janwas
2e7436434d
added player_id_t typedef and INVALID_PLAYER, use that instead of -1. also added sanity checks to cpu.cpp to ensure ARCH_* is correct (see http://www.wildfiregames.com/forum/index.php?showtopic=13327&hl=) and further predefined macros to arch.h just to be sure. This was SVN commit r8079.
607 lines
16 KiB
C++
607 lines
16 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "NetServer.h"
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#include "NetClient.h"
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#include "NetMessage.h"
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#include "NetSession.h"
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#include "NetStats.h"
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#include "NetTurnManager.h"
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#include "lib/external_libraries/enet.h"
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#include "ps/CLogger.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#define DEFAULT_SERVER_NAME L"Unnamed Server"
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#define DEFAULT_WELCOME_MESSAGE L"Welcome"
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#define MAX_CLIENTS 8
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CNetServer* g_NetServer = NULL;
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static CStr DebugName(CNetServerSession* session)
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{
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if (session == NULL)
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return "[unknown host]";
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if (session->GetGUID().empty())
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return "[unauthed host]";
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return "[" + session->GetGUID().substr(0, 8) + "...]";
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}
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CNetServer::CNetServer() :
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m_ScriptInterface(new ScriptInterface("Engine", "Net server")), m_NextHostID(1), m_Host(NULL), m_Stats(NULL)
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{
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m_State = SERVER_STATE_UNCONNECTED;
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m_ServerTurnManager = NULL;
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m_ServerName = DEFAULT_SERVER_NAME;
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m_WelcomeMessage = DEFAULT_WELCOME_MESSAGE;
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}
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CNetServer::~CNetServer()
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{
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delete m_Stats;
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for (size_t i = 0; i < m_Sessions.size(); ++i)
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{
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m_Sessions[i]->DisconnectNow(NDR_UNEXPECTED_SHUTDOWN);
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delete m_Sessions[i];
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}
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if (m_Host)
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{
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enet_host_destroy(m_Host);
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}
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delete m_ServerTurnManager;
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m_GameAttributes = CScriptValRooted(); // clear root before deleting its context
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delete m_ScriptInterface;
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}
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bool CNetServer::SetupConnection()
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{
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debug_assert(m_State == SERVER_STATE_UNCONNECTED);
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debug_assert(!m_Host);
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// Bind to default host
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ENetAddress addr;
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addr.host = ENET_HOST_ANY;
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addr.port = PS_DEFAULT_PORT;
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// Create ENet server
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m_Host = enet_host_create(&addr, MAX_CLIENTS, 0, 0);
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if (!m_Host)
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{
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LOGERROR(L"Net server: enet_host_create failed");
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return false;
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}
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m_Stats = new CNetStatsTable(m_Host);
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if (CProfileViewer::IsInitialised())
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g_ProfileViewer.AddRootTable(m_Stats);
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m_State = SERVER_STATE_PREGAME;
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return true;
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}
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bool CNetServer::SendMessage(ENetPeer* peer, const CNetMessage* message)
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{
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debug_assert(m_Host);
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CNetServerSession* session = static_cast<CNetServerSession*>(peer->data);
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return CNetHost::SendMessage(message, peer, DebugName(session).c_str());
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}
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bool CNetServer::Broadcast(const CNetMessage* message)
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{
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debug_assert(m_Host);
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bool ok = true;
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// Send to all sessions that are active and has finished authentication
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for (size_t i = 0; i < m_Sessions.size(); ++i)
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{
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if (m_Sessions[i]->GetCurrState() == NSS_PREGAME || m_Sessions[i]->GetCurrState() == NSS_INGAME)
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{
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if (!m_Sessions[i]->SendMessage(message))
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ok = false;
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// TODO: this does lots of repeated message serialisation if we have lots
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// of remote peers; could do it more efficiently if that's a real problem
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}
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}
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return ok;
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}
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void CNetServer::Poll()
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{
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debug_assert(m_Host);
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// Poll host for events
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ENetEvent event;
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while (enet_host_service(m_Host, &event, 0) > 0)
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{
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switch (event.type)
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{
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case ENET_EVENT_TYPE_CONNECT:
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{
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// Report the client address
