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forked from 0ad/0ad
0ad/source/ps/Network/ServerSession.cpp
olsner 7bcc12373b - Created JSMap
- Changed player colour JS interface: setColour(...) instead of a colour
property
- Introduced a network log and replaced most network LOG() calls with
NET_LOG()
- Moved to a slot-based system for Pre-Game and extended a lot of the JS
APIs to networking stuff
- A bit of cleanup in the low-level network code (Unix parts)
- Clients now keep track of all other connected clients on the server
(And exposes this info to JS)
- Split out GameAttributes to its own file
- Removed unused class AttributeMap
- Changed CJSObject to use T* pointers in JS_SetPrivate (needed to make
ToScript work with multiple inheritance)

This was SVN commit r1929.
2005-02-21 17:13:31 +00:00

218 lines
5.8 KiB
C++

#include "precompiled.h"
#include "Network/ServerSession.h"
#include "Network/Server.h"
#include "CLogger.h"
#include "CConsole.h"
extern CConsole *g_Console;
CNetServerSession::CNetServerSession(CNetServer *pServer, CSocketInternal *pInt,
MessageHandler *pMsgHandler):
CNetSession(pInt, pMsgHandler),
m_pServer(pServer),
m_pPlayer(NULL),
m_pPlayerSlot(NULL),
m_IsObserver(false),
m_ID(-1)
{
ONCE(
ScriptingInit();
);
AddProperty(L"id", &m_ID);
AddProperty(L"name", &m_Name);
}
CNetServerSession::~CNetServerSession()
{
}
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;
if (msg->m_State == SS_UNCONNECTED)
{
if (pSession->m_ID != -1)
pSession->m_pServer->RemoveSession(pSession);
delete pSession;
}
else // error, but not disconnected? something weird is up...
LOG(WARNING, LOG_CAT_NET, "CNetServerSession::BaseHandler(): NMT_ERROR: %s", msg->GetString().c_str());
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 *msg=(CClientHandshake *)pMsg;
if (msg->m_ProtocolVersion != PS_PROTOCOL_VERSION)
{
pSession->Push(new CCloseRequestMessage());
BaseHandler(new CNetErrorMessage(PS_OK, SS_UNCONNECTED), pSession);
}
CServerHandshakeResponse *retmsg=new CServerHandshakeResponse();
retmsg->m_UseProtocolVersion=PS_PROTOCOL_VERSION;
retmsg->m_Flags=0;
retmsg->m_Message=pSession->m_pServer->m_WelcomeMessage;
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;
pServer->AssignSessionID(pSession);
CAuthenticationResult *msg=new CAuthenticationResult();
msg->m_Code=NRC_OK;
msg->m_SessionID=pSession->m_ID;
msg->m_Message=L"Logged in";
pSession->Push(msg);
pServer->AddSession(pSession);
if (pServer->GetServerState() == NSS_PreGame)
{
pSession->m_pMessageHandler=PreGameHandler;
}
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");
CAuthenticationResult *msg=new CAuthenticationResult();
msg->m_Code=NRC_PasswordInvalid;
msg->m_SessionID=0;
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;
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;
g_Console->ReceivedChatMessage(pSession->GetName().c_str(), msg->m_Message.c_str());
pSession->m_pServer->OnChat(msg->m_Sender, msg->m_Message);
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;
if (pMsg->GetType() >= NMT_COMMAND_FIRST && pMsg->GetType() <= NMT_COMMAND_LAST)
{
// All Command Messages (i.e. simulation turn synchronized messages)
//pSession->m_pPlayer->ValidateCommand(pMsg);
pSession->m_pServer->QueueIncomingCommand(pMsg);
TAKEN(pMsg);
}
switch (pMsg->GetType())
{
case NMT_EndCommandBatch:
// TODO Update client timing information and recalculate turn length
HANDLED(pMsg);
default:
UNHANDLED(pMsg);
}
}
void CNetServerSession::ScriptingInit()
{
AddMethod<bool, &CNetServerSession::JSI_Close>("close", 0);
CJSObject<CNetServerSession>::ScriptingInit("NetSession");
}
bool CNetServerSession::JSI_Close(JSContext *cx, uintN argc, jsval *argv)
{
return false;
}