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forked from 0ad/0ad
0ad/source/network/NetClient.cpp
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

634 lines
19 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "NetClient.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "NetTurnManager.h"
#include "lib/byte_order.h"
#include "lib/sysdep/sysdep.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/Compress.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GUID.h"
#include "ps/Loader.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
CNetClient *g_NetClient = NULL;
/**
* Async task for receiving the initial game state when rejoining an
* in-progress network game.
*/
class CNetFileReceiveTask_ClientRejoin : public CNetFileReceiveTask
{
NONCOPYABLE(CNetFileReceiveTask_ClientRejoin);
public:
CNetFileReceiveTask_ClientRejoin(CNetClient& client)
: m_Client(client)
{
}
virtual void OnComplete()
{
// We've received the game state from the server
// Save it so we can use it after the map has finished loading
m_Client.m_JoinSyncBuffer = m_Buffer;
// Pretend the server told us to start the game
CGameStartMessage start;
m_Client.HandleMessage(&start);
}
private:
CNetClient& m_Client;
};
CNetClient::CNetClient(CGame* game) :
m_Session(NULL),
m_UserName(L"anonymous"),
m_GUID(ps_generate_guid()), m_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game),
m_GameAttributes(game->GetSimulation2()->GetScriptInterface().GetContext())
{
m_Game->SetTurnManager(NULL); // delete the old local turn manager so we don't accidentally use it
void* context = this;
JS_AddExtraGCRootsTracer(GetScriptInterface().GetJSRuntime(), CNetClient::Trace, this);
// Set up transitions for session
AddTransition(NCS_UNCONNECTED, (uint)NMT_CONNECT_COMPLETE, NCS_CONNECT, (void*)&OnConnect, context);
AddTransition(NCS_CONNECT, (uint)NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, (void*)&OnHandshake, context);
AddTransition(NCS_HANDSHAKE, (uint)NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, (void*)&OnHandshakeResponse, context);
AddTransition(NCS_AUTHENTICATE, (uint)NMT_AUTHENTICATE_RESULT, NCS_INITIAL_GAMESETUP, (void*)&OnAuthenticate, context);
AddTransition(NCS_INITIAL_GAMESETUP, (uint)NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_PREGAME, (uint)NMT_CHAT, NCS_PREGAME, (void*)&OnChat, context);
AddTransition(NCS_PREGAME, (uint)NMT_READY, NCS_PREGAME, (void*)&OnReady, context);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_PREGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_PREGAME, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_START, NCS_LOADING, (void*)&OnGameStart, context);
AddTransition(NCS_PREGAME, (uint)NMT_JOIN_SYNC_START, NCS_JOIN_SYNCING, (void*)&OnJoinSyncStart, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CHAT, NCS_JOIN_SYNCING, (void*)&OnChat, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_SETUP, NCS_JOIN_SYNCING, (void*)&OnGameSetup, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_JOIN_SYNCING, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_START, NCS_JOIN_SYNCING, (void*)&OnGameStart, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_SIMULATION_COMMAND, NCS_JOIN_SYNCING, (void*)&OnInGame, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_END_COMMAND_BATCH, NCS_JOIN_SYNCING, (void*)&OnJoinSyncEndCommandBatch, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NCS_INGAME, (void*)&OnLoadedGame, context);
AddTransition(NCS_LOADING, (uint)NMT_CHAT, NCS_LOADING, (void*)&OnChat, context);
AddTransition(NCS_LOADING, (uint)NMT_GAME_SETUP, NCS_LOADING, (void*)&OnGameSetup, context);
AddTransition(NCS_LOADING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_LOADING, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_LOADING, (uint)NMT_LOADED_GAME, NCS_INGAME, (void*)&OnLoadedGame, context);
AddTransition(NCS_INGAME, (uint)NMT_CHAT, NCS_INGAME, (void*)&OnChat, context);
AddTransition(NCS_INGAME, (uint)NMT_GAME_SETUP, NCS_INGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_INGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_INGAME, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_INGAME, (uint)NMT_SIMULATION_COMMAND, NCS_INGAME, (void*)&OnInGame, context);