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char hostname[256] = "(error)";
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enet_address_get_host_ip(&event.peer->address, hostname, ARRAY_SIZE(hostname));
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LOGMESSAGE(L"Net server: Received connection from %hs:%u", hostname, event.peer->address.port);
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if (m_State != SERVER_STATE_PREGAME)
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{
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enet_peer_disconnect(event.peer, NDR_SERVER_ALREADY_IN_GAME);
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break;
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}
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// Set up a session object for this peer
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CNetServerSession* session = new CNetServerSession(*this, event.peer);
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m_Sessions.push_back(session);
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SetupSession(session);
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debug_assert(event.peer->data == NULL);
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event.peer->data = session;
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HandleConnect(session);
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break;
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}
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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// If there is an active session with this peer, then reset and delete it
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CNetServerSession* session = static_cast<CNetServerSession*>(event.peer->data);
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if (session)
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{
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LOGMESSAGE(L"Net server: Disconnected %hs", DebugName(session).c_str());
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// Remove the session first, so we won't send player-update messages to it
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// when updating the FSM
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m_Sessions.erase(remove(m_Sessions.begin(), m_Sessions.end(), session), m_Sessions.end());
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session->Update((uint)NMT_CONNECTION_LOST, NULL);
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delete session;
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event.peer->data = NULL;
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}
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break;
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}
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case ENET_EVENT_TYPE_RECEIVE:
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{
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// If there is an active session with this peer, then process the message
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CNetServerSession* session = static_cast<CNetServerSession*>(event.peer->data);
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if (session)
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{
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// Create message from raw data
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CNetMessage* msg = CNetMessageFactory::CreateMessage(event.packet->data, event.packet->dataLength, GetScriptInterface());
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if (msg)
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{
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LOGMESSAGE(L"Net server: Received message %hs of size %lu from %hs", msg->ToString().c_str(), (unsigned long)msg->GetSerializedLength(), DebugName(session).c_str());
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HandleMessageReceive(msg, session);
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delete msg;
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}
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}
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// Done using the packet
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enet_packet_destroy(event.packet);
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break;
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}
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}
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}
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}
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void CNetServer::Flush()
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{
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debug_assert(m_Host);
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enet_host_flush(m_Host);
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}
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void CNetServer::HandleMessageReceive(const CNetMessage* message, CNetServerSession* session)
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{
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// Update FSM
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bool ok = session->Update(message->GetType(), (void*)message);
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if (!ok)
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LOGERROR(L"Net server: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)session->GetCurrState());
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}
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void CNetServer::SetupSession(CNetServerSession* session)
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{
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void* context = session;
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// Set up transitions for session
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session->AddTransition(NSS_UNCONNECTED, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, (void*)&OnClientHandshake, context);
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session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
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session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, (void*)&OnChat, context);
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session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnLoadedGame, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_CHAT, NSS_INGAME, (void*)&OnChat, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SIMULATION_COMMAND, NSS_INGAME, (void*)&OnInGame, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_SYNC_CHECK, NSS_INGAME, (void*)&OnInGame, context);
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session->AddTransition(NSS_INGAME, (uint)NMT_END_COMMAND_BATCH, NSS_INGAME, (void*)&OnInGame, context);
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// Set first state
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session->SetFirstState(NSS_HANDSHAKE);
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}
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bool CNetServer::HandleConnect(CNetServerSession* session)
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{
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CSrvHandshakeMessage handshake;
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handshake.m_Magic = PS_PROTOCOL_MAGIC;
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handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
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handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
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return session->SendMessage(&handshake);
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}
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void CNetServer::OnUserJoin(CNetServerSession* session)
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{
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AddPlayer(session->GetGUID(), session->GetUserName());
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CGameSetupMessage gameSetupMessage(GetScriptInterface());
