/* Copyright (C) 2016 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 . */ #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, bool isLocalClient) : 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_IsLocalClient(isLocalClient), m_LastConnectionCheck(0), m_Rejoin(false) { 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_KICKED, NCS_PREGAME, (void*)&OnKicked, context); AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_PREGAME, (void*)&OnClientTimeout, context); AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_PREGAME, (void*)&OnClientPerformance, 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_CLIENT_TIMEOUT, NCS_JOIN_SYNCING, (void*)&OnClientTimeout, context); AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CLIENT_PERFORMANCE, NCS_JOIN_SYNCING, (void*)&OnClientPerformance, 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_CLIENT_TIMEOUT, NCS_LOADING, (void*)&OnClientTimeout, context); AddTransition(NCS_LOADING, (uint)NMT_CLIENT_PERFORMANCE, NCS_LOADING, (void*)&OnClientPerformance, context); AddTransition(NCS_LOADING, (uint)NMT_LOADED_GAME, NCS_INGAME, (void*)&OnLoadedGame, context); AddTransition(NCS_INGAME, (uint)NMT_REJOINED, NCS_INGAME, (void*)&OnRejoined, context); AddTransition(NCS_INGAME, (uint)NMT_KICKED, NCS_INGAME, (void*)&OnKicked, context); AddTransition(NCS_INGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_INGAME, (void*)&OnClientTimeout, context); AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_INGAME, (void*)&OnClientPerformance, context); AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PAUSED, NCS_INGAME, (void*)&OnClientPaused, 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) { for (JS::Heap& guiMessage : m_GuiMessageQueue) JS_CallValueTracer(trc, &guiMessage, "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, const u16 port) { CNetClientSession* session = new CNetClientSession(*this); bool ok = session->Connect(server, port, m_IsLocalClient); 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) return; CheckServerConnection(); m_Session->Poll(); } void CNetClient::CheckServerConnection() { // Trigger local warnings if the connection to the server is bad. // At most once per second. std::time_t now = std::time(nullptr); if (now <= m_LastConnectionCheck) return; m_LastConnectionCheck = now; JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); // Report if we are losing the connection to the server u32 lastReceived = m_Session->GetLastReceivedTime(); if (lastReceived > NETWORK_WARNING_TIMEOUT) { JS::RootedValue msg(cx); GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'server-timeout' })", &msg); GetScriptInterface().SetProperty(msg, "lastReceivedTime", lastReceived); PushGuiMessage(msg); return; } // Report if we have a bad ping to the server u32 meanRTT = m_Session->GetMeanRTT(); if (meanRTT > DEFAULT_TURN_LENGTH_MP) { JS::RootedValue msg(cx); GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'server-latency' })", &msg); GetScriptInterface().SetProperty(msg, "meanRTT", meanRTT); PushGuiMessage(msg); } } 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(message)); } std::string CNetClient::TestReadGuiMessages() { JSContext* cx = GetScriptInterface().GetContext(); JSAutoRequest rq(cx); std::string r; JS::RootedValue msg(cx); while (true) { GuiPoll(&msg); if (msg.isUndefined()) break; r += GetScriptInterface().ToString(&msg) + "\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', 'newAssignments':{}})", &msg); JS::RootedValue newAssignments(cx); GetScriptInterface().GetProperty(msg, "newAssignments", &newAssignments); for (const std::pair& p : m_PlayerAssignments) { JS::RootedValue assignment(cx); GetScriptInterface().Eval("({})", &assignment); GetScriptInterface().SetProperty(assignment, "name", CStrW(p.second.m_Name), false); GetScriptInterface().SetProperty(assignment, "player", p.second.m_PlayerID, false); GetScriptInterface().SetProperty(assignment, "status", p.second.m_Status, false); GetScriptInterface().SetProperty(newAssignments, p.first.c_str(), assignment, 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::SendGameSetupMessage(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface) { CGameSetupMessage gameSetup(scriptInterface); gameSetup.m_Data = attrs; SendMessage(&gameSetup); } void CNetClient::SendAssignPlayerMessage(const int playerID, const CStr& guid) { CAssignPlayerMessage assignPlayer; assignPlayer.m_PlayerID = playerID; assignPlayer.m_GUID = guid; SendMessage(&assignPlayer); } 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); } void CNetClient::SendClearAllReadyMessage() { CClearAllReadyMessage clearAllReady; SendMessage(&clearAllReady); } void CNetClient::SendStartGameMessage() { CGameStartMessage gameStart; SendMessage(&gameStart); } void CNetClient::SendRejoinedMessage() { CRejoinedMessage rejoinedMessage; SendMessage(&rejoinedMessage); } void CNetClient::SendKickPlayerMessage(const CStrW& playerName, bool ban) { CKickedMessage