0ad/source/network/NetClient.h
elexis a84e2e57df Use ScriptInterface::CreateObject for ToJSVal<CColor>, and for ToJSVal<Grid<u8> >, ToJSVal<Grid<u16> > used by the AIManager obtaining the pathfinder grid.
Make that function static, so that it can be used for these functions
without slowly having to obtain the ScriptInterface instance using
GetScriptInterfaceAndCBData just to get the JSContext again.
Remove few redundant conversions for CreateObject arguments.

Differential Revision: https://code.wildfiregames.com/D2128
Tested on: gcc 9.1.0, clang 8.0.1, Jenkins
Tedious performance testing in: D2128, D2127

This was SVN commit r22894.
2019-09-13 00:56:51 +00:00

314 lines
9.1 KiB
C++

/* Copyright (C) 2019 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/>.
*/
#ifndef NETCLIENT_H
#define NETCLIENT_H
#include "network/fsm.h"
#include "network/NetFileTransfer.h"
#include "network/NetHost.h"
#include "scriptinterface/ScriptVal.h"
#include "scriptinterface/ScriptInterface.h"
#include "ps/CStr.h"
#include <deque>
class CGame;
class CNetClientSession;
class CNetClientTurnManager;
class CNetServer;
class ScriptInterface;
typedef struct _ENetHost ENetHost;
// NetClient session FSM states
enum
{
NCS_UNCONNECTED,
NCS_CONNECT,
NCS_HANDSHAKE,
NCS_AUTHENTICATE,
NCS_INITIAL_GAMESETUP,
NCS_PREGAME,
NCS_LOADING,
NCS_JOIN_SYNCING,
NCS_INGAME
};
/**
* Network client.
* This code is run by every player (including the host, if they are not
* a dedicated server).
* It provides an interface between the GUI, the network (via CNetClientSession),
* and the game (via CGame and CNetClientTurnManager).
*/
class CNetClient : public CFsm
{
NONCOPYABLE(CNetClient);
friend class CNetFileReceiveTask_ClientRejoin;
public:
/**
* Construct a client associated with the given game object.
* The game must exist for the lifetime of this object.
*/
CNetClient(CGame* game, bool isLocalClient);
virtual ~CNetClient();
/**
* We assume that adding a tracing function that's only called
* during GC is better for performance than using a
* PersistentRooted<T> where each value needs to be added to
* the root set.
*/
static void Trace(JSTracer *trc, void *data)
{
reinterpret_cast<CNetClient*>(data)->TraceMember(trc);
}
void TraceMember(JSTracer *trc);
/**
* Set the user's name that will be displayed to all players.
* This must not be called after the connection setup.
*/
void SetUserName(const CStrW& username);
/**
* Set the name of the hosting player.
* This is needed for the secure lobby authentication.
*/
void SetHostingPlayerName(const CStr& hostingPlayerName);
/**
* Returns the GUID of the local client.
* Used for distinguishing observers.
*/
CStr GetGUID() const { return m_GUID; }
/**
* Set up a connection to the remote networked server.
* @param server IP address or host name to connect to
* @return true on success, false on connection failure
*/
bool SetupConnection(const CStr& server, const u16 port, ENetHost* enetClient);
/**
* Destroy the connection to the server.
* This client probably cannot be used again.
*/
void DestroyConnection();
/**
* Poll the connection for messages from the server and process them, and send
* any queued messages.
* This must be called frequently (i.e. once per frame).
*/
void Poll();
/**
* Locally triggers a GUI message if the connection to the server is being lost or has bad latency.
*/
void CheckServerConnection();
/**
* Flush any queued outgoing network messages.
* This should be called soon after sending a group of messages that may be batched together.
*/
void Flush();
/**
* Retrieves the next queued GUI message, and removes it from the queue.
* The returned value is in the GetScriptInterface() JS context.
*
* This is the only mechanism for the networking code to send messages to
* the GUI - it is pull-based (instead of push) so the engine code does not
* need to know anything about the code structure of the GUI scripts.
*
* The structure of the messages is <code>{ "type": "...", ... }</code>.
* The exact types and associated data are not specified anywhere - the
* implementation and GUI scripts must make the same assumptions.
*
* @return next message, or the value 'undefined' if the queue is empty
*/
void GuiPoll(JS::MutableHandleValue);
/**
* Add a message to the queue, to be read by GuiPoll.
* The script value must be in the GetScriptInterface() JS context.
*/
template<typename... Args>
void PushGuiMessage(Args const&... args)
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue message(cx);
ScriptInterface::CreateObject(cx, &message, args...);
