0ad/source/network/NetTurnManager.h

305 lines
9.0 KiB
C++

/* Copyright (C) 2012 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 INCLUDED_NETTURNMANAGER
#define INCLUDED_NETTURNMANAGER
#include "simulation2/helpers/SimulationCommand.h"
#include <list>
#include <map>
class CNetServerWorker;
class CNetClient;
class CSimulationMessage;
class CSimulation2;
class IReplayLogger;
/*
* This file deals with the logic of the network turn system. The basic idea is as in
* http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php?print=1
*
* Each player performs the simulation for turn N.
* User input is translated into commands scheduled for execution in turn N+2 which are
* distributed to all other clients.
* After a while, a player wants to perform the simulation for turn N+1,
* which first requires that it has all the other clients' commands for turn N+1.
* In that case, it does the simulation and tells all the other clients (via the server)
* it has finished sending commands for turn N+2, and it starts sending commands for turn N+3.
*
* Commands are redistributed immediately by the server.
* To ensure a consistent execution of commands, they are each associated with a
* client session ID (which is globally unique and consistent), which is used to sort them.
*/
/**
* Common network turn system (used by clients and offline games).
*/
class CNetTurnManager
{
NONCOPYABLE(CNetTurnManager);
public:
/**
* Construct for a given network session ID.
*/
CNetTurnManager(CSimulation2& simulation, u32 defaultTurnLength, int clientId, IReplayLogger& replay);
virtual ~CNetTurnManager() { }
void ResetState(u32 newCurrentTurn, u32 newReadyTurn);
/**
* Set the current user's player ID, which will be added into command messages.
*/
void SetPlayerID(int playerId);
/**
* Advance the simulation by a certain time. If this brings us past the current
* turn length, the next turns are processed and the function returns true.
* Otherwise, nothing happens and it returns false.
*
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param maxTurns Maximum number of turns to simulate at once
*/
bool Update(float simFrameLength, size_t maxTurns);
/**
* Advance the simulation by as much as possible. Intended for catching up
* over a small number of turns when rejoining a multiplayer match.
* Returns true if it advanced by at least one turn.
*/
bool UpdateFastForward();
/**
* Returns whether Update(simFrameLength, ...) will process at least one new turn.
* @param simFrameLength Length of the previous frame, in simulation seconds
*/
bool WillUpdate(float simFrameLength);
/**
* Advance the graphics by a certain time.
* @param simFrameLength Length of the previous frame, in simulation seconds
* @param realFrameLength Length of the previous frame, in real time seconds
*/
void Interpolate(float simFrameLength, float realFrameLength);
/**
* Called by networking code when a simulation message is received.
*/
virtual void OnSimulationMessage(CSimulationMessage* msg) = 0;
/**
* Called when there has been an out-of-sync error.
*/
virtual void OnSyncError(u32 turn, const std::string& expectedHash);
/**
* Called by simulation code, to add a new command to be distributed to all clients and executed soon.
*/
virtual void PostCommand(CScriptValRooted data) = 0;
/**
* Called when all commands for a given turn have been received.
* This allows Update to progress to that turn.
*/
void FinishedAllCommands(u32 turn, u32 turnLength);
/**
* Enables the recording of state snapshots every @p numTurns,
* which can be jumped back to via RewindTimeWarp().
* If @p numTurns is 0 then recording is disabled.
*/
void EnableTimeWarpRecording(size_t numTurns);
/**
* Jumps back to the latest recorded state snapshot (if any).
*/
void RewindTimeWarp();
void QuickSave();
void QuickLoad();
u32 GetCurrentTurn() { return m_CurrentTurn; }
protected:
/**
* Store a command to be executed at a given turn.
*/
void AddCommand(int client, int player, CScriptValRooted data, u32 turn);
/**
* Called when this client has finished sending all its commands scheduled for the given turn.
*/
virtual void NotifyFinishedOwnCommands(u32 turn) = 0;
/**
* Called when this client has finished a simulation update.
*/
virtual void NotifyFinishedUpdate(u32 turn) = 0;
/**
* Returns whether we should compute a complete state hash for the given turn,
* instead of a quick less-complete hash.
