0ad/source/network/NetServer.h
elexis 9964bee5bb Change the NetServer Broadcast function to send the given message to clients that are in one of the states specified by the caller.
Thus remove the peculiarity to broadcast to clients that are in the
gamesetup, loading screen or ingame, but not rejoining ones.

Fix "unknown player" errors in the GUI by broadcasting player
assignments to rejoining players too. Fixes #4036.

Differential Revision: D17
Reviewed By: Imarok
This was SVN commit r19171.
2017-01-25 19:04:17 +00:00

358 lines
10 KiB
C++

/* Copyright (C) 2017 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 NETSERVER_H
#define NETSERVER_H
#include "NetFileTransfer.h"
#include "NetHost.h"
#include "lib/config2.h"
#include "ps/ThreadUtil.h"
#include "scriptinterface/ScriptTypes.h"
#include <vector>
class CNetServerSession;
class CNetServerTurnManager;
class CFsmEvent;
class ScriptInterface;
class CPlayerAssignmentMessage;
class CNetStatsTable;
class CSimulationMessage;
class CNetServerWorker;
enum NetServerState
{
// We haven't opened the port yet, we're just setting some stuff up.
// The worker thread has not been started.
SERVER_STATE_UNCONNECTED,
// The server is open and accepting connections. This is the screen where
// rules are set up by the operator and where players join and select civs
// and stuff.
SERVER_STATE_PREGAME,
// All the hosts are connected and are loading the game
SERVER_STATE_LOADING,
// The one with all the killing ;-)
SERVER_STATE_INGAME,
// The game is over and someone has won. Players might linger to chat or
// download the replay log.
SERVER_STATE_POSTGAME
};
/**
* Server session representation of client state
*/
enum NetServerSessionState
{
// The client has disconnected or been disconnected
NSS_UNCONNECTED,
// The client has just connected and we're waiting for its handshake message,
// to agree on the protocol version
NSS_HANDSHAKE,
// The client has handshook and we're waiting for its authentication message,
// to find its name and check its password etc
NSS_AUTHENTICATE,
// The client has fully joined, and is in the pregame setup stage
// or is loading the game.
// Server must be in SERVER_STATE_PREGAME or SERVER_STATE_LOADING.
NSS_PREGAME,
// The client has authenticated but the game was already started,
// so it's synchronising with the game state from other clients
NSS_JOIN_SYNCING,
// The client is running the game.
// Server must be in SERVER_STATE_LOADING or SERVER_STATE_INGAME.
NSS_INGAME
};
/**
* Network server interface. Handles all the coordination between players.
* One person runs this object, and every player (including the host) connects their CNetClient to it.
*
* The actual work is performed by CNetServerWorker in a separate thread.
*/
class CNetServer
{
NONCOPYABLE(CNetServer);
public:
/**
* Construct a new network server.
* @param autostartPlayers if positive then StartGame will be called automatically
* once this many players are connected (intended for the command-line testing mode).
*/
CNetServer(int autostartPlayers = -1);
~CNetServer();
/**
* Begin listening for network connections.
* This function is synchronous (it won't return until the connection is established).
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection(const u16 port);
/**
* Call from the GUI to asynchronously notify all clients that they should start loading the game.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* This must be called at least once before starting the game.
* The changes will be asynchronously propagated to all clients.
* @param attrs game attributes, in the script context of scriptInterface
*/
void UpdateGameAttributes(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface);
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adapative lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
private:
CNetServerWorker* m_Worker;
};
/**
* Network server worker thread.
* (This is run in a thread so that client/server communication is not delayed
* by the host player's framerate - the only delay should be the network latency.)
*
* Thread-safety:
* - SetupConnection and constructor/destructor must be called from the main thread.
* - The main thread may push commands onto the Queue members,
* while holding the m_WorkerMutex lock.
* - Public functions (SendMessage, Broadcast) must be called from the network
* server thread.
*/
class CNetServerWorker
{
NONCOPYABLE(CNetServerWorker);
public:
// Public functions for CNetSession/CNetServerTurnManager to use:
/**
* Send a message to the given network peer.
*/
bool SendMessage(ENetPeer* peer, const CNetMessage* message);
/**
* Disconnects a player from gamesetup or session.
*/
void KickPlayer(const CStrW& playerName, const bool ban);
/**
* Send a message to all clients who match one of the given states.
*/
bool Broadcast(const CNetMessage* message, const std::vector<NetServerSessionState>& targetStates);
private:
friend class CNetServer;
friend class CNetFileReceiveTask_ServerRejoin;
