0ad/source/network/Server.cpp
Ykkrosh 13f2e3ca0c Tried compiling with ICC9 on Linux, which raised various issues:
* Fixed some bugs with incorrect macro usage (SDL_BYTE_ORDER vs
SDL_BYTEORDER, {MSC,GCC}_VER vs {MSC,GCC}_VERSION, OS_WIN/OS_UNIX in
projects where they're not defined).
 * Removed some redundant declarations of g_Console.
 * Removed some unnecessary semicolons.
 * Removed some unused variables.
 * Added throw specification to operator new.

This was SVN commit r4698.
2006-12-16 01:01:15 +00:00

431 lines
11 KiB
C++

#include "precompiled.h"
#include <algorithm>
#include "Server.h"
#include "ServerSession.h"
#include "Network.h"
#include "JSEvents.h"
#include "scripting/ScriptableObject.h"
#include "ps/Game.h"
#include "simulation/Simulation.h"
#include "ps/Player.h"
#include "ps/CLogger.h"
#include "ps/CConsole.h"
#define LOG_CAT_NET "net"
CNetServer *g_NetServer=NULL;
using namespace std;
// NOTE: Called in network thread
CNetServerSession *CNetServer::CreateSession(CSocketInternal *pInt)
{
CNetServerSession *pRet=new CNetServerSession(this, pInt);
CServerHandshake *pMsg=new CServerHandshake();
pMsg->m_Magic=PS_PROTOCOL_MAGIC;
pMsg->m_ProtocolVersion=PS_PROTOCOL_VERSION;
pMsg->m_SoftwareVersion=PS_PROTOCOL_VERSION;
pRet->Push(pMsg);
return pRet;
}
// NOTE: Called in network thread
void CNetServer::OnAccept(const CSocketAddress &addr)
{
LOG(NORMAL, LOG_CAT_NET, "CNetServer::OnAccept(): Accepted connection from %s port %d", addr.GetString().c_str(), addr.GetPort());
CSocketInternal *pInt=Accept();
CNetServerSession *pSession=CreateSession(pInt);
UNUSED2(pSession);
}
CNetServer::CNetServer(CGame *pGame, CGameAttributes *pGameAttribs):
m_JSI_Sessions(&m_Sessions),
m_pGame(pGame),
m_pGameAttributes(pGameAttribs),
m_MaxObservers(5),
m_LastSessionID(1),
m_ServerPlayerName(L"Noname Server Player"),
m_ServerName(L"Noname Server"),
m_WelcomeMessage(L"Noname Server Welcome Message"),
m_Port(-1)
{
ONCE(
ScriptingInit();
);
m_pGameAttributes->SetUpdateCallback(AttributeUpdate, this);
m_pGameAttributes->SetPlayerUpdateCallback(PlayerAttributeUpdate, this);
m_pGameAttributes->SetPlayerSlotAssignmentCallback(PlayerSlotAssignmentCallback, this);
m_pGame->GetSimulation()->SetTurnManager(this);
// Set an incredibly long turn length - less command batch spam that way
for (int i=0;i<3;i++)
CTurnManager::SetTurnLength(i, 3000);
g_ScriptingHost.SetGlobal("g_NetServer", OBJECT_TO_JSVAL(GetScript()));
}
CNetServer::~CNetServer()
{
g_ScriptingHost.SetGlobal("g_NetServer", JSVAL_NULL);
while (m_Sessions.size() > 0)
{
SessionMap::iterator it=m_Sessions.begin();
delete it->second;
m_Sessions.erase(it);
}
}
void CNetServer::ScriptingInit()
{
CJSMap<SessionMap>::ScriptingInit("NetServer_SessionMap");
AddMethod<bool, &CNetServer::JSI_Open>("open", 0);
AddProperty(L"sessions", &CNetServer::m_JSI_Sessions);