*/
bool TurnNeedsFullHash(u32 turn);
CSimulation2& m_Simulation2;
/// The turn that we have most recently executed
u32 m_CurrentTurn;
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Current turn length
u32 m_TurnLength;
/// Commands queued at each turn (index 0 is for m_CurrentTurn+1)
std::deque<std::map<u32, std::vector<SimulationCommand> > > m_QueuedCommands;
int m_PlayerId;
uint m_ClientId;
/// Simulation time remaining until we ought to execute the next turn (as a negative value to
/// add elapsed time increments to until we reach 0).
float m_DeltaSimTime;
bool m_HasSyncError;
IReplayLogger& m_Replay;
private:
size_t m_TimeWarpNumTurns; // 0 if disabled
std::list<std::string> m_TimeWarpStates;
std::string m_QuickSaveState; // TODO: should implement a proper disk-based quicksave system
std::string m_QuickSaveMetadata;
};
/**
* Implementation of CNetTurnManager for network clients.
*/
class CNetClientTurnManager : public CNetTurnManager
{
public:
CNetClientTurnManager(CSimulation2& simulation, CNetClient& client, int clientId, IReplayLogger& replay);
virtual void OnSimulationMessage(CSimulationMessage* msg);
virtual void PostCommand(CScriptValRooted data);
/**
* Notifiy the server that all commands are sent to prepare the connection for termination.
*/
void OnDestroyConnection();
protected:
virtual void NotifyFinishedOwnCommands(u32 turn);
virtual void NotifyFinishedUpdate(u32 turn);
CNetClient& m_NetClient;
};
/**
* Implementation of CNetTurnManager for offline games.
*/
class CNetLocalTurnManager : public CNetTurnManager
{
public:
CNetLocalTurnManager(CSimulation2& simulation, IReplayLogger& replay);
virtual void OnSimulationMessage(CSimulationMessage* msg);
virtual void PostCommand(CScriptValRooted data);
protected:
virtual void NotifyFinishedOwnCommands(u32 turn);
virtual void NotifyFinishedUpdate(u32 turn);
};
/**
* The server-side counterpart to CNetClientTurnManager.
* Records the turn state of each client, and sends turn advancement messages
* when all clients are ready.
*
* Thread-safety:
* - This is constructed and used by CNetServerWorker in the network server thread.
*/
class CNetServerTurnManager
{
NONCOPYABLE(CNetServerTurnManager);
public:
CNetServerTurnManager(CNetServerWorker& server);
void NotifyFinishedClientCommands(int client, u32 turn);
void NotifyFinishedClientUpdate(int client, u32 turn, const std::string& hash);
/**
* Inform the turn manager of a new client who will be sending commands.
*/
void InitialiseClient(int client, u32 turn);
/**
* Inform the turn manager that a previously-initialised client has left the game
* and will no longer be sending commands.
*/
void UninitialiseClient(int client);
void SetTurnLength(u32 msecs);
/**
* Returns the latest turn for which all clients are ready;
* they will have already been told to execute this turn.
*/
u32 GetReadyTurn() { return m_ReadyTurn; }
/**
* Returns the turn length that was used for the given turn.
* Requires turn <= GetReadyTurn().
*/
u32 GetSavedTurnLength(u32 turn);
protected:
void CheckClientsReady();
/// The latest turn for which we have received all commands from all clients
u32 m_ReadyTurn;
// Client ID -> ready turn number (the latest turn for which all commands have been received from that client)
std::map<int, u32> m_ClientsReady;
// Client ID -> last known simulated turn number (for which we have the state hash)
// (the client has reached the start of this turn, not done the update for it yet)
std::map<int, u32> m_ClientsSimulated;
// Map of turn -> {Client ID -> state hash}; old indexes <= min(m_ClientsSimulated) are deleted
std::map<u32, std::map<int, std::string> > m_ClientStateHashes;
// Current turn length
u32 m_TurnLength;
// Turn lengths for all previously executed turns
std::vector<u32> m_SavedTurnLengths;
CNetServerWorker& m_NetServer;
};
#endif // INCLUDED_NETTURNMANAGER