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gameSetupMessage.m_Data = m_GameAttributes;
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session->SendMessage(&gameSetupMessage);
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CPlayerAssignmentMessage assignMessage;
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ConstructPlayerAssignmentMessage(assignMessage);
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session->SendMessage(&assignMessage);
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OnAddPlayer();
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}
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void CNetServer::OnUserLeave(CNetServerSession* session)
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{
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RemovePlayer(session->GetGUID());
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OnRemovePlayer();
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}
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void CNetServer::AddPlayer(const CStr& guid, const CStrW& name)
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{
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// Find the first free player ID
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std::set<i32> usedIDs;
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for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
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usedIDs.insert(it->second.m_PlayerID);
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i32 playerID;
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for (playerID = 1; usedIDs.find(playerID) != usedIDs.end(); ++playerID)
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{
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// (do nothing)
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}
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PlayerAssignment assignment;
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assignment.m_Name = name;
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assignment.m_PlayerID = playerID;
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m_PlayerAssignments[guid] = assignment;
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// Send the new assignments to all currently active players
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// (which does not include the one that's just joining)
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SendPlayerAssignments();
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}
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void CNetServer::RemovePlayer(const CStr& guid)
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{
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m_PlayerAssignments.erase(guid);
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SendPlayerAssignments();
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OnRemovePlayer();
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}
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void CNetServer::AssignPlayer(int playerID, const CStr& guid)
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{
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// Remove anyone who's already assigned to this player
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for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
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{
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if (it->second.m_PlayerID == playerID)
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it->second.m_PlayerID = -1;
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}
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// Update this host's assignment if it exists
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if (m_PlayerAssignments.find(guid) != m_PlayerAssignments.end())
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m_PlayerAssignments[guid].m_PlayerID = playerID;
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SendPlayerAssignments();
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}
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void CNetServer::ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message)
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{
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for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
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{
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CPlayerAssignmentMessage::S_m_Hosts h;
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h.m_GUID = it->first;
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h.m_Name = it->second.m_Name;
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h.m_PlayerID = it->second.m_PlayerID;
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message.m_Hosts.push_back(h);
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}
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}
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void CNetServer::SendPlayerAssignments()
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{
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CPlayerAssignmentMessage message;
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ConstructPlayerAssignmentMessage(message);
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Broadcast(&message);
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}
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ScriptInterface& CNetServer::GetScriptInterface()
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{
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return *m_ScriptInterface;
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}
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void CNetServer::SetTurnLength(u32 msecs)
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{
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if (m_ServerTurnManager)
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m_ServerTurnManager->SetTurnLength(msecs);
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}
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bool CNetServer::OnClientHandshake(void* context, CFsmEvent* event)
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{
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debug_assert(event->GetType() == (uint)NMT_CLIENT_HANDSHAKE);
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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if (server.m_State != SERVER_STATE_PREGAME)
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{
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session->Disconnect(NDR_SERVER_ALREADY_IN_GAME);
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return false;
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}
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CCliHandshakeMessage* message = (CCliHandshakeMessage*)event->GetParamRef();
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if (message->m_ProtocolVersion != PS_PROTOCOL_VERSION)
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{
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session->Disconnect(NDR_INCORRECT_PROTOCOL_VERSION);
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return false;
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}
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CSrvHandshakeResponseMessage handshakeResponse;
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handshakeResponse.m_UseProtocolVersion = PS_PROTOCOL_VERSION;
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handshakeResponse.m_Message = server.m_WelcomeMessage;
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handshakeResponse.m_Flags = 0;
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session->SendMessage(&handshakeResponse);
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return true;
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}
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bool CNetServer::OnAuthenticate(void* context, CFsmEvent* event)
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{
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debug_assert(event->GetType() == (uint)NMT_AUTHENTICATE);