AddProperty(L"serverPlayerName", &CNetServer::m_ServerPlayerName);
AddProperty(L"serverName", &CNetServer::m_ServerName);
AddProperty(L"welcomeMessage", &CNetServer::m_WelcomeMessage);
AddProperty(L"port", &CNetServer::m_Port);
AddProperty(L"onChat", &CNetServer::m_OnChat);
AddProperty(L"onClientConnect", &CNetServer::m_OnClientConnect);
AddProperty(L"onClientDisconnect", &CNetServer::m_OnClientDisconnect);
CJSObject<CNetServer>::ScriptingInit("NetServer");
}
bool CNetServer::JSI_Open(JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
CSocketAddress addr;
if (m_Port == -1)
GetDefaultListenAddress(addr);
else
addr=CSocketAddress(m_Port, /* m_UseIPv6 ? IPv6 : */ IPv4);
PS_RESULT res=Bind(addr);
if (res != PS_OK)
{
LOG(ERROR, LOG_CAT_NET, "CNetServer::JSI_Open(): Bind error: %s", res);
return false;
}
return true;
}
PS_RESULT CNetServer::Bind(const CSocketAddress &address)
{
PS_RESULT res=CServerSocket::Bind(address);
if (res==PS_OK)
m_ServerState=NSS_PreGame;
return res;
}
void FillSetGameConfigCB(const CStrW& name, ISynchedJSProperty *prop, void *userdata)
{
CSetGameConfig *pMsg=(CSetGameConfig *)userdata;
size_t size=pMsg->m_Values.size();
pMsg->m_Values.resize(size+1);
pMsg->m_Values[size].m_Name=name;
pMsg->m_Values[size].m_Value=prop->ToString();
}
void CNetServer::FillSetGameConfig(CSetGameConfig *pMsg)
{
m_pGameAttributes->IterateSynchedProperties(FillSetGameConfigCB, pMsg);
}
void FillSetPlayerConfigCB(const CStrW& name, ISynchedJSProperty *prop, void *userdata)
{
CSetPlayerConfig *pMsg=(CSetPlayerConfig *)userdata;
size_t size=pMsg->m_Values.size();
pMsg->m_Values.resize(size+1);
pMsg->m_Values[size].m_Name=name;
pMsg->m_Values[size].m_Value=prop->ToString();
}
void CNetServer::FillSetPlayerConfig(CSetPlayerConfig *pMsg, CPlayer *pPlayer)
{
pMsg->m_PlayerID=pPlayer->GetPlayerID();
pPlayer->IterateSynchedProperties(FillSetPlayerConfigCB, pMsg);
}
void CNetServer::AssignSessionID(CNetServerSession *pSession)
{
int newID=++m_LastSessionID;
pSession->SetID(newID);
m_Sessions[newID]=pSession;
}
void CNetServer::AddSession(CNetServerSession *pSession)
{
{
CSetGameConfig *pMsg=new CSetGameConfig();
FillSetGameConfig(pMsg);
pSession->Push(pMsg);
}
// Broadcast a message for the newly added player session
CClientConnect *pMsg=new CClientConnect();
pMsg->m_Clients.resize(1);
pMsg->m_Clients[0].m_SessionID=pSession->GetID();
pMsg->m_Clients[0].m_Name=pSession->GetName();
Broadcast(pMsg);
pMsg=new CClientConnect();
// Server "client"
pMsg->m_Clients.resize(1);
pMsg->m_Clients.back().m_SessionID=1; // Server is always 1
pMsg->m_Clients.back().m_Name=m_ServerPlayerName;
// All the other clients
SessionMap::iterator it=m_Sessions.begin();
for (;it!=m_Sessions.end();++it)
{
pMsg->m_Clients.push_back(CClientConnect::S_m_Clients());
pMsg->m_Clients.back().m_SessionID=it->second->GetID();
pMsg->m_Clients.back().m_Name=it->second->GetName();