m_GuiMessageQueue.push_back(JS::Heap<JS::Value>(message));
}
/**
* Return a concatenation of all messages in the GUI queue,
* for test cases to easily verify the queue contents.
*/
std::string TestReadGuiMessages();
/**
* Get the script interface associated with this network client,
* which is equivalent to the one used by the CGame in the constructor.
*/
const ScriptInterface& GetScriptInterface();
/**
* Send a message to the server.
* @param message message to send
* @return true on success
*/
bool SendMessage(const CNetMessage* message);
/**
* Call when the network connection has been successfully initiated.
*/
void HandleConnect();
/**
* Call when the network connection has been lost.
*/
void HandleDisconnect(u32 reason);
/**
* Call when a message has been received from the network.
*/
bool HandleMessage(CNetMessage* message);
/**
* Call when the game has started and all data files have been loaded,
* to signal to the server that we are ready to begin the game.
*/
void LoadFinished();
void SendGameSetupMessage(JS::MutableHandleValue attrs, const ScriptInterface& scriptInterface);
void SendAssignPlayerMessage(const int playerID, const CStr& guid);
void SendChatMessage(const std::wstring& text);
void SendReadyMessage(const int status);
void SendClearAllReadyMessage();
void SendStartGameMessage();
/**
* Call when the client has rejoined a running match and finished
* the loading screen.
*/
void SendRejoinedMessage();
/**
* Call to kick/ban a client
*/
void SendKickPlayerMessage(const CStrW& playerName, bool ban);
/**
* Call when the client has paused or unpaused the game.
*/
void SendPausedMessage(bool pause);
private:
void SendAuthenticateMessage();
// Net message / FSM transition handlers
static bool OnConnect(void* context, CFsmEvent* event);
static bool OnHandshake(void* context, CFsmEvent* event);
static bool OnHandshakeResponse(void* context, CFsmEvent* event);
static bool OnAuthenticateRequest(void* context, CFsmEvent* event);
static bool OnAuthenticate(void* context, CFsmEvent* event);
static bool OnChat(void* context, CFsmEvent* event);
static bool OnReady(void* context, CFsmEvent* event);
static bool OnGameSetup(void* context, CFsmEvent* event);
static bool OnPlayerAssignment(void* context, CFsmEvent* event);
static bool OnInGame(void* context, CFsmEvent* event);
static bool OnGameStart(void* context, CFsmEvent* event);
static bool OnJoinSyncStart(void* context, CFsmEvent* event);
static bool OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event);
static bool OnRejoined(void* context, CFsmEvent* event);
static bool OnKicked(void* context, CFsmEvent* event);
static bool OnClientTimeout(void* context, CFsmEvent* event);
static bool OnClientPerformance(void* context, CFsmEvent* event);
static bool OnClientsLoading(void* context, CFsmEvent* event);
static bool OnClientPaused(void* context, CFsmEvent* event);
static bool OnLoadedGame(void* context, CFsmEvent* event);
/**
* Take ownership of a session object, and use it for all network communication.
*/
void SetAndOwnSession(CNetClientSession* session);
/**
* Push a message onto the GUI queue listing the current player assignments.
*/
void PostPlayerAssignmentsToScript();
CGame *m_Game;
CStrW m_UserName;
CStr m_HostingPlayerName;
/// Current network session (or NULL if not connected)
CNetClientSession* m_Session;
/// Turn manager associated with the current game (or NULL if we haven't started the game yet)
CNetClientTurnManager* m_ClientTurnManager;
/// Unique-per-game identifier of this client, used to identify the sender of simulation commands
u32 m_HostID;
/// True if the player is currently rejoining or has already rejoined the game.
bool m_Rejoin;
/// Whether to prevent the client of the host from timing out
bool m_IsLocalClient;
/// Latest copy of game setup attributes heard from the server
JS::PersistentRootedValue m_GameAttributes;
/// Latest copy of player assignments heard from the server
PlayerAssignmentMap m_PlayerAssignments;
/// Globally unique identifier to distinguish users beyond the lifetime of a single network session
CStr m_GUID;
/// Queue of messages for GuiPoll
std::deque<JS::Heap<JS::Value>> m_GuiMessageQueue;
/// Serialized game state received when joining an in-progress game
std::string m_JoinSyncBuffer;
/// Time when the server was last checked for timeouts and bad latency
std::time_t m_LastConnectionCheck;
};
/// Global network client for the standard game
extern CNetClient *g_NetClient;
#endif // NETCLIENT_H