0ad/source/network/NetTurnManager.cpp
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
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.
2010-06-30 21:41:04 +00:00

356 lines
10 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 "NetTurnManager.h"
#include "network/NetServer.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "gui/GUIManager.h"
#include "maths/MathUtil.h"
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "simulation2/Simulation2.h"
static const int TURN_LENGTH = 200; // TODO: this should be a variable controlled by the server depending on latency
static const int COMMAND_DELAY = 2;
//#define NETTURN_LOG debug_printf
static std::string Hexify(const std::string& s)
{
std::stringstream str;
str << std::hex;
for (size_t i = 0; i < s.size(); ++i)
str << std::setfill('0') << std::setw(2) << (int)(unsigned char)s[i];
return str.str();
}
CNetTurnManager::CNetTurnManager(CSimulation2& simulation, int clientId) :
m_Simulation2(simulation), m_CurrentTurn(0), m_ReadyTurn(1), m_DeltaTime(0),
m_PlayerId(-1), m_ClientId(clientId), m_HasSyncError(false)
{
// When we are on turn n, we schedule new commands for n+2.
// We know that all other clients have finished scheduling commands for n (else we couldn't have got here).
// We know we have not yet finished scheduling commands for n+2.
// Hence other clients can be on turn n-1, n, n+1, and no other.
// So they can be sending us commands scheduled for n+1, n+2, n+3.
// So we need a 3-element buffer:
m_QueuedCommands.resize(COMMAND_DELAY + 1);
}
void CNetTurnManager::SetPlayerID(int playerId)
{
m_PlayerId = playerId;
}
bool CNetTurnManager::Update(float frameLength)
{
m_DeltaTime += frameLength;
// If we haven't reached the next turn yet, do nothing
if (m_DeltaTime < 0)
return false;
#ifdef NETTURN_LOG
NETTURN_LOG(L"Update current=%d ready=%d\n", m_CurrentTurn, m_ReadyTurn);
#endif
// Check that the next turn is ready for execution
if (m_ReadyTurn > m_CurrentTurn)
{
NotifyFinishedOwnCommands(m_CurrentTurn + COMMAND_DELAY);
m_CurrentTurn += 1; // increase the turn number now, so Update can send new commands for a subsequent turn
// Put all the client commands into a single list, in a globally consistent order
std::vector<SimulationCommand> commands;
for (std::map<u32, std::vector<SimulationCommand> >::iterator it = m_QueuedCommands[0].begin(); it != m_QueuedCommands[0].end(); ++it)
{
commands.insert(commands.end(), it->second.begin(), it->second.end());
}
m_QueuedCommands.pop_front();
m_QueuedCommands.resize(m_QueuedCommands.size() + 1);
#ifdef NETTURN_LOG
NETTURN_LOG(L"Running %d cmds\n", commands.size());
#endif
m_Simulation2.Update(TURN_LENGTH, commands);
{
PROFILE("state hash check");
std::string hash;
bool ok = m_Simulation2.ComputeStateHash(hash);
debug_assert(ok);
NotifyFinishedUpdate(m_CurrentTurn, hash);
}
// Set the time for the next turn update
m_DeltaTime -= TURN_LENGTH / 1000.f;
return true;
}
else
{
// Oops, we wanted to start the next turn but it's not ready yet -
// there must be too much network lag.
// TODO: complain to the user.
// TODO: send feedback to the server to increase the turn length.
// Reset the next-turn timer to 0 so we try again next update but
// so we don't rush to catch up in subsequent turns.
// TODO: we should do clever rate adjustment instead of just pausing like this.
m_DeltaTime = 0;
return false;
}
}
void CNetTurnManager::OnSyncError(u32 turn, const std::string& expectedHash)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"OnSyncError(%d, %s)\n", turn, Hexify(expectedHash).c_str());
#endif
// Only complain the first time
if (m_HasSyncError)
return;
m_HasSyncError = true;
std::string hash;
bool ok = m_Simulation2.ComputeStateHash(hash);
debug_assert(ok);
fs::wpath path (psLogDir()/L"oos_dump.txt");
std::ofstream file (path.external_file_string().c_str(), std::ofstream::out | std::ofstream::trunc);
m_Simulation2.DumpDebugState(file);
file.close();
std::wstringstream msg;
msg << L"Out of sync on turn " << turn << L": expected hash " << CStrW(Hexify(expectedHash)) << L"\n\n";
msg << L"Current state: turn " << m_CurrentTurn << L", hash " << CStrW(Hexify(hash)) << L"\n\n";
msg << L"Dumping current state to " << path;
g_GUI->DisplayMessageBox(600, 350, L"Sync error", msg.str());
}
void CNetTurnManager::Interpolate(float frameLength)
{
float offset = clamp(m_DeltaTime / (TURN_LENGTH / 1000.f) + 1.0, 0.0, 1.0);
m_Simulation2.Interpolate(frameLength, offset);
}
void CNetTurnManager::AddCommand(int client, int player, CScriptValRooted data, u32 turn)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"AddCommand(client=%d player=%d turn=%d)\n", client, player, turn);
#endif
if (!(m_CurrentTurn < turn && turn <= m_CurrentTurn + COMMAND_DELAY + 1))
{
debug_warn(L"Received command for invalid turn");
return;
}
SimulationCommand cmd;
cmd.player = player;
cmd.data = data;
m_QueuedCommands[turn - (m_CurrentTurn+1)][client].push_back(cmd);
}