}
pSession->Push(pMsg);
// Sync player slot assignments and player attributes
for (uint i=0;i<m_pGameAttributes->GetSlotCount();i++)
{
CPlayerSlot *pSlot=m_pGameAttributes->GetSlot(i);
pSession->Push(CreatePlayerSlotAssignmentMessage(pSlot));
if (pSlot->GetAssignment() == SLOT_SESSION)
{
CSetPlayerConfig *pMsg=new CSetPlayerConfig();
FillSetPlayerConfig(pMsg, pSlot->GetPlayer());
pSession->Push(pMsg);
}
}
OnClientConnect(pSession);
}
void CNetServer::AttributeUpdate(const CStrW& name, const CStrW& newValue, void *userdata)
{
CNetServer *pServer=(CNetServer *)userdata;
g_Console->InsertMessage(L"AttributeUpdate: %ls = \"%ls\"", name.c_str(), newValue.c_str());
CSetGameConfig *pMsg=new CSetGameConfig;
pMsg->m_Values.resize(1);
pMsg->m_Values[0].m_Name=name;
pMsg->m_Values[0].m_Value=newValue;
pServer->Broadcast(pMsg);
}
void CNetServer::PlayerAttributeUpdate(const CStrW& name, const CStrW& newValue, CPlayer *pPlayer, void *userdata)
{
CNetServer *pServer=(CNetServer *)userdata;
g_Console->InsertMessage(L"PlayerAttributeUpdate(%d): %ls = \"%ls\"", pPlayer->GetPlayerID(), name.c_str(), newValue.c_str());
CSetPlayerConfig *pMsg=new CSetPlayerConfig;
pMsg->m_PlayerID=pPlayer->GetPlayerID();
pMsg->m_Values.resize(1);
pMsg->m_Values[0].m_Name=name;
pMsg->m_Values[0].m_Value=newValue;
pServer->Broadcast(pMsg);
}
CNetMessage *CNetServer::CreatePlayerSlotAssignmentMessage(CPlayerSlot *pSlot)
{
CAssignPlayerSlot *pMsg=new CAssignPlayerSlot();
pMsg->m_SlotID=pSlot->GetSlotID();
pMsg->m_SessionID=pSlot->GetSessionID();
switch (pSlot->GetAssignment())
{
#define CASE(_a, _b) case _a: pMsg->m_Assignment=_b; break;
CASE(SLOT_CLOSED, PS_ASSIGN_CLOSED)
CASE(SLOT_OPEN, PS_ASSIGN_OPEN)
CASE(SLOT_SESSION, PS_ASSIGN_SESSION)
//CASE(SLOT_AI, PS_ASSIGN_AI)
}
return pMsg;
}
void CNetServer::PlayerSlotAssignmentCallback(void *userdata, CPlayerSlot *pSlot)
{
CNetServer *pInstance=(CNetServer *)userdata;
if (pSlot->GetAssignment() == SLOT_SESSION)
pSlot->GetSession()->SetPlayerSlot(pSlot);
CNetMessage *pMsg=CreatePlayerSlotAssignmentMessage(pSlot);
g_Console->InsertMessage(L"Player Slot Assignment: %hs\n", pMsg->GetString().c_str());
pInstance->Broadcast(pMsg);
}
bool CNetServer::AllowObserver(CNetServerSession* UNUSED(pSession))
{
return m_Observers.size() < m_MaxObservers;
}
void CNetServer::RemoveSession(CNetServerSession *pSession)
{
SessionMap::iterator it=m_Sessions.find(pSession->GetID());
if (it != m_Sessions.end())
m_Sessions.erase(it);
/*
* Player sessions require some extra care:
*
* Pre-Game: dissociate the slot that was used by the session and
* synchronize the disconnection of the client.
*
* In-Game: Revert all player's entities to Gaia control, awaiting the
* client's reconnect attempts [if/when we implement that]
*
* Post-Game: Just sync disconnection - we don't have any players anymore
* and all is fine.