AddTransition(NCS_INGAME, (uint)NMT_SYNC_ERROR, NCS_INGAME, (void*)&OnInGame, context);
AddTransition(NCS_INGAME, (uint)NMT_END_COMMAND_BATCH, NCS_INGAME, (void*)&OnInGame, context);
// Set first state
SetFirstState(NCS_UNCONNECTED);
}
CNetClient::~CNetClient()
{
DestroyConnection();
JS_RemoveExtraGCRootsTracer(GetScriptInterface().GetJSRuntime(), CNetClient::Trace, this);
}
void CNetClient::TraceMember(JSTracer *trc)
{
std::deque<JS::Heap<JS::Value> >::iterator itr;
for (itr=m_GuiMessageQueue.begin(); itr != m_GuiMessageQueue.end(); ++itr)
JS_CallHeapValueTracer(trc, &*itr, "m_GuiMessageQueue");
}
void CNetClient::SetUserName(const CStrW& username)
{
ENSURE(!m_Session); // must be called before we start the connection
m_UserName = username;
}
bool CNetClient::SetupConnection(const CStr& server)
{
CNetClientSession* session = new CNetClientSession(*this);
bool ok = session->Connect(PS_DEFAULT_PORT, server);
SetAndOwnSession(session);
return ok;
}
void CNetClient::SetAndOwnSession(CNetClientSession* session)
{
delete m_Session;
m_Session = session;
}
void CNetClient::DestroyConnection()
{
// Send network messages from the current frame before connection is destroyed.
if (m_ClientTurnManager)
{
m_ClientTurnManager->OnDestroyConnection(); // End sending of commands for scheduled turn.
Flush(); // Make sure the messages are sent.
}
SAFE_DELETE(m_Session);
}
void CNetClient::Poll()
{
if (m_Session)
m_Session->Poll();
}
void CNetClient::Flush()
{
if (m_Session)
m_Session->Flush();
}
void CNetClient::GuiPoll(JS::MutableHandleValue ret)
{
if (m_GuiMessageQueue.empty())
{
ret.setUndefined();
return;
}
ret.set(m_GuiMessageQueue.front());
m_GuiMessageQueue.pop_front();
}
void CNetClient::PushGuiMessage(const JS::HandleValue message)
{
ENSURE(!message.isUndefined());
m_GuiMessageQueue.push_back(JS::Heap<JS::Value>(message));
}
std::wstring CNetClient::TestReadGuiMessages()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
std::wstring r;
JS::RootedValue msg(cx);
while (true)
{
GuiPoll(&msg);
if (msg.isUndefined())
break;
r += GetScriptInterface().ToString(&msg) + L"\n";
}
return r;
}
ScriptInterface& CNetClient::GetScriptInterface()
{
return m_Game->GetSimulation2()->GetScriptInterface();
}
void CNetClient::PostPlayerAssignmentsToScript()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'players', 'hosts':{}})", &msg);
JS::RootedValue hosts(cx);
GetScriptInterface().GetProperty(msg, "hosts", &hosts);
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
JS::RootedValue host(cx);
GetScriptInterface().Eval("({})", &host);
GetScriptInterface().SetProperty(host, "name", std::wstring(it->second.m_Name), false);
GetScriptInterface().SetProperty(host, "player", it->second.m_PlayerID, false);
GetScriptInterface().SetProperty(host, "status", it->second.m_Status, false);
GetScriptInterface().SetProperty(hosts, it->first.c_str(), host, false);
}
PushGuiMessage(msg);
}
bool CNetClient::SendMessage(const CNetMessage* message)
{
if (!m_Session)
return false;
return m_Session->SendMessage(message);
}
void CNetClient::HandleConnect()
{
Update((uint)NMT_CONNECT_COMPLETE, NULL);
}
void CNetClient::HandleDisconnect(u32 reason)
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'disconnected'})", &msg);
GetScriptInterface().SetProperty(msg, "reason", (int)reason, false);
PushGuiMessage(msg);
SAFE_DELETE(m_Session);
// Update the state immediately to UNCONNECTED (don't bother with FSM transitions since
// we'd need one for every single state, and we don't need to use per-state actions)
SetCurrState(NCS_UNCONNECTED);
}
void CNetClient::SendChatMessage(const std::wstring& text)
{
CChatMessage chat;
chat.m_Message = text;
SendMessage(&chat);
}
void CNetClient::SendReadyMessage(const int status)
{
CReadyMessage readyStatus;
readyStatus.m_Status = status;
SendMessage(&readyStatus);
}
bool CNetClient::HandleMessage(CNetMessage* message)
{
// Handle non-FSM messages first
