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forked from 0ad/0ad
0ad/source/network/NetServerTurnManager.cpp
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

174 lines
5.3 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/>.
*/
#include "precompiled.h"
#include "NetMessage.h"
#include "NetServerTurnManager.h"
#include "NetServer.h"
#include "simulation2/system/TurnManager.h"
#if 0
#define NETSERVERTURN_LOG(...) debug_printf(__VA_ARGS__)
#else
#define NETSERVERTURN_LOG(...)
#endif
CNetServerTurnManager::CNetServerTurnManager(CNetServerWorker& server)
: m_NetServer(server), m_ReadyTurn(1), m_TurnLength(DEFAULT_TURN_LENGTH_MP), m_HasSyncError(false)
{
// The first turn we will actually execute is number 2,
// so store dummy values into the saved lengths list
m_SavedTurnLengths.push_back(0);
m_SavedTurnLengths.push_back(0);
}
void CNetServerTurnManager::NotifyFinishedClientCommands(int client, u32 turn)
{
NETSERVERTURN_LOG("NotifyFinishedClientCommands(client=%d, turn=%d)\n", client, turn);
// Must be a client we've already heard of
ENSURE(m_ClientsReady.find(client) != m_ClientsReady.end());
// Clients must advance one turn at a time
ENSURE(turn == m_ClientsReady[client] + 1);
m_ClientsReady[client] = turn;
// Check whether this was the final client to become ready
CheckClientsReady();
}
void CNetServerTurnManager::CheckClientsReady()
{
// See if all clients (including self) are ready for a new turn
for (const std::pair<int, u32>& clientReady : m_ClientsReady)
{
NETSERVERTURN_LOG(" %d: %d <=? %d\n", clientReady.first, clientReady.second, m_ReadyTurn);
if (clientReady.second <= m_ReadyTurn)
return; // wasn't ready for m_ReadyTurn+1
}
++m_ReadyTurn;
NETSERVERTURN_LOG("CheckClientsReady: ready for turn %d\n", m_ReadyTurn);
// Tell all clients that the next turn is ready
CEndCommandBatchMessage msg;
msg.m_TurnLength = m_TurnLength;
msg.m_Turn = m_ReadyTurn;
m_NetServer.Broadcast(&msg, { NSS_INGAME });
ENSURE(m_SavedTurnLengths.size() == m_ReadyTurn);
m_SavedTurnLengths.push_back(m_TurnLength);
}
void CNetServerTurnManager::NotifyFinishedClientUpdate(int client, const CStrW& playername, u32 turn, const CStr& hash)
{
// Clients must advance one turn at a time
ENSURE(turn == m_ClientsSimulated[client] + 1);
m_ClientsSimulated[client] = turn;
// Check for OOS only if in sync
if (m_HasSyncError)
return;
m_ClientPlayernames[client] = playername;
m_ClientStateHashes[turn][client] = hash;
// Find the newest turn which we know all clients have simulated
u32 newest = std::numeric_limits<u32>::max();
for (const std::pair<int, u32>& clientSimulated : m_ClientsSimulated)
if (clientSimulated.second < newest)
newest = clientSimulated.second;
// For every set of state hashes that all clients have simulated, check for OOS
for (const std::pair<u32, std::map<int, std::string>>& clientStateHash : m_ClientStateHashes)
{
if (clientStateHash.first > newest)
break;
// Assume the host is correct (maybe we should choose the most common instead to help debugging)
std::string expected = clientStateHash.second.begin()->second;
// Find all players that are OOS on that turn
std::vector<CStrW> OOSPlayerNames;
for (const std::pair<int, std::string>& hashPair : clientStateHash.second)
{
NETSERVERTURN_LOG("sync check %d: %d = %hs\n", it->first, cit->first, Hexify(cit->second).c_str());
if (hashPair.second != expected)
{
// Oh no, out of sync
m_HasSyncError = true;
OOSPlayerNames.push_back(m_ClientPlayernames[hashPair.first]);
}
}
// Tell everyone about it
if (m_HasSyncError)
{
CSyncErrorMessage msg;
msg.m_Turn = clientStateHash.first;
msg.m_HashExpected = expected;
for (const CStrW& playername : OOSPlayerNames)
{
CSyncErrorMessage::S_m_PlayerNames h;
h.m_Name = playername;
msg.m_PlayerNames.push_back(h);
}
m_NetServer.Broadcast(&msg, { NSS_INGAME });
break;
}
}
// Delete the saved hashes for all turns that we've already verified
m_ClientStateHashes.erase(m_ClientStateHashes.begin(), m_ClientStateHashes.lower_bound(newest+1));
}
void CNetServerTurnManager::InitialiseClient(int client, u32 turn)
{
NETSERVERTURN_LOG("InitialiseClient(client=%d, turn=%d)\n", client, turn);
ENSURE(m_ClientsReady.find(client) == m_ClientsReady.end());
m_ClientsReady[client] = turn + 1;
m_ClientsSimulated[client] = turn;
}
void CNetServerTurnManager::UninitialiseClient(int client)
{
NETSERVERTURN_LOG("UninitialiseClient(client=%d)\n", client);
ENSURE(m_ClientsReady.find(client) != m_ClientsReady.end());
m_ClientsReady.erase(client);
m_ClientsSimulated.erase(client);
// Check whether we're ready for the next turn now that we're not
// waiting for this client any more
CheckClientsReady();
}
void CNetServerTurnManager::SetTurnLength(u32 msecs)
{
m_TurnLength = msecs;
}
u32 CNetServerTurnManager::GetSavedTurnLength(u32 turn)
{
ENSURE(turn <= m_ReadyTurn);
return m_SavedTurnLengths.at(turn);
}