
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{
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}
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u8* CSimulationMessage::Serialize(u8* pBuffer) const
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{
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// TODO: ought to handle serialization exceptions
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// TODO: ought to represent common commands more efficiently
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u8* pos = CNetMessage::Serialize(pBuffer);
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CBufferBinarySerializer serializer(m_ScriptInterface, pos);
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serializer.NumberU32_Unbounded("client", m_Client);
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serializer.NumberI32_Unbounded("player", m_Player);
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serializer.NumberU32_Unbounded("turn", m_Turn);
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serializer.ScriptVal("command", m_Data);
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return serializer.GetBuffer();
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}
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const u8* CSimulationMessage::Deserialize(const u8* pStart, const u8* pEnd)
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{
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// TODO: ought to handle serialization exceptions
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// TODO: ought to represent common commands more efficiently
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const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
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std::istringstream stream(std::string(pos, pEnd));
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CStdDeserializer deserializer(m_ScriptInterface, stream);
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deserializer.NumberU32_Unbounded(m_Client);
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deserializer.NumberI32_Unbounded(m_Player);
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deserializer.NumberU32_Unbounded(m_Turn);
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deserializer.ScriptVal(m_Data);
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return pEnd;
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}
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size_t CSimulationMessage::GetSerializedLength() const
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{
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// TODO: serializing twice is stupidly inefficient - we should just
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// do it once, store the result, and use it here and in Serialize
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CLengthBinarySerializer serializer(m_ScriptInterface);
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serializer.NumberU32_Unbounded("client", m_Client);
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serializer.NumberI32_Unbounded("player", m_Player);
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serializer.NumberU32_Unbounded("turn", m_Turn);
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serializer.ScriptVal("command", m_Data);
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return CNetMessage::GetSerializedLength() + serializer.GetLength();
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}
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CStr CSimulationMessage::ToString() const
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{
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std::string source = utf8_from_wstring(m_ScriptInterface.ToString(m_Data.get()));
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std::stringstream stream;
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stream << "CSimulationMessage { m_Client: " << m_Client << ", m_Player: " << m_Player << ", m_Turn: " << m_Turn << ", m_Data: " << source << " }";
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return stream.str();
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}
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CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface) :
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CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface)
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{
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}
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CGameSetupMessage::CGameSetupMessage(ScriptInterface& scriptInterface, jsval data) :
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CNetMessage(NMT_GAME_SETUP), m_ScriptInterface(scriptInterface),
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m_Data(scriptInterface.GetContext(), data)
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{
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}
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u8* CGameSetupMessage::Serialize(u8* pBuffer) const
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{
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// TODO: ought to handle serialization exceptions
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u8* pos = CNetMessage::Serialize(pBuffer);
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CBufferBinarySerializer serializer(m_ScriptInterface, pos);
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serializer.ScriptVal("command", m_Data);
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return serializer.GetBuffer();
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}
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const u8* CGameSetupMessage::Deserialize(const u8* pStart, const u8* pEnd)
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{
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// TODO: ought to handle serialization exceptions
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const u8* pos = CNetMessage::Deserialize(pStart, pEnd);
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std::istringstream stream(std::string(pos, pEnd));
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CStdDeserializer deserializer(m_ScriptInterface, stream);
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deserializer.ScriptVal(m_Data);
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return pEnd;
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}
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size_t CGameSetupMessage::GetSerializedLength() const
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{
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CLengthBinarySerializer serializer(m_ScriptInterface);
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serializer.ScriptVal("command", m_Data);
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return CNetMessage::GetSerializedLength() + serializer.GetLength();
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}
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CStr CGameSetupMessage::ToString() const
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{
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std::string source = utf8_from_wstring(m_ScriptInterface.ToString(m_Data.get()));
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std::stringstream stream;
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stream << "CGameSetupMessage { m_Data: " << source << " }";
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return stream.str();
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}
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