Status status = m_Session->GetFileTransferer().HandleMessageReceive(message);
if (status == INFO::OK)
return true;
if (status != INFO::SKIPPED)
return false;
if (message->GetType() == NMT_FILE_TRANSFER_REQUEST)
{
CFileTransferRequestMessage* reqMessage = (CFileTransferRequestMessage*)message;
// TODO: we should support different transfer request types, instead of assuming
// it's always requesting the simulation state
std::stringstream stream;
LOGMESSAGERENDER("Serializing game at turn %u for rejoining player", m_ClientTurnManager->GetCurrentTurn());
u32 turn = to_le32(m_ClientTurnManager->GetCurrentTurn());
stream.write((char*)&turn, sizeof(turn));
bool ok = m_Game->GetSimulation2()->SerializeState(stream);
ENSURE(ok);
// Compress the content with zlib to save bandwidth
// (TODO: if this is still too large, compressing with e.g. LZMA works much better)
std::string compressed;
CompressZLib(stream.str(), compressed, true);
m_Session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, compressed);
return true;
}
// Update FSM
bool ok = Update(message->GetType(), message);
if (!ok)
LOGERROR("Net client: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)GetCurrState());
return ok;
}
void CNetClient::LoadFinished()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
if (!m_JoinSyncBuffer.empty())
{
// We're rejoining a game, and just finished loading the initial map,
// so deserialize the saved game state now
std::string state;
DecompressZLib(m_JoinSyncBuffer, state, true);
std::stringstream stream(state);
u32 turn;
stream.read((char*)&turn, sizeof(turn));
turn = to_le32(turn);
LOGMESSAGE("Rejoining client deserializing state at turn %u\n", turn);
bool ok = m_Game->GetSimulation2()->DeserializeState(stream);
ENSURE(ok);
m_ClientTurnManager->ResetState(turn, turn);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'join_syncing'})", &msg);
PushGuiMessage(msg);
}
else
{
// Connecting at the start of a game, so we'll wait for other players to finish loading
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'waiting_for_players'})", &msg);
PushGuiMessage(msg);
}
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = m_ClientTurnManager->GetCurrentTurn();
SendMessage(&loaded);
}
bool CNetClient::OnConnect(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECT_COMPLETE);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'connected'})", &msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnHandshake(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE);
CNetClient* client = (CNetClient*)context;
CCliHandshakeMessage handshake;
handshake.m_MagicResponse = PS_PROTOCOL_MAGIC_RESPONSE;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
client->SendMessage(&handshake);
return true;
}
bool CNetClient::OnHandshakeResponse(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE_RESPONSE);
CNetClient* client = (CNetClient*)context;
CAuthenticateMessage authenticate;
authenticate.m_GUID = client->m_GUID;
authenticate.m_Name = client->m_UserName;
authenticate.m_Password = L""; // TODO
client->SendMessage(&authenticate);
return true;
}
bool CNetClient::OnAuthenticate(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE_RESULT);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CAuthenticateResultMessage* message = (CAuthenticateResultMessage*)event->GetParamRef();
LOGMESSAGE("Net: Authentication result: host=%u, %s", message->m_HostID, utf8_from_wstring(message->m_Message));
bool isRejoining = (message->m_Code == ARC_OK_REJOINING);
client->m_HostID = message->m_HostID;
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'authenticated'})", &msg);
client->GetScriptInterface().SetProperty(msg, "rejoining", isRejoining);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnChat(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CChatMessage* message = (CChatMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'chat'})", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false);
