0ad/source/network/NetClient.cpp
wraitii ee0d204bf6 Wrap JSAutoRequest and replace usage of JSContext* with the wrapper.
JSAutoRequest is required before calling into most JSAPI methods, for GC
reasons.
Calling it is required and fragile as one must not forget.
Further, SM52 and later make manipulating JSContext* dangerous as that
can cross Compartment(Realm in SM68) barriers (and ScriptInterface now
matches a Compartment).

The solution to both problems is to avoid using JSContext* in 0 A.D.
itself. To achieve this, a Request class is introduced, and must be used
to access a JSContext* from a scriptInterface. Further, Request is
passed to other ScriptInterface functions isntead of JSContext*, making
it obvious that the caller has already called it, reducing errors and
redundant JSAutoRequest calls.
Only JSNative functions now get a naked JSContext* without protection,
but the likelihood of forgetting a request is lower since many
ScriptInterface functions now expect it.

JSContext* is directly passed to JSAPI functions only.

Part of the SM52 migration, stage: SM45 compatible

Based on a patch by: Itms
Tested By: Freagarach
Refs #4893

Differential Revision: https://code.wildfiregames.com/D3088
This was SVN commit r24176.
2020-11-13 13:18:22 +00:00

862 lines
26 KiB
C++

/* Copyright (C) 2020 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 "NetClient.h"
#include "NetClientTurnManager.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "lib/byte_order.h"
#include "lib/external_libraries/enet.h"
#include "lib/sysdep/sysdep.h"
#include "lobby/IXmppClient.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/Compress.h"
#include "ps/CStr.h"
#include "ps/Game.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_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game),
m_GameAttributes(game->GetSimulation2()->GetScriptInterface().GetJSRuntime()),
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, NCS_AUTHENTICATE, (void*)&OnAuthenticateRequest, 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_KICKED, NCS_JOIN_SYNCING, (void*)&OnKicked, 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_KICKED, NCS_LOADING, (void*)&OnKicked, 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_CLIENTS_LOADING, NCS_LOADING, (void*)&OnClientsLoading, 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_CLIENTS_LOADING, NCS_INGAME, (void*)&OnClientsLoading, 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<JS::Value>& guiMessage : m_GuiMessageQueue)
JS::TraceEdge(trc, &guiMessage, "m_GuiMessageQueue");
}
void CNetClient::SetUserName(const CStrW& username)
{
ENSURE(!m_Session); // must be called before we start the connection
m_UserName = username;
}
void CNetClient::SetHostingPlayerName(const CStr& hostingPlayerName)
{
m_HostingPlayerName = hostingPlayerName;
}
bool CNetClient::SetupConnection(const CStr& server, const u16 port, ENetHost* enetClient)
{
CNetClientSession* session = new CNetClientSession(*this);
bool ok = session->Connect(server, port, m_IsLocalClient, enetClient);
SetAndOwnSession(session);
return ok;
}
void CNetClient::SetAndOwnSession(CNetClientSession* session)
{
delete m_Session;
m_Session = session;
}
void CNetClient::DestroyConnection()
{
// Attempt to send network messages from the current frame before connection is destroyed.
if (m_ClientTurnManager)
{
m_ClientTurnManager->OnDestroyConnection();
Flush();
}
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;
// Report if we are losing the connection to the server
u32 lastReceived = m_Session->GetLastReceivedTime();
if (lastReceived > NETWORK_WARNING_TIMEOUT)
{
PushGuiMessage(
"type", "netwarn",
"warntype", "server-timeout",
"lastReceivedTime", lastReceived);
return;
}
// Report if we have a bad ping to the server
u32 meanRTT = m_Session->GetMeanRTT();
if (meanRTT > DEFAULT_TURN_LENGTH_MP)
{
PushGuiMessage(
"type", "netwarn",
"warntype", "server-latency",
"meanRTT", meanRTT);
}
}
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();
}
std::string CNetClient::TestReadGuiMessages()
{
ScriptInterface::Request rq(GetScriptInterface());
std::string r;
JS::RootedValue msg(rq.cx);
while (true)
{
GuiPoll(&msg);
if (msg.isUndefined())
break;
r += GetScriptInterface().ToString(&msg) + "\n";
}
return r;
}
const ScriptInterface& CNetClient::GetScriptInterface()
{
return m_Game->GetSimulation2()->GetScriptInterface();
}
void CNetClient::PostPlayerAssignmentsToScript()
{
ScriptInterface::Request rq(GetScriptInterface());