kickPlayer; kickPlayer.m_Name = playerName; kickPlayer.m_Ban = ban; SendMessage(&kickPlayer); } void CNetClient::SendPausedMessage(bool pause) { CClientPausedMessage pausedMessage; pausedMessage.m_Pause = pause; SendMessage(&pausedMessage); } 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 authenticate.m_IsLocalClient = client->m_IsLocalClient; 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)); client->m_HostID = message->m_HostID; client->m_Rejoin = message->m_Code == ARC_OK_REJOINING; JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({'type':'netstatus','status':'authenticated'})", &msg); client->GetScriptInterface().SetProperty(msg, "rejoining", client->m_Rejoin); 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(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::OnRejoined(void* context, CFsmEvent* event) { ENSURE(event->GetType() == (uint)NMT_REJOINED); CNetClient* client = (CNetClient*)context; JSContext* cx = client->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); CRejoinedMessage* message = (CRejoinedMessage*)event->GetParamRef(); JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({'type':'rejoined'})", &msg); client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false); client->PushGuiMessage(msg); return true; } bool CNetClient::OnKicked(void *context, CFsmEvent* event) { ENSURE(event->GetType() == (uint)NMT_KICKED); CNetClient* client = (CNetClient*)context; JSContext* cx = client->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); CKickedMessage* message = (CKickedMessage*)event->GetParamRef(); JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({})", &msg); client->GetScriptInterface().SetProperty(msg, "username", message->m_Name); client->GetScriptInterface().SetProperty(msg, "type", CStr("kicked")); client->GetScriptInterface().SetProperty(msg, "banned", message->m_Ban != 0); client->PushGuiMessage(msg); return true; } bool CNetClient::OnClientTimeout(void *context, CFsmEvent* event) { // Report the timeout of some other client ENSURE(event->GetType() == (uint)NMT_CLIENT_TIMEOUT); CNetClient* client = (CNetClient*)context; JSContext* cx = client->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); if (client->GetCurrState() == NCS_LOADING) return true; CClientTimeoutMessage* message = (CClientTimeoutMessage*)event->GetParamRef(); JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'client-timeout' })", &msg); client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID)); client->GetScriptInterface().SetProperty(msg, "lastReceivedTime", message->m_LastReceivedTime); client->PushGuiMessage(msg); return true; } bool CNetClient::OnClientPerformance(void *context, CFsmEvent* event) { // Performance statistics for one or multiple clients ENSURE(event->GetType() == (uint)NMT_CLIENT_PERFORMANCE); CNetClient* client = (CNetClient*)context; JSContext* cx = client->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); if (client->GetCurrState() == NCS_LOADING) return true; CClientPerformanceMessage* message = (CClientPerformanceMessage*)event->GetParamRef(); // Display warnings for other clients with bad ping for (size_t i = 0; i < message->m_Clients.size(); ++i) { if (message->m_Clients[i].m_MeanRTT < DEFAULT_TURN_LENGTH_MP || message->m_Clients[i].m_GUID == client->m_GUID) continue; JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'client-latency' })", &msg); client->GetScriptInterface().SetProperty(msg, "guid", message->m_Clients[i].m_GUID); client->GetScriptInterface().SetProperty(msg, "meanRTT", message->m_Clients[i].m_MeanRTT); client->PushGuiMessage(msg); } return true; } bool CNetClient::OnClientPaused(void *context, CFsmEvent *event) { ENSURE(event->GetType() == (uint)NMT_CLIENT_PAUSED); CNetClient* client = (CNetClient*)context; JSContext* cx = client->GetScriptInterface().GetContext(); JSAutoRequest rq(cx); CClientPausedMessage* message = (CClientPausedMessage*)event->GetParamRef(); JS::RootedValue msg(cx); client->GetScriptInterface().Eval("({ 'type':'paused' })", &msg); client->GetScriptInterface().SetProperty(msg, "pause", message->m_Pause != 0); client->GetScriptInterface().SetProperty(msg, "guid", message->m_GUID); client->PushGuiMessage(msg); 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); // If we have rejoined an in progress game, send the rejoined message to the server. if (client->m_Rejoin) client->SendRejoinedMessage(); 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 (message); client->m_ClientTurnManager->OnSimulationMessage(simMessage); } else if (message->GetType() == NMT_SYNC_ERROR) { CSyncErrorMessage* syncMessage = static_cast (message); client->m_ClientTurnManager->OnSyncError(syncMessage->m_Turn, syncMessage->m_HashExpected, syncMessage->m_PlayerNames); } else if (message->GetType() == NMT_END_COMMAND_BATCH) { CEndCommandBatchMessage* endMessage = static_cast (message); client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength); } } return true; }