1
0
forked from 0ad/0ad
0ad/source/network/NetClient.cpp
phosit 3a5ad160f7 Make CFsm a template
The context doesn't have to be converted to `void*` and back.


Differential Revision: https://code.wildfiregames.com/D5253
This was SVN commit r28074.
2024-05-04 16:13:02 +00:00

966 lines
28 KiB
C++

/* Copyright (C) 2024 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 "NetEnet.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "lib/byte_order.h"
#include "lib/external_libraries/enet.h"
#include "lib/external_libraries/libsdl.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/Hashing.h"
#include "ps/Loader.h"
#include "ps/Profile.h"
#include "ps/Threading.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/JSON.h"
#include "simulation2/Simulation2.h"
#include "network/StunClient.h"
/**
* Once ping goes above turn length * command delay,
* the game will start 'freezing' for other clients while we catch up.
* Since commands are sent client -> server -> client, divide by 2.
* (duplicated in NetServer.cpp to avoid having to fetch the constants in a header file)
*/
constexpr u32 NETWORK_BAD_PING = DEFAULT_TURN_LENGTH * COMMAND_DELAY_MP / 2;
CNetClient *g_NetClient = NULL;
CNetClient::CNetClient(CGame* game) :
m_Session(NULL),
m_UserName(L"anonymous"),
m_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game),
m_LastConnectionCheck(0),
m_ServerAddress(),
m_ServerPort(0),
m_Rejoin(false)
{
m_Game->SetTurnManager(NULL); // delete the old local turn manager so we don't accidentally use it
JS_AddExtraGCRootsTracer(GetScriptInterface().GetGeneralJSContext(), CNetClient::Trace, this);
// Set up transitions for session
AddTransition(NCS_UNCONNECTED, (uint)NMT_CONNECT_COMPLETE, NCS_CONNECT, &OnConnect, this);
AddTransition(NCS_CONNECT, (uint)NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, &OnHandshake, this);
AddTransition(NCS_HANDSHAKE, (uint)NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, &OnHandshakeResponse, this);
AddTransition(NCS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NCS_AUTHENTICATE, &OnAuthenticateRequest, this);
AddTransition(NCS_AUTHENTICATE, (uint)NMT_AUTHENTICATE_RESULT, NCS_PREGAME, &OnAuthenticate, this);
AddTransition(NCS_PREGAME, (uint)NMT_CHAT, NCS_PREGAME, &OnChat, this);
AddTransition(NCS_PREGAME, (uint)NMT_READY, NCS_PREGAME, &OnReady, this);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_SETUP, NCS_PREGAME, &OnGameSetup, this);
AddTransition(NCS_PREGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_PREGAME, &OnPlayerAssignment, this);
AddTransition(NCS_PREGAME, (uint)NMT_KICKED, NCS_PREGAME, &OnKicked, this);
AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_PREGAME, &OnClientTimeout, this);
AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_PREGAME, &OnClientPerformance, this);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_START, NCS_LOADING, &OnGameStart, this);
AddTransition(NCS_PREGAME, (uint)NMT_JOIN_SYNC_START, NCS_JOIN_SYNCING, &OnJoinSyncStart, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CHAT, NCS_JOIN_SYNCING, &OnChat, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_SETUP, NCS_JOIN_SYNCING, &OnGameSetup, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_JOIN_SYNCING, &OnPlayerAssignment, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_KICKED, NCS_JOIN_SYNCING, &OnKicked, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CLIENT_TIMEOUT, NCS_JOIN_SYNCING, &OnClientTimeout, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CLIENT_PERFORMANCE, NCS_JOIN_SYNCING, &OnClientPerformance, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_START, NCS_JOIN_SYNCING, &OnGameStart, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_SIMULATION_COMMAND, NCS_JOIN_SYNCING, &OnInGame, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_END_COMMAND_BATCH, NCS_JOIN_SYNCING, &OnJoinSyncEndCommandBatch, this);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NCS_INGAME, &OnLoadedGame, this);
AddTransition(NCS_LOADING, (uint)NMT_CHAT, NCS_LOADING, &OnChat, this);