JS::RootedValue newAssignments(rq.cx);
ScriptInterface::CreateObject(rq, &newAssignments);
for (const std::pair<CStr, PlayerAssignment>& p : m_PlayerAssignments)
{
JS::RootedValue assignment(rq.cx);
ScriptInterface::CreateObject(
rq,
&assignment,
"name", p.second.m_Name,
"player", p.second.m_PlayerID,
"status", p.second.m_Status);
GetScriptInterface().SetProperty(newAssignments, p.first.c_str(), assignment);
}
PushGuiMessage(
"type", "players",
"newAssignments", newAssignments);
}
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)
{
PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", reason);
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, const 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 = static_cast<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()
{
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);
PushGuiMessage(
"type", "netstatus",
"status", "join_syncing");
}
else
{
// Connecting at the start of a game, so we'll wait for other players to finish loading
PushGuiMessage(
"type", "netstatus",
"status", "waiting_for_players");
}
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = m_ClientTurnManager->GetCurrentTurn();
SendMessage(&loaded);
}
void CNetClient::SendAuthenticateMessage()
{
CAuthenticateMessage authenticate;
authenticate.m_Name = m_UserName;
authenticate.m_Password = L""; // TODO
authenticate.m_IsLocalClient = m_IsLocalClient;
SendMessage(&authenticate);
}
bool CNetClient::OnConnect(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECT_COMPLETE);
CNetClient* client = static_cast<CNetClient*>(context);
client->PushGuiMessage(
"type", "netstatus",
"status", "connected");
return true;
}
bool CNetClient::OnHandshake(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE);
CNetClient* client = static_cast<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 = static_cast<CNetClient*>(context);
CSrvHandshakeResponseMessage* message = static_cast<CSrvHandshakeResponseMessage*>(event->GetParamRef());
client->m_GUID = message->m_GUID;
if (message->m_Flags & PS_NETWORK_FLAG_REQUIRE_LOBBYAUTH)
{
if (g_XmppClient && !client->m_HostingPlayerName.empty())
g_XmppClient->SendIqLobbyAuth(client->m_HostingPlayerName, client->m_GUID);
else
{
client->PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", static_cast<i32>(NDR_LOBBY_AUTH_FAILED));
LOGMESSAGE("Net client: Couldn't send lobby auth xmpp message");
}
return true;
}
client->SendAuthenticateMessage();
return true;
}
bool CNetClient::OnAuthenticateRequest(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE);
CNetClient* client = static_cast<CNetClient*>(context);
client->SendAuthenticateMessage();
return true;
}
bool CNetClient::OnAuthenticate(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE_RESULT);
CNetClient* client = static_cast<CNetClient*>(context);
CAuthenticateResultMessage* message = static_cast<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;
client->PushGuiMessage(
"type", "netstatus",
"status", "authenticated",
"rejoining", client->m_Rejoin);
return true;
}
bool CNetClient::OnChat(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CNetClient* client = static_cast<CNetClient*>(context);
CChatMessage* message = static_cast<CChatMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "chat",
"guid", message->m_GUID,
"text", message->m_Message);
return true;
}
bool CNetClient::OnReady(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CNetClient* client = static_cast<CNetClient*>(context);
CReadyMessage* message = static_cast<CReadyMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "ready",
"guid", message->m_GUID,
"status", message->m_Status);
return true;
}
bool CNetClient::OnGameSetup(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_SETUP);
CNetClient* client = static_cast<CNetClient*>(context);
CGameSetupMessage* message = static_cast<CGameSetupMessage*>(event->GetParamRef());
client->m_GameAttributes = message->m_Data;
client->PushGuiMessage(
"type", "gamesetup",
"data", message->m_Data);
return true;
}
bool CNetClient::OnPlayerAssignment(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_PLAYER_ASSIGNMENT);
CNetClient* client = static_cast<CNetClient*>(context);
CPlayerAssignmentMessage* message = static_cast<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;
}
// This is called either when the host clicks the StartGame button or
// if this client rejoins and finishes the download of the simstate.
bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_START);
