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0ad/source/ps/Network/Server.cpp

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#include "precompiled.h"
#include <algorithm>
#include "Network/Server.h"
#include "Network/Network.h"
#include "Game.h"
#include "Player.h"
#include "CLogger.h"
#include "CConsole.h"
#define LOG_CAT_NET "net"
extern CConsole *g_Console;
CNetServer *g_NetServer=NULL;
CNetServerAttributes g_NetServerAttributes;
using namespace std;
CNetServerSession *CNetServer::CreateSession(CSocketInternal *pInt)
{
CNetServerSession *pRet=new CNetServerSession(this, pInt);
CServerHandshake *pMsg=new CServerHandshake();
pMsg->m_Magic=PS_PROTOCOL_MAGIC;
pMsg->m_ProtocolVersion=PS_PROTOCOL_VERSION;
pMsg->m_SoftwareVersion=PS_PROTOCOL_VERSION;
pRet->Push(pMsg);
return pRet;
}
void CNetServer::OnAccept(const CSocketAddress &addr)
{
LOG(NORMAL, LOG_CAT_NET, "CNetServer::OnAccept(): Accepted connection from %s port %d", addr.GetString().c_str(), addr.GetPort());
CSocketInternal *pInt=Accept();
CNetServerSession *pSession=CreateSession(pInt);
}
CNetServerSession::~CNetServerSession()
{
m_pServer->RemoveSession(this);
}
void CNetServerSession::StartGame()
{
if (m_pMessageHandler==PreGameHandler)
m_pMessageHandler=InGameHandler;
}
#define UNHANDLED(_pMsg) return false;
#define HANDLED(_pMsg) delete _pMsg; return true;
#define TAKEN(_pMsg) return true;
bool CNetServerSession::BaseHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
switch (pMsg->GetType())
{
case NMT_ERROR:
{
CNetErrorMessage *msg=(CNetErrorMessage *)pMsg;
LOG(WARNING, LOG_CAT_NET, "CNetServerSession::BaseHandler(): NMT_ERROR: %s", msg->GetString().c_str());
if (msg->m_State == SS_UNCONNECTED)
{
/* We were disconnected... What happens with our session?
*
* Note that deleting a session also removes it from m_Sessions
* in CNetServer. If the session is an observer it is also
* removed from m_Observers.
*
* Sessions that are observers or chatters should perhaps
* generate an exit message that is sent to all other sessions.
*
* Player sessions require more care. In Pre-Game, each player
* session has an associated CPlayer object and player session
* slot requiring special care when deleting.
*/
if (!pSession->m_pPlayer)
{
delete pSession;
}
else
{
LOG(ERROR, LOG_CAT_NET, "CNetServerSession::BaseHandler(): Player disconnection not implemented!!");
}
}
HANDLED(pMsg);
}
}
UNHANDLED(pMsg);
}
bool CNetServerSession::HandshakeHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::HandshakeHandler(): %s.", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case NMT_ClientHandshake:
{
CClientHandshake * /*SmartPointer<CClientHandshake>*/ msg=(CClientHandshake *)pMsg/*.GetRawPointer()*/;
if (msg->m_ProtocolVersion != PS_PROTOCOL_VERSION)
do {} while(0); // This will never happen to us here, but anyways ;-)
CServerHandshakeResponse *retmsg=new CServerHandshakeResponse();
retmsg->m_UseProtocolVersion=PS_PROTOCOL_VERSION;
retmsg->m_Flags=0;
retmsg->m_Message=CStrW(L"Hello and Welcome!");
pSession->Push(retmsg);
pSession->m_pMessageHandler=AuthenticateHandler;
HANDLED(pMsg);
}
}
return BaseHandler(pMsg, pNetSession);
}
bool CNetServerSession::AuthenticateHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
CNetServer *pServer=pSession->m_pServer;
LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): %s.", pMsg->GetString().c_str());
if (pMsg->GetType() == NMT_Authenticate)
{
CAuthenticate *msg=(CAuthenticate *)pMsg;
if (msg->m_Password == pSession->m_pServer->m_Password)
{
LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): Login Successful");
pSession->m_Name=msg->m_Name;
pSession->m_pServer->m_Sessions.push_back(pSession);
CResult *msg=new CResult();
msg->m_Code=NRC_OK;
msg->m_Message=L"Logged in";
pSession->Push(msg);
if (pServer->GetServerState() == NSS_PreGame)
{
// We're in pre-game. The connected client becomes a Player.