CNetServerWorker(int autostartPlayers);
~CNetServerWorker();
/**
* Begin listening for network connections.
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection(const u16 port);
/**
* Call from the GUI to update the player assignments.
* The given GUID will be (re)assigned to the given player ID.
* Any player currently using that ID will be unassigned.
* The changes will be propagated to all clients.
*/
void AssignPlayer(int playerID, const CStr& guid);
/**
* Call from the GUI to notify all clients that they should start loading the game.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* This must be called at least once before starting the game.
* The changes will be propagated to all clients.
* @param attrs game attributes, in the script context of GetScriptInterface()
*/
void UpdateGameAttributes(JS::MutableHandleValue attrs);
/**
* Make a player name 'nicer' by limiting the length and removing forbidden characters etc.
*/
static CStrW SanitisePlayerName(const CStrW& original);
/**
* Make a player name unique, if it matches any existing session's name.
*/
CStrW DeduplicatePlayerName(const CStrW& original);
/**
* Get the script context used for game attributes.
*/
ScriptInterface& GetScriptInterface();
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adaptive lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
void AddPlayer(const CStr& guid, const CStrW& name);
void RemovePlayer(const CStr& guid);
void SetPlayerReady(const CStr& guid, const int ready);
void SendPlayerAssignments();
void ClearAllPlayerReady();
void SetupSession(CNetServerSession* session);
bool HandleConnect(CNetServerSession* session);
void OnUserJoin(CNetServerSession* session);
void OnUserLeave(CNetServerSession* session);
static bool OnClientHandshake(void* context, CFsmEvent* event);
static bool OnAuthenticate(void* context, CFsmEvent* event);
static bool OnInGame(void* context, CFsmEvent* event);
static bool OnChat(void* context, CFsmEvent* event);
static bool OnReady(void* context, CFsmEvent* event);
static bool OnClearAllReady(void* context, CFsmEvent* event);
static bool OnGameSetup(void* context, CFsmEvent* event);
static bool OnAssignPlayer(void* context, CFsmEvent* event);
static bool OnStartGame(void* context, CFsmEvent* event);
static bool OnLoadedGame(void* context, CFsmEvent* event);
static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event);
static bool OnRejoined(void* context, CFsmEvent* event);
static bool OnKickPlayer(void* context, CFsmEvent* event);
static bool OnDisconnect(void* context, CFsmEvent* event);
static bool OnClientPaused(void* context, CFsmEvent* event);
void CheckGameLoadStatus(CNetServerSession* changedSession);
void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message);
void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session);
/**
* Send a network warning if the connection to a client is being lost or has bad latency.
*/
void CheckClientConnections();
/**
* Internal script context for (de)serializing script messages,
* and for storing game attributes.
* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
* we should just forward messages blindly and efficiently.)
*/
ScriptInterface* m_ScriptInterface;
PlayerAssignmentMap m_PlayerAssignments;
/**
* Stores the most current game attributes.
*/
JS::PersistentRootedValue m_GameAttributes;
int m_AutostartPlayers;
ENetHost* m_Host;
std::vector<CNetServerSession*> m_Sessions;
CNetStatsTable* m_Stats;
NetServerState m_State;
CStrW m_ServerName;
CStrW m_WelcomeMessage;
std::vector<u32> m_BannedIPs;
std::vector<CStrW> m_BannedPlayers;
/**
* Holds the GUIDs of all currently paused players.
*/
std::vector<CStr> m_PausingPlayers;
u32 m_NextHostID;
CNetServerTurnManager* m_ServerTurnManager;
CStr m_HostGUID;
/**
* A copy of all simulation commands received so far, indexed by
* turn number, to simplify support for rejoining etc.
* TODO: verify this doesn't use too much RAM.
*/
std::vector<std::vector<CSimulationMessage>> m_SavedCommands;
/**
* The latest copy of the simulation state, received from an existing
* client when a new client has asked to rejoin the game.
*/
std::string m_JoinSyncFile;
/**
* Time when the clients connections were last checked for timeouts and latency.
*/
std::time_t m_LastConnectionCheck;
private:
// Thread-related stuff:
#if CONFIG2_MINIUPNPC
/**
* Try to find a UPnP root on the network and setup port forwarding.
*/
static void* SetupUPnP(void*);
pthread_t m_UPnPThread;
#endif
static void* RunThread(void* data);
void Run();
bool RunStep();
pthread_t m_WorkerThread;
CMutex m_WorkerMutex;
bool m_Shutdown; // protected by m_WorkerMutex
// Queues for messages sent by the game thread:
std::vector<bool> m_StartGameQueue; // protected by m_WorkerMutex
std::vector<std::string> m_GameAttributesQueue; // protected by m_WorkerMutex
std::vector<u32> m_TurnLengthQueue; // protected by m_WorkerMutex
};
/// Global network server for the standard game
extern CNetServer *g_NetServer;
#endif // NETSERVER_H