0ad/source/network/NetClient.cpp
Ykkrosh 051aa70940 Basic disconnection handling.
Pre-game chat.
Fix dynamic updates of focused input controls.
Allow scrollable texts to automatically scroll to the bottom.
Force usernames to be unique.

This was SVN commit r7664.
2010-07-02 21:28:48 +00:00

427 lines
12 KiB
C++

/* Copyright (C) 2010 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/sysdep/sysdep.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
CNetClient *g_NetClient = NULL;
CNetClient::CNetClient(CGame* game) :
m_Session(NULL),
m_UserName(L"anonymous"),
m_GUID(GenerateGUID()), m_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game)
{
m_Game->SetTurnManager(NULL); // delete the old local turn manager so we don't accidentally use it
void* context = 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_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_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);
// TODO: add chat
// Set first state
SetFirstState(NCS_UNCONNECTED);
}
CNetClient::~CNetClient()
{
delete m_Session;
}
void CNetClient::SetUserName(const CStrW& username)
{
debug_assert(!m_Session); // must be called before we start the connection
m_UserName = username;
}
bool CNetClient::SetupConnection(const CStr& server)
{
CNetClientSessionRemote* session = new CNetClientSessionRemote(*this);
bool ok = session->Connect(PS_DEFAULT_PORT, server);
SetAndOwnSession(session);
return ok;
}
void CNetClient::SetupLocalConnection(CNetServer& server)
{
CNetClientSessionLocal* session = new CNetClientSessionLocal(*this, server);
SetAndOwnSession(session);
}
void CNetClient::SetAndOwnSession(CNetClientSession* session)
{
delete m_Session;
m_Session = session;
}
void CNetClient::Poll()
{
if (m_Session)
m_Session->Poll();
}
CScriptValRooted CNetClient::GuiPoll()
{
if (m_GuiMessageQueue.empty())
return CScriptValRooted();
CScriptValRooted r = m_GuiMessageQueue.front();
m_GuiMessageQueue.pop_front();
return r;
}
void CNetClient::PushGuiMessage(const CScriptValRooted& message)
{
debug_assert(!message.undefined());
m_GuiMessageQueue.push_back(message);
}
std::wstring CNetClient::TestReadGuiMessages()
{
std::wstring r;
while (true)
{
CScriptValRooted msg = GuiPoll();
if (msg.undefined())
break;
r += GetScriptInterface().ToString(msg.get()) + L"\n";
}
return r;
}
ScriptInterface& CNetClient::GetScriptInterface()
{
return m_Game->GetSimulation2()->GetScriptInterface();
}
void CNetClient::PostPlayerAssignmentsToScript()
{
CScriptValRooted msg;
GetScriptInterface().Eval("({'type':'players', 'hosts':{}})", msg);
CScriptValRooted hosts;
GetScriptInterface().GetProperty(msg.get(), "hosts", hosts);
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
CScriptValRooted host;
GetScriptInterface().Eval("({})", host);
GetScriptInterface().SetProperty(host.get(), "name", std::wstring(it->second.m_Name), false);
GetScriptInterface().SetProperty(host.get(), "player", it->second.m_PlayerID, false);
GetScriptInterface().SetProperty(hosts.get(), it->first, host, false);
}
PushGuiMessage(msg);
}
bool CNetClient::SendMessage(const CNetMessage* message)
{
return m_Session->SendMessage(message);
}
void CNetClient::HandleConnect()
{
Update((uint)NMT_CONNECT_COMPLETE, NULL);
}
void CNetClient::HandleDisconnect()
{
CScriptValRooted msg;
GetScriptInterface().Eval("({'type':'netstatus','status':'disconnected'})", msg);
PushGuiMessage(msg);
}
void CNetClient::SendChatMessage(const std::wstring& text)
{
CChatMessage chat;
chat.m_Message = text;
SendMessage(&chat);
}
bool CNetClient::HandleMessage(CNetMessage* message)
{
// Update FSM
bool ok = Update(message->GetType(), message);
if (!ok)
LOGERROR(L"Net client: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)GetCurrState());
return ok;
}
void CNetClient::LoadFinished()
{
CScriptValRooted msg;
GetScriptInterface().Eval("({'type':'netstatus','status':'waiting_for_players'})", msg);