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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if (server.m_State != SERVER_STATE_PREGAME)
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{
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session->Disconnect(NDR_SERVER_ALREADY_IN_GAME);
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return false;
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}
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CAuthenticateMessage* message = (CAuthenticateMessage*)event->GetParamRef();
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// TODO: check server password etc?
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u32 newHostID = server.m_NextHostID++;
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CStrW username = server.DeduplicatePlayerName(SanitisePlayerName(message->m_Name));
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session->SetUserName(username);
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session->SetGUID(message->m_GUID);
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session->SetHostID(newHostID);
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CAuthenticateResultMessage authenticateResult;
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authenticateResult.m_Code = ARC_OK;
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authenticateResult.m_HostID = newHostID;
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authenticateResult.m_Message = L"Logged in";
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session->SendMessage(&authenticateResult);
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server.OnUserJoin(session);
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return true;
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}
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bool CNetServer::OnInGame(void* context, CFsmEvent* event)
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{
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// TODO: should split each of these cases into a separate method
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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CNetMessage* message = (CNetMessage*)event->GetParamRef();
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if (message->GetType() == (uint)NMT_SIMULATION_COMMAND)
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{
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CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (message);
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// Send it back to all clients immediately
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server.Broadcast(simMessage);
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// TODO: we should do some validation of ownership (clients can't send commands on behalf of opposing players)
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// TODO: we shouldn't send the message back to the client that first sent it
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}
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else if (message->GetType() == (uint)NMT_SYNC_CHECK)
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{
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CSyncCheckMessage* syncMessage = static_cast<CSyncCheckMessage*> (message);
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server.m_ServerTurnManager->NotifyFinishedClientUpdate(session->GetHostID(), syncMessage->m_Turn, syncMessage->m_Hash);
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}
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else if (message->GetType() == (uint)NMT_END_COMMAND_BATCH)
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{
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CEndCommandBatchMessage* endMessage = static_cast<CEndCommandBatchMessage*> (message);
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server.m_ServerTurnManager->NotifyFinishedClientCommands(session->GetHostID(), endMessage->m_Turn);
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}
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return true;
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}
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bool CNetServer::OnChat(void* context, CFsmEvent* event)
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{
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debug_assert(event->GetType() == (uint)NMT_CHAT);
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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CChatMessage* message = (CChatMessage*)event->GetParamRef();
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message->m_GUID = session->GetGUID();
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server.Broadcast(message);
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return true;
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}
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bool CNetServer::OnLoadedGame(void* context, CFsmEvent* event)
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{
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debug_assert(event->GetType() == (uint)NMT_LOADED_GAME);
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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server.CheckGameLoadStatus(session);
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return true;
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}
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bool CNetServer::OnDisconnect(void* context, CFsmEvent* event)
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{
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debug_assert(event->GetType() == (uint)NMT_CONNECTION_LOST);
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CNetServerSession* session = (CNetServerSession*)context;
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CNetServer& server = session->GetServer();
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server.OnUserLeave(session);
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return true;
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}
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|
void CNetServer::CheckGameLoadStatus(CNetServerSession* changedSession)
|
|
{
|
|
for (size_t i = 0; i < m_Sessions.size(); ++i)
|
|
{
|
|
if (m_Sessions[i] != changedSession && m_Sessions[i]->GetCurrState() != NSS_INGAME)
|
|
return;
|
|
}
|
|
|
|
CLoadedGameMessage loaded;
|
|
Broadcast(&loaded);
|
|
|
|
m_State = SERVER_STATE_INGAME;
|
|
}
|
|
|
|
void CNetServer::StartGame()
|
|
{
|
|
m_ServerTurnManager = new CNetServerTurnManager(*this);
|
|
|
|
for (size_t i = 0; i < m_Sessions.size(); ++i)
|
|
m_ServerTurnManager->InitialiseClient(m_Sessions[i]->GetHostID()); // TODO: only for non-observers
|
|
|
|
m_State = SERVER_STATE_LOADING;
|
|
|
|
// Send the final setup state to all clients
|
|
UpdateGameAttributes(m_GameAttributes);
|
|
SendPlayerAssignments();
|
|
|
|
CGameStartMessage gameStart;
|
|
Broadcast(&gameStart);
|
|
}
|
|
|
|
void CNetServer::UpdateGameAttributes(const CScriptValRooted& attrs)
|
|
{
|
|
m_GameAttributes = attrs;
|
|
|
|
if (!m_Host)
|
|
return;
|
|
|
|
CGameSetupMessage gameSetupMessage(GetScriptInterface());
|
|
gameSetupMessage.m_Data = m_GameAttributes;
|
|
Broadcast(&gameSetupMessage);
|
|
}
|
|
|
|
CStrW CNetServer::SanitisePlayerName(const CStrW& original)
|
|
{
|
|
const size_t MAX_LENGTH = 32;
|
|
|
|
CStrW name = original;
|
|
name.Replace(L"[", L"{"); // remove GUI tags
|
|
name.Replace(L"]", L"}"); // remove for symmetry
|
|
|
|
// Restrict the length
|
|
if (name.length() > MAX_LENGTH)
|
|
name = name.Left(MAX_LENGTH);
|
|
|
|
// Don't allow surrounding whitespace
|
|
name.Trim(PS_TRIM_BOTH);
|
|
|
|
// Don't allow empty name
|
|
if (name.empty())
|
|
name = L"Anonymous";
|
|
|
|
return name;
|
|
}
|
|
|
|
CStrW CNetServer::DeduplicatePlayerName(const CStrW& original)
|
|
{
|
|
CStrW name = original;
|
|
|
|
// Try names "Foo", "Foo (2)", "Foo (3)", etc
|
|
size_t id = 2;
|
|
while (true)
|
|
{
|
|
bool unique = true;
|
|
for (size_t i = 0; i < m_Sessions.size(); ++i)
|
|
{
|
|
if (m_Sessions[i]->GetUserName() == name)
|
|
{
|
|
unique = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (unique)
|
|
return name;
|
|
|
|
name = original + L" (" + CStrW((unsigned long)id++) + L")";
|
|
}
|
|
}
|