CNetClient* client = static_cast<CNetClient*>(context);
client->m_Session->SetLongTimeout(true);
// 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, "");
client->PushGuiMessage("type", "start");
return true;
}
bool CNetClient::OnJoinSyncStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_JOIN_SYNC_START);
CNetClient* client = static_cast<CNetClient*>(context);
// The server wants us to start downloading the game state from it, so do so
client->m_Session->GetFileTransferer().StartTask(
shared_ptr<CNetFileReceiveTask>(new CNetFileReceiveTask_ClientRejoin(*client))
);
return true;
}
bool CNetClient::OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_END_COMMAND_BATCH);
CNetClient* client = static_cast<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 = static_cast<CNetClient*>(context);
CRejoinedMessage* message = static_cast<CRejoinedMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "rejoined",
"guid", message->m_GUID);
return true;
}
bool CNetClient::OnKicked(void *context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_KICKED);
CNetClient* client = static_cast<CNetClient*>(context);
CKickedMessage* message = static_cast<CKickedMessage*>(event->GetParamRef());
client->PushGuiMessage(
"username", message->m_Name,
"type", "kicked",
"banned", message->m_Ban != 0);
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 = static_cast<CNetClient*>(context);
CClientTimeoutMessage* message = static_cast<CClientTimeoutMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "netwarn",
"warntype", "client-timeout",
"guid", message->m_GUID,
"lastReceivedTime", message->m_LastReceivedTime);
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 = static_cast<CNetClient*>(context);
CClientPerformanceMessage* message = static_cast<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;
client->PushGuiMessage(
"type", "netwarn",
"warntype", "client-latency",
"guid", message->m_Clients[i].m_GUID,
"meanRTT", message->m_Clients[i].m_MeanRTT);
}
return true;
}
bool CNetClient::OnClientsLoading(void *context, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENTS_LOADING);
CNetClient* client = static_cast<CNetClient*>(context);
CClientsLoadingMessage* message = static_cast<CClientsLoadingMessage*>(event->GetParamRef());
bool finished = true;
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& mClient : message->m_Clients)
{
if (client->m_GUID == mClient.m_GUID)
finished = false;
guids.push_back(mClient.m_GUID);
}
// Disable the timeout here after processing the enet message, so as to ensure that the connection isn't currently
// timing out (as it is when just leaving the loading screen in LoadFinished).
if (finished)
client->m_Session->SetLongTimeout(false);
client->PushGuiMessage(
"type", "clients-loading",
"guids", guids);
return true;
}
bool CNetClient::OnClientPaused(void *context, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENT_PAUSED);
CNetClient* client = static_cast<CNetClient*>(context);
CClientPausedMessage* message = static_cast<CClientPausedMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "paused",
"pause", message->m_Pause != 0,
"guid", message->m_GUID);
return true;
}
bool CNetClient::OnLoadedGame(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetClient* client = static_cast<CNetClient*>(context);
// All players have loaded the game - start running the turn manager
// so that the game begins
client->m_Game->SetTurnManager(client->m_ClientTurnManager);
client->PushGuiMessage(
"type", "netstatus",
"status", "active");
// If we have rejoined an in progress game, send the rejoined message to the server.
if (client->m_Rejoin)
client->SendRejoinedMessage();
// The last client to leave the loading screen didn't receive the CClientsLoadingMessage, so disable here.
client->m_Session->SetLongTimeout(false);
return true;
}
bool CNetClient::OnInGame(void *context, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
CNetClient* client = static_cast<CNetClient*>(context);
CNetMessage* message = static_cast<CNetMessage*>(event->GetParamRef());
if (message)
{
if (message->GetType() == NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (message);
client->m_ClientTurnManager->OnSimulationMessage(simMessage);
}
else if (message->GetType() == NMT_SYNC_ERROR)
{
CSyncErrorMessage* syncMessage = static_cast<CSyncErrorMessage*> (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<CEndCommandBatchMessage*> (message);
client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength);
}
}
return true;
}