*
* After this is done, call the JS callback if it's been set.
*/
if (pSession->GetPlayer())
{
if (m_ServerState == NSS_PreGame)
{
pSession->GetPlayerSlot()->AssignClosed();
}
else if (m_ServerState == NSS_InGame)
{
// TODO Reassign entities to Gaia control
// TODO Set everything up for re-connect and resume
SetClientPipe(pSession->GetPlayerSlot()->GetSlotID(), NULL);
pSession->GetPlayerSlot()->AssignClosed();
}
}
CClientDisconnect *pMsg=new CClientDisconnect();
pMsg->m_SessionID=pSession->GetID();
Broadcast(pMsg);
OnClientDisconnect(pSession);
// TODO Correct handling of observers
}
// Unfortunately, the message queueing model is made so that each message has
// to be copied once for each socket its sent over, messages are deleted when
// sent by CMessageSocket. We could ref-count, but that requires a lot of
// thread safety stuff => hard work
void CNetServer::Broadcast(CNetMessage *pMsg)
{
if (m_Sessions.empty())
{
delete pMsg;
return;
}
SessionMap::iterator it=m_Sessions.begin();
// Skip one session
++it;
// Send a *copy* to all remaining sessions
for (;it != m_Sessions.end();++it)
{
it->second->Push(pMsg->Copy());
}
// Now send to the first session, *not* copying the message
m_Sessions.begin()->second->Push(pMsg);
}
int CNetServer::StartGame()
{
Broadcast(new CStartGame());
if (m_pGame->StartGame(m_pGameAttributes) != PSRETURN_OK)
return -1;
else
{
CTurnManager::Initialize(m_pGameAttributes->GetSlotCount());
for (uint i=0;i<m_pGameAttributes->GetSlotCount();i++)
{
CPlayerSlot *pSlot=m_pGameAttributes->GetSlot(i);
if (pSlot->GetAssignment() == SLOT_SESSION)
CTurnManager::SetClientPipe(i, pSlot->GetSession());
}
m_ServerState=NSS_InGame;
SessionMap::iterator it=m_Sessions.begin();
while (it != m_Sessions.end())
{
it->second->StartGame();
++it;
}
// This is the signal for everyone to start their simulations.
SendBatch(1);
return 0;
}
}
void CNetServer::GetDefaultListenAddress(CSocketAddress &address)
{
address=CSocketAddress(PS_DEFAULT_PORT, IPv4);
}
void CNetServer::NewTurn()
{
RecordBatch(2);
RotateBatches();
ClearBatch(2);
IterateBatch(1, CSimulation::GetMessageMask, m_pGame->GetSimulation());
SendBatch(1);
//IterateBatch(1, SendToObservers, this);
}
void CNetServer::QueueLocalCommand(CNetMessage *pMsg)
{
QueueIncomingCommand(pMsg);
}
void CNetServer::QueueIncomingCommand(CNetMessage *pMsg)
{
LOG(NORMAL, LOG_CAT_NET, "CNetServer::QueueIncomingCommand(): %s.", pMsg->GetString().c_str());
QueueMessage(2, pMsg);
}
void CNetServer::OnChat(const CStrW& from, const CStrW& message)
{
if (m_OnChat.Defined())
{
CChatEvent evt(from, message);
m_OnChat.DispatchEvent(GetScript(), &evt);
}
}
void CNetServer::OnClientConnect(CNetServerSession *pSession)
{
if (m_OnClientConnect.Defined())
{
CClientConnectEvent evt(pSession);
m_OnClientConnect.DispatchEvent(GetScript(), &evt);
}
}
void CNetServer::OnClientDisconnect(CNetServerSession *pSession)
{
if (m_OnClientDisconnect.Defined())
{
CClientDisconnectEvent evt(pSession->GetID(), pSession->GetName());
m_OnClientDisconnect.DispatchEvent(GetScript(), &evt);
}
}