PushGuiMessage(msg);
CLoadedGameMessage loaded;
SendMessage(&loaded);
}
bool CNetClient::OnConnect(void* context, CFsmEvent* event)
{
debug_assert(event->GetType() == (uint)NMT_CONNECT_COMPLETE);
CNetClient* client = (CNetClient*)context;
CScriptValRooted msg;
client->GetScriptInterface().Eval("({'type':'netstatus','status':'connected'})", msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnHandshake(void* context, CFsmEvent* event)
{
debug_assert(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)
{
debug_assert(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)
{
debug_assert(event->GetType() == (uint)NMT_AUTHENTICATE_RESULT);
CNetClient* client = (CNetClient*)context;
CAuthenticateResultMessage* message = (CAuthenticateResultMessage*)event->GetParamRef();
LOGMESSAGE(L"Net: Authentication result: host=%d, %ls", message->m_HostID, message->m_Message.c_str() );
client->m_HostID = message->m_HostID;
CScriptValRooted msg;
client->GetScriptInterface().Eval("({'type':'netstatus','status':'authenticated'})", msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnChat(void* context, CFsmEvent* event)
{
debug_assert(event->GetType() == (uint)NMT_CHAT);
CNetClient* client = (CNetClient*)context;
CChatMessage* message = (CChatMessage*)event->GetParamRef();
CScriptValRooted msg;
client->GetScriptInterface().Eval("({'type':'chat'})", msg);
client->GetScriptInterface().SetProperty(msg.get(), "username", std::wstring(message->m_Sender), false);
client->GetScriptInterface().SetProperty(msg.get(), "text", std::wstring(message->m_Message), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnGameSetup(void* context, CFsmEvent* event)
{
debug_assert(event->GetType() == (uint)NMT_GAME_SETUP);
CNetClient* client = (CNetClient*)context;
CGameSetupMessage* message = (CGameSetupMessage*)event->GetParamRef();
client->m_GameAttributes = message->m_Data;
CScriptValRooted msg;
client->GetScriptInterface().Eval("({'type':'gamesetup'})", msg);
client->GetScriptInterface().SetProperty(msg.get(), "data", message->m_Data, false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnPlayerAssignment(void* context, CFsmEvent* event)
{
debug_assert(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_Name = message->m_Hosts[i].m_Name;
assignment.m_PlayerID = message->m_Hosts[i].m_PlayerID;
newPlayerAssignments[message->m_Hosts[i].m_GUID] = assignment;
}
client->m_PlayerAssignments.swap(newPlayerAssignments);
client->PostPlayerAssignmentsToScript();
return true;
}
bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
{
debug_assert(event->GetType() == (uint)NMT_GAME_START);
CNetClient* client = (CNetClient*)context;
// 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->SetPlayerID(player);
client->m_Game->StartGame(client->m_GameAttributes);
CScriptValRooted msg;
client->GetScriptInterface().Eval("({'type':'start'})", msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnLoadedGame(void* context, CFsmEvent* event)
{
debug_assert(event->GetType() == (uint)NMT_LOADED_GAME);
CNetClient* client = (CNetClient*)context;
// All players have loaded the game - start running the turn manager
// so that the game begins
client->m_Game->SetTurnManager(client->m_ClientTurnManager);
CScriptValRooted msg;
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);
}
}
return true;
}
CStr CNetClient::GenerateGUID()
{
// TODO: Ideally this will be guaranteed unique (and verified
// cryptographically) since we'll rely on it to identify hosts
// and associate them with player controls (e.g. to support
// leaving/rejoining in-progress games), and we don't want
// a host to masquerade as someone else.
// For now, just try to pick a very random number.
CStr guid;
for (size_t i = 0; i < 2; ++i)
{
u32 r = 0;
sys_generate_random_bytes((u8*)&r, sizeof(r));
char buf[32];
sprintf_s(buf, ARRAY_SIZE(buf), "%08X", r);
guid += buf;
}
return guid;
}