AddTransition(NCS_LOADING, (uint)NMT_GAME_SETUP, NCS_LOADING, &OnGameSetup, this);
AddTransition(NCS_LOADING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_LOADING, &OnPlayerAssignment, this);
AddTransition(NCS_LOADING, (uint)NMT_KICKED, NCS_LOADING, &OnKicked, this);
AddTransition(NCS_LOADING, (uint)NMT_CLIENT_TIMEOUT, NCS_LOADING, &OnClientTimeout, this);
AddTransition(NCS_LOADING, (uint)NMT_CLIENT_PERFORMANCE, NCS_LOADING, &OnClientPerformance, this);
AddTransition(NCS_LOADING, (uint)NMT_CLIENTS_LOADING, NCS_LOADING, &OnClientsLoading, this);
AddTransition(NCS_LOADING, (uint)NMT_LOADED_GAME, NCS_INGAME, &OnLoadedGame, this);
AddTransition(NCS_INGAME, (uint)NMT_REJOINED, NCS_INGAME, &OnRejoined, this);
AddTransition(NCS_INGAME, (uint)NMT_KICKED, NCS_INGAME, &OnKicked, this);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_INGAME, &OnClientTimeout, this);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_INGAME, &OnClientPerformance, this);
AddTransition(NCS_INGAME, (uint)NMT_CLIENTS_LOADING, NCS_INGAME, &OnClientsLoading, this);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PAUSED, NCS_INGAME, &OnClientPaused, this);
AddTransition(NCS_INGAME, (uint)NMT_CHAT, NCS_INGAME, &OnChat, this);
AddTransition(NCS_INGAME, (uint)NMT_GAME_SETUP, NCS_INGAME, &OnGameSetup, this);
AddTransition(NCS_INGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_INGAME, &OnPlayerAssignment, this);
AddTransition(NCS_INGAME, (uint)NMT_SIMULATION_COMMAND, NCS_INGAME, &OnInGame, this);
AddTransition(NCS_INGAME, (uint)NMT_SYNC_ERROR, NCS_INGAME, &OnInGame, this);
AddTransition(NCS_INGAME, (uint)NMT_END_COMMAND_BATCH, NCS_INGAME, &OnInGame, this);
// Set first state
SetFirstState(NCS_UNCONNECTED);
}
CNetClient::~CNetClient()
{
// Try to flush messages before dying (probably fails).
if (m_ClientTurnManager)
m_ClientTurnManager->OnDestroyConnection();
DestroyConnection();
JS_RemoveExtraGCRootsTracer(GetScriptInterface().GetGeneralJSContext(), 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::SetHostJID(const CStr& jid)
{
m_HostJID = jid;
}
void CNetClient::SetGamePassword(const CStr& hashedPassword)
{
// Hash on top with the user's name, to make sure not all
// hashing data is in control of the host.
m_Password = HashCryptographically(hashedPassword, m_UserName.ToUTF8());
}
void CNetClient::SetControllerSecret(const std::string& secret)
{
m_ControllerSecret = secret;
}
bool CNetClient::SetupConnection(ENetHost* enetClient)
{
CNetClientSession* session = new CNetClientSession(*this);
bool ok = session->Connect(m_ServerAddress, m_ServerPort, enetClient);
SetAndOwnSession(session);
if (ok)
m_PollingThread = std::thread(Threading::HandleExceptions<CNetClientSession::RunNetLoop>::Wrapper, m_Session);
return ok;
}
void CNetClient::SetupConnectionViaLobby()
{
g_XmppClient->SendIqGetConnectionData(m_HostJID, m_Password, m_UserName.ToUTF8(), false);
}
void CNetClient::SetupServerData(CStr address, u16 port, bool stun)
{
ENSURE(!m_Session);
m_ServerAddress = address;
m_ServerPort = port;
m_UseSTUN = stun;
}
void CNetClient::HandleGetServerDataFailed(const CStr& error)
{
if (m_Session)
return;
PushGuiMessage(
"type", "serverdata",
"status", "failed",
"reason", error
);
}
bool CNetClient::TryToConnect(const CStr& hostJID, bool localNetwork)
{
if (m_Session)
return false;
if (m_ServerAddress.empty())
{
PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", static_cast<i32>(NDR_SERVER_REFUSED));
return false;
}
ENetAddress hostAddr{ ENET_HOST_ANY, ENET_PORT_ANY };
ENetHost* enetClient = PS::Enet::CreateHost(&hostAddr, 1, 1);
if (!enetClient)
{
PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", static_cast<i32>(NDR_STUN_PORT_FAILED));
return false;
}
CStr ip;
u16 port = 0;
if (g_XmppClient && m_UseSTUN)
{
if (!StunClient::FindPublicIP(*enetClient, ip, port))
{
PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", static_cast<i32>(NDR_STUN_ENDPOINT_FAILED));
return false;
}
// If the host is on the same network, we risk failing to connect
// on routers that don't support NAT hairpinning/NAT loopback.