void CNetTurnManager::FinishedAllCommands(u32 turn)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"FinishedAllCommands(%d)\n", turn);
#endif
debug_assert(turn == m_ReadyTurn + 1);
m_ReadyTurn = turn;
}
void CNetClientTurnManager::PostCommand(CScriptValRooted data)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"PostCommand()\n");
#endif
// Transmit command to server
CSimulationMessage msg(m_Simulation2.GetScriptInterface(), m_ClientId, m_PlayerId, m_CurrentTurn + COMMAND_DELAY, data.get());
m_NetClient.SendMessage(&msg);
// Add to our local queue
//AddCommand(m_ClientId, m_PlayerId, data, m_CurrentTurn + COMMAND_DELAY);
// TODO: we should do this when the server stops sending our commands back to us
}
void CNetClientTurnManager::NotifyFinishedOwnCommands(u32 turn)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"NotifyFinishedOwnCommands(%d)\n", turn);
#endif
// Send message to the server
CEndCommandBatchMessage msg;
msg.m_TurnLength = TURN_LENGTH;
msg.m_Turn = turn;
m_NetClient.SendMessage(&msg);
}
void CNetClientTurnManager::NotifyFinishedUpdate(u32 turn, const std::string& hash)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"NotifyFinishedUpdate(%d, %s)\n", turn, Hexify(hash).c_str());
#endif
// Send message to the server
CSyncCheckMessage msg;
msg.m_Turn = turn;
msg.m_Hash = hash;
m_NetClient.SendMessage(&msg);
}
void CNetClientTurnManager::OnSimulationMessage(CSimulationMessage* msg)
{
// Command received from the server - store it for later execution
AddCommand(msg->m_Client, msg->m_Player, msg->m_Data, msg->m_Turn);
}
void CNetLocalTurnManager::PostCommand(CScriptValRooted data)
{
// Add directly to the next turn, ignoring COMMAND_DELAY,
// because we don't need to compensate for network latency
AddCommand(m_ClientId, m_PlayerId, data, m_CurrentTurn + 1);
}
void CNetLocalTurnManager::NotifyFinishedOwnCommands(u32 turn)
{
FinishedAllCommands(turn);
}
void CNetLocalTurnManager::NotifyFinishedUpdate(u32 UNUSED(turn), const std::string& UNUSED(hash))
{
}
void CNetLocalTurnManager::OnSimulationMessage(CSimulationMessage* UNUSED(msg))
{
debug_warn(L"This should never be called");
}
CNetServerTurnManager::CNetServerTurnManager(CNetServer& server) :
m_NetServer(server), m_ReadyTurn(1)
{
}
void CNetServerTurnManager::NotifyFinishedClientCommands(int client, u32 turn)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"NotifyFinishedClientCommands(client=%d, turn=%d)\n", client, turn);
#endif
// Must be a client we've already heard of
debug_assert(m_ClientsReady.find(client) != m_ClientsReady.end());
// Clients must advance one turn at a time
debug_assert(turn == m_ClientsReady[client] + 1);
m_ClientsReady[client] = turn;
// See if all clients (including self) are ready for a new turn
for (std::map<int, u32>::iterator it = m_ClientsReady.begin(); it != m_ClientsReady.end(); ++it)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L" %d: %d <=? %d\n", it->first, it->second, m_ReadyTurn);
#endif
if (it->second <= m_ReadyTurn)
return;
}
// Tell all clients that the next turn is ready
CEndCommandBatchMessage msg;
msg.m_TurnLength = TURN_LENGTH;
msg.m_Turn = turn;
m_NetServer.Broadcast(&msg);
m_ReadyTurn = turn;
}
void CNetServerTurnManager::NotifyFinishedClientUpdate(int client, u32 turn, const std::string& hash)
{
// Clients must advance one turn at a time
debug_assert(turn == m_ClientsSimulated[client] + 1);
m_ClientsSimulated[client] = turn;
m_ClientStateHashes[turn][client] = hash;
// Find the newest turn which we know all clients have simulated
u32 newest = std::numeric_limits<u32>::max();
for (std::map<int, u32>::iterator it = m_ClientsSimulated.begin(); it != m_ClientsSimulated.end(); ++it)
{
if (it->second < newest)
newest = it->second;
}
// For every set of state hashes that all clients have simulated, check for OOS
for (std::map<u32, std::map<int, std::string> >::iterator it = m_ClientStateHashes.begin(); it != m_ClientStateHashes.end(); ++it)
{
if (it->first > newest)
break;
// Assume the host is correct (maybe we should choose the most common instead to help debugging)
std::string expected = it->second.begin()->second;
for (std::map<int, std::string>::iterator cit = it->second.begin(); cit != it->second.end(); ++cit)
{
#ifdef NETTURN_LOG
NETTURN_LOG(L"sync check %d: %d = %s\n", it->first, cit->first, Hexify(cit->second).c_str());
#endif
if (cit->second != expected)
{
// Oh no, out of sync
// Tell everyone about it
CSyncErrorMessage msg;
msg.m_Turn = it->first;
msg.m_HashExpected = expected;
m_NetServer.Broadcast(&msg);
break;
}
}
}
// Delete the saved hashes for all turns that we've already verified
m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1));
}
void CNetServerTurnManager::InitialiseClient(int client)
{
debug_assert(m_ClientsReady.find(client) == m_ClientsReady.end());
m_ClientsReady[client] = 1;
m_ClientsSimulated[client] = 0;
// TODO: do we need some kind of UninitialiseClient in case they leave?
}