// Find the first free player slot and assign the player to the
// client.
// If no free player slots could be found - demote to chatter/
// observer.
pSession->m_pMessageHandler=PreGameHandler;
if (!pServer->AddNewPlayer(pSession))
pSession->m_pMessageHandler=ObserverHandler;
}
else // We're not in pre-game. The session becomes a chatter/observer here.
{
pSession->m_pMessageHandler=ObserverHandler;
}
}
else
{
LOG(WARNING, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): Login Failed");
CResult *msg=new CResult();
msg->m_Code=NRC_PasswordInvalid;
msg->m_Message=L"Invalid Password";
pSession->Push(msg);
}
HANDLED(pMsg);
}
return BaseHandler(pMsg, pNetSession);
}
bool CNetServerSession::PreGameHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::PreGameHandler(): %s.", pMsg->GetString().c_str());
return ChatHandler(pMsg, pNetSession);
}
bool CNetServerSession::ObserverHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
printf("CNetServerSession::ObserverHandler(): %s.\n", pMsg->GetString().c_str());
// TODO Implement observers and chatter => observer promotion
/*
if (pMsg->GetType() == NMT_RequestObserve)
*/
return ChatHandler(pMsg, pNetSession);
}
bool CNetServerSession::ChatHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
if (pMsg->GetType() == NMT_ChatMessage)
{
CChatMessage *msg=(CChatMessage *)pMsg;
msg->m_Sender=pSession->m_Name;
CStrW wstr=msg->m_Message;
g_Console->ReceivedChatMessage(pSession->GetName().c_str(), wstr.c_str());
pSession->m_pServer->Broadcast(msg);
TAKEN(pMsg);
}
return BaseHandler(pMsg, pNetSession);
}
bool CNetServerSession::InGameHandler(CNetMessage *pMsg, CNetSession *pNetSession)
{
CNetServerSession *pSession=(CNetServerSession *)pNetSession;
if (pMsg->GetType() != NMT_EndCommandBatch)
LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::InGameHandler(): %s.", pMsg->GetString().c_str());
if (BaseHandler(pMsg, pNetSession))
return true;
if (ChatHandler(pMsg, pNetSession))
return true;
switch (pMsg->GetType())
{
/* All Command Messages (i.e. simulation turn synchronized messages) */
case NMT_GotoCommand:
//pSession->m_pPlayer->ValidateCommand(pMsg);
pSession->m_pServer->QueueIncomingCommand(pMsg);
TAKEN(pMsg);
case NMT_EndCommandBatch:
// TODO Update client timing information here.
HANDLED(pMsg);
default:
UNHANDLED(pMsg);
}
}
CNetServerAttributes::CNetServerAttributes()
{
AddValue("serverPlayerName", L"Noname Server Player");
AddValue("serverName", L"Noname Server");
AddValue("welcomeMessage", L"Noname Server Welcome Message");
}
CNetServer::CNetServer(CNetServerAttributes *pServerAttribs, CGame *pGame, CGameAttributes *pGameAttribs):
m_pServerAttributes(pServerAttribs),
m_pGame(pGame),
m_pGameAttributes(pGameAttribs),
m_MaxObservers(5)
{
m_pGameAttributes->SetUpdateCallback(AttributeUpdate, this);
m_ServerPlayerName=m_pServerAttributes->GetValue("serverPlayerName");
m_NumPlayers=m_pGameAttributes->GetValue("numPlayers").ToUInt();
m_pGame->GetSimulation()->SetTurnManager(this);
}
PS_RESULT CNetServer::Bind(const CSocketAddress &address)
{
PS_RESULT res=CServerSocket::Bind(address);
if (res==PS_OK)
m_ServerState=NSS_PreGame;
return res;
}