// To work around that, send again a connection data request, but for internal IP this time.
if (ip == m_ServerAddress)
{
g_XmppClient->SendIqGetConnectionData(m_HostJID, m_Password, m_UserName.ToUTF8(), true);
// Return true anyways - we're on a success path here.
return true;
}
}
else if (g_XmppClient && localNetwork)
{
// We may need to punch a hole through the local firewall, so fetch our local IP.
// NB: we'll ignore failures here, and hope that the firewall will be open to connection
// if we fail to fetch the local IP (which is unlikely anyways).
if (!StunClient::FindLocalIP(ip))
ip = "";
// Check if we're hosting on localhost, and if so, explicitly use that
// (this circumvents, at least, the 'block all incoming connections' setting
// on the MacOS firewall).
if (ip == m_ServerAddress)
{
m_ServerAddress = "127.0.0.1";
ip = "";
}
port = enetClient->address.port;
}
LOGMESSAGE("NetClient: connecting to server at %s:%i", m_ServerAddress, m_ServerPort);
if (!ip.empty())
{
// UDP hole-punching
// Step 0: send a message, via XMPP, to the server with our external IP & port.
g_XmppClient->SendStunEndpointToHost(ip, port, hostJID);
// Step 1b: Wait some time - we need the host to receive the stun endpoint and start punching a hole themselves before
// we try to establish the connection below.
SDL_Delay(1000);
// Step 2: Send a message ourselves to the server so that the NAT, if any, routes incoming trafic correctly.
// TODO: verify if this step is necessary, since we'll try and connect anyways below.
StunClient::SendHolePunchingMessages(*enetClient, m_ServerAddress, m_ServerPort);
}
if (!g_NetClient->SetupConnection(enetClient))
{
PushGuiMessage(
"type", "netstatus",
"status", "disconnected",
"reason", static_cast<i32>(NDR_UNKNOWN));
return false;
}
return true;
}
void CNetClient::SetAndOwnSession(CNetClientSession* session)
{
delete m_Session;
m_Session = session;
}
void CNetClient::DestroyConnection()
{
if (m_Session)
m_Session->Shutdown();
if (m_PollingThread.joinable())
// Use detach() over join() because we don't want to wait for the session
// (which may be polling or trying to send messages).
m_PollingThread.detach();
// The polling thread will cleanup the session on its own,
// mark it as nullptr here so we know we're done using it.
m_Session = nullptr;
}
void CNetClient::Poll()
{
if (!m_Session)
return;
PROFILE3("NetClient::poll");
CheckServerConnection();
m_Session->ProcessPolledMessages();
}
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 > NETWORK_BAD_PING)
{
PushGuiMessage(
"type", "netwarn",
"warntype", "server-latency",
"meanRTT", meanRTT);
}
}
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()
{
ScriptRequest rq(GetScriptInterface());
std::string r;
JS::RootedValue msg(rq.cx);
while (true)
{
GuiPoll(&msg);
if (msg.isUndefined())
break;
r += Script::ToString(rq, &msg) + "\n";
}
return r;
}
const ScriptInterface& CNetClient::GetScriptInterface()
{
return m_Game->GetSimulation2()->GetScriptInterface();
}
void CNetClient::PostPlayerAssignmentsToScript()
{
ScriptRequest rq(GetScriptInterface());
JS::RootedValue newAssignments(rq.cx);
Script::CreateObject(rq, &newAssignments);
for (const std::pair<const CStr, PlayerAssignment>& p : m_PlayerAssignments)
{
JS::RootedValue assignment(rq.cx);
Script::CreateObject(
rq,
&assignment,
"name", p.second.m_Name,
"player", p.second.m_PlayerID,
"status", p.second.m_Status);
Script::SetProperty(rq, 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);
DestroyConnection();
// 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(const CStr& initAttribs)
{
CGameStartMessage gameStart;
gameStart.m_InitAttributes = initAttribs;
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 = m_Password;
authenticate.m_ControllerSecret = m_ControllerSecret;
SendMessage(&authenticate);
}
bool CNetClient::OnConnect(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECT_COMPLETE);
client->PushGuiMessage(
"type", "netstatus",
"status", "connected");
return true;
}
bool CNetClient::OnHandshake(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE);
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(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE_RESPONSE);
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_HostJID.empty())
g_XmppClient->SendIqLobbyAuth(client->m_HostJID, 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(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE);
client->SendAuthenticateMessage();
return true;
}