client->GetScriptInterface().SetProperty(msg, "text", std::wstring(message->m_Message), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnReady(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'ready'})", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false);
client->GetScriptInterface().SetProperty(msg, "status", int (message->m_Status), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnGameSetup(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_SETUP);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CGameSetupMessage* message = (CGameSetupMessage*)event->GetParamRef();
client->m_GameAttributes = message->m_Data;
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'gamesetup'})", &msg);
client->GetScriptInterface().SetProperty(msg, "data", message->m_Data, false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnPlayerAssignment(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_PLAYER_ASSIGNMENT);
CNetClient* client = (CNetClient*)context;
CPlayerAssignmentMessage* message = (CPlayerAssignmentMessage*)event->GetParamRef();
// Unpack the message
PlayerAssignmentMap newPlayerAssignments;
for (size_t i = 0; i < message->m_Hosts.size(); ++i)
{
PlayerAssignment assignment;
assignment.m_Enabled = true;
assignment.m_Name = message->m_Hosts[i].m_Name;
assignment.m_PlayerID = message->m_Hosts[i].m_PlayerID;
assignment.m_Status = message->m_Hosts[i].m_Status;
newPlayerAssignments[message->m_Hosts[i].m_GUID] = assignment;
}
client->m_PlayerAssignments.swap(newPlayerAssignments);
client->PostPlayerAssignmentsToScript();
return true;
}
bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_START);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Find the player assigned to our GUID
int player = -1;
if (client->m_PlayerAssignments.find(client->m_GUID) != client->m_PlayerAssignments.end())
player = client->m_PlayerAssignments[client->m_GUID].m_PlayerID;
client->m_ClientTurnManager = new CNetClientTurnManager(
*client->m_Game->GetSimulation2(), *client, client->m_HostID, client->m_Game->GetReplayLogger());
client->m_Game->SetPlayerID(player);
client->m_Game->StartGame(&client->m_GameAttributes, "");
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'start'})", &msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnJoinSyncStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_JOIN_SYNC_START);
CNetClient* client = (CNetClient*)context;
// The server wants us to start downloading the game state from it, so do so
client->m_Session->GetFileTransferer().StartTask(
shared_ptr<CNetFileReceiveTask>(new CNetFileReceiveTask_ClientRejoin(*client))
);
return true;
}
bool CNetClient::OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_END_COMMAND_BATCH);
CNetClient* client = (CNetClient*)context;
CEndCommandBatchMessage* endMessage = (CEndCommandBatchMessage*)event->GetParamRef();
client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength);
// Execute all the received commands for the latest turn
client->m_ClientTurnManager->UpdateFastForward();
return true;
}
bool CNetClient::OnLoadedGame(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// All players have loaded the game - start running the turn manager
// so that the game begins
client->m_Game->SetTurnManager(client->m_ClientTurnManager);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'active'})", &msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnInGame(void *context, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
CNetClient* client = (CNetClient*)context;
CNetMessage* message = (CNetMessage*)event->GetParamRef();
if (message)
{
if (message->GetType() == NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (message);
client->m_ClientTurnManager->OnSimulationMessage(simMessage);
}
else if (message->GetType() == NMT_SYNC_ERROR)
{
CSyncErrorMessage* syncMessage = static_cast<CSyncErrorMessage*> (message);
client->m_ClientTurnManager->OnSyncError(syncMessage->m_Turn, syncMessage->m_HashExpected);
}
else if (message->GetType() == NMT_END_COMMAND_BATCH)
{
CEndCommandBatchMessage* endMessage = static_cast<CEndCommandBatchMessage*> (message);
client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength);
}
}
return true;
}