bool CNetServer::AddNewPlayer(CNetServerSession *pSession)
{
CAttributeMap::MapType &attribs=m_pGameAttributes->GetInternalValueMap();
CAttributeMap::MapType::iterator it=attribs.begin();
CSetGameConfig *pMsg=new CSetGameConfig();
uint n=0;
while (it != attribs.end())
{
pMsg->m_Values.resize(++n);
pMsg->m_Values.back().m_Name=it->first;
pMsg->m_Values.back().m_Value=it->second;
++it;
}
pSession->Push(pMsg);
if (m_PlayerSessions.size() < m_NumPlayers)
{
m_PlayerSessions.push_back(pSession);
CPlayerConnect *pMsg=new CPlayerConnect();
pMsg->m_Players.resize(1);
pMsg->m_Players[0].m_PlayerID=(u32)m_PlayerSessions.size();
pMsg->m_Players[0].m_Nick=pSession->GetName();
Broadcast(pMsg);
pMsg=new CPlayerConnect();
for (uint i=0;i<m_PlayerSessions.size()-1;i++)
{
pMsg->m_Players.resize(i+1);
pMsg->m_Players.back().m_PlayerID=i;
pMsg->m_Players.back().m_Nick=m_PlayerSessions[i]->GetName();
}
pSession->Push(pMsg);
return true;
}
else
return false;
}
void CNetServer::AttributeUpdate(CStr name, CStrW newValue, void *userdata)
{
CNetServer *pServer=(CNetServer *)userdata;
if (name == CStr("numPlayers"))
{
pServer->m_NumPlayers=newValue.ToUInt();
}
CSetGameConfig *pMsg=new CSetGameConfig;
pMsg->m_Values.resize(1);
pMsg->m_Values[0].m_Name=name;
pMsg->m_Values[1].m_Value=newValue;
pServer->Broadcast(pMsg);
}
bool CNetServer::AllowObserver(CNetServerSession *pSession)
{
return m_Observers.size() < m_MaxObservers;
}
void CNetServer::RemoveSession(CNetServerSession *pSession)
{
vector<CNetServerSession*>::iterator it=find(m_Sessions.begin(), m_Sessions.end(), pSession);
if (it != m_Sessions.end())
m_Sessions.erase(it);
// TODO Correct handling of player and observers
}
// Unfortunately, the message queueing model is made so that each message has
// to be copied once for each socket its sent over, messages are deleted when
// sent by CMessageSocket. We could ref-count, but that requires a lot of
// thread safety stuff => hard work
void CNetServer::Broadcast(CNetMessage *pMsg)
{
if (m_Sessions.empty())
return;
size_t i=0;
for (;i<m_Sessions.size()-1;i++)
{
m_Sessions[i]->Push(pMsg->Copy());
}
m_Sessions[i]->Push(pMsg);
}
int CNetServer::StartGame()
{
if (m_pGame->StartGame(m_pGameAttributes) != PSRETURN_OK)
return -1;
else
{
CTurnManager::Initialize(m_PlayerSessions.size());
for (uint i=0;i<m_PlayerSessions.size();i++)
{
CTurnManager::SetClientPipe(i, m_PlayerSessions[i]);
}
m_ServerState=NSS_InGame;
Broadcast(new CStartGame());
vector<CNetServerSession*>::iterator it=m_Sessions.begin();
while (it != m_Sessions.end())
{
(*it)->StartGame();
++it;
}
return 0;
}
}
void CNetServer::GetDefaultListenAddress(CSocketAddress &address)
{
address=CSocketAddress(PS_DEFAULT_PORT, IPv4);
}
void CNetServer::NewTurn()
{
RecordBatch(2);
RotateBatches();
ClearBatch(2);
IterateBatch(1, CSimulation::GetMessageMask, m_pGame->GetSimulation());
SendBatch(1);
//SendBatchToList(1, m_Observers);
}
void CNetServer::QueueLocalCommand(CNetMessage *pMsg)
{
QueueIncomingCommand(pMsg);
}
void CNetServer::QueueIncomingCommand(CNetMessage *pMsg)
{
LOG(NORMAL, LOG_CAT_NET, "CNetServer::QueueIncomingCommand(): %s.", pMsg->GetString().c_str());
QueueMessage(2, pMsg);
}