bool CNetClient::OnAuthenticate(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE_RESULT);
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->m_IsController = message->m_IsController;
client->PushGuiMessage(
"type", "netstatus",
"status", "authenticated",
"rejoining", client->m_Rejoin);
return true;
}
bool CNetClient::OnChat(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CChatMessage* message = static_cast<CChatMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "chat",
"guid", message->m_GUID,
"text", message->m_Message);
return true;
}
bool CNetClient::OnReady(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CReadyMessage* message = static_cast<CReadyMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "ready",
"guid", message->m_GUID,
"status", message->m_Status);
return true;
}
bool CNetClient::OnGameSetup(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_SETUP);
CGameSetupMessage* message = static_cast<CGameSetupMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "gamesetup",
"data", message->m_Data);
return true;
}
bool CNetClient::OnPlayerAssignment(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_PLAYER_ASSIGNMENT);
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(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_START);
CGameStartMessage* message = static_cast<CGameStartMessage*>(event->GetParamRef());
// 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());
// Parse init attributes.
const ScriptInterface& scriptInterface = client->m_Game->GetSimulation2()->GetScriptInterface();
ScriptRequest rq(scriptInterface);
JS::RootedValue initAttribs(rq.cx);
Script::ParseJSON(rq, message->m_InitAttributes, &initAttribs);
client->m_Game->SetPlayerID(player);
client->m_Game->StartGame(&initAttribs, "");
client->PushGuiMessage("type", "start",
"initAttributes", initAttribs);
return true;
}
bool CNetClient::OnJoinSyncStart(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_JOIN_SYNC_START);
CJoinSyncStartMessage* joinSyncStartMessage = (CJoinSyncStartMessage*)event->GetParamRef();
// The server wants us to start downloading the game state from it, so do so
client->m_Session->GetFileTransferer().StartTask(
[client, initAttributes = std::move(joinSyncStartMessage->m_InitAttributes)](std::string buffer)
mutable
{
// We've received the game state from the server.
// Save it so we can use it after the map has finished loading.
client->m_JoinSyncBuffer = std::move(buffer);
// Pretend the server told us to start the game.
CGameStartMessage start;
start.m_InitAttributes = std::move(initAttributes);
client->HandleMessage(&start);
});
return true;
}
bool CNetClient::OnJoinSyncEndCommandBatch(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_END_COMMAND_BATCH);
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(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_REJOINED);
CRejoinedMessage* message = static_cast<CRejoinedMessage*>(event->GetParamRef());
client->PushGuiMessage(
"type", "rejoined",
"guid", message->m_GUID);
return true;
}
bool CNetClient::OnKicked(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_KICKED);
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(CNetClient* client, CFsmEvent* event)
{
// Report the timeout of some other client
ENSURE(event->GetType() == (uint)NMT_CLIENT_TIMEOUT);
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(CNetClient* client, CFsmEvent* event)
{
// Performance statistics for one or multiple clients
ENSURE(event->GetType() == (uint)NMT_CLIENT_PERFORMANCE);
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 < NETWORK_BAD_PING || 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(CNetClient* client, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENTS_LOADING);
CClientsLoadingMessage* message = static_cast<CClientsLoadingMessage*>(event->GetParamRef());
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& mClient : message->m_Clients)
guids.push_back(mClient.m_GUID);
client->PushGuiMessage(
"type", "clients-loading",
"guids", guids);
return true;
}
bool CNetClient::OnClientPaused(CNetClient* client, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENT_PAUSED);
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(CNetClient* client, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
// 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();
return true;
}
bool CNetClient::OnInGame(CNetClient* client, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
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;
}