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forked from 0ad/0ad
0ad/source/network/NetServer.cpp
Yves c02a7e1a7b SpiderMonkey 31 upgrade
This upgrade also introduces exact stack rooting (see to the wiki:
JSRootingGuide) and fixes problems with moving GC. This allows us to
enable generational garbage collection (GGC).
Measurements a few months ago have shown a performance improvement of a
non-visual replay of around 13.5%. This probably varies quite a bit, but
it should be somewhere between 5-20%. Memory usage has also been
improved. Check the forum thread for details.

Thanks to everyone from the team who helped with this directly or
indirectly (review, finding and fixing issues, the required C++11
upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey
developers who helped on the #jsapi channel or elsewhere!

Fixes #2462, #2415, #2428, #2684, #1374
Refs #2973, #2669

This was SVN commit r16214.
2015-01-24 14:46:52 +00:00

1151 lines
33 KiB
C++

/* Copyright (C) 2014 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 "NetServer.h"
#include "NetClient.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "NetStats.h"
#include "NetTurnManager.h"
#include "lib/external_libraries/enet.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.h"
#include "simulation2/Simulation2.h"
#if CONFIG2_MINIUPNPC
#include <miniupnpc/miniwget.h>
#include <miniupnpc/miniupnpc.h>
#include <miniupnpc/upnpcommands.h>
#include <miniupnpc/upnperrors.h>
#endif
#define DEFAULT_SERVER_NAME L"Unnamed Server"
#define DEFAULT_WELCOME_MESSAGE L"Welcome"
#define MAX_CLIENTS 8
static const int CHANNEL_COUNT = 1;
/**
* enet_host_service timeout (msecs).
* Smaller numbers may hurt performance; larger numbers will
* hurt latency responding to messages from game thread.
*/
static const int HOST_SERVICE_TIMEOUT = 50;
CNetServer* g_NetServer = NULL;
static CStr DebugName(CNetServerSession* session)
{
if (session == NULL)
return "[unknown host]";
if (session->GetGUID().empty())
return "[unauthed host]";
return "[" + session->GetGUID().substr(0, 8) + "...]";
}
/**
* Async task for receiving the initial game state to be forwarded to another
* client that is rejoining an in-progress network game.
*/
class CNetFileReceiveTask_ServerRejoin : public CNetFileReceiveTask
{
NONCOPYABLE(CNetFileReceiveTask_ServerRejoin);
public:
CNetFileReceiveTask_ServerRejoin(CNetServerWorker& server, u32 hostID)
: m_Server(server), m_RejoinerHostID(hostID)
{
}
virtual void OnComplete()
{
// We've received the game state from an existing player - now
// we need to send it onwards to the newly rejoining player
// Find the session corresponding to the rejoining host (if any)
CNetServerSession* session = NULL;
for (size_t i = 0; i < m_Server.m_Sessions.size(); ++i)
{
if (m_Server.m_Sessions[i]->GetHostID() == m_RejoinerHostID)
{
session = m_Server.m_Sessions[i];
break;
}
}
if (!session)
{
LOGMESSAGE("Net server: rejoining client disconnected before we sent to it");
return;
}
// Store the received state file, and tell the client to start downloading it from us
// TODO: this will get kind of confused if there's multiple clients downloading in parallel;
// they'll race and get whichever happens to be the latest received by the server,
// which should still work but isn't great
m_Server.m_JoinSyncFile = m_Buffer;
CJoinSyncStartMessage message;
session->SendMessage(&message);
}
private:
CNetServerWorker& m_Server;
u32 m_RejoinerHostID;
};
/*
* XXX: We use some non-threadsafe functions from the worker thread.
* See http://trac.wildfiregames.com/ticket/654
*/
CNetServerWorker::CNetServerWorker(int autostartPlayers) :
m_AutostartPlayers(autostartPlayers),
m_Shutdown(false),
m_ScriptInterface(NULL),
m_NextHostID(1), m_Host(NULL), m_Stats(NULL)
{
m_State = SERVER_STATE_UNCONNECTED;
m_ServerTurnManager = NULL;
m_ServerName = DEFAULT_SERVER_NAME;
m_WelcomeMessage = DEFAULT_WELCOME_MESSAGE;
}
CNetServerWorker::~CNetServerWorker()
{
if (m_State != SERVER_STATE_UNCONNECTED)
{
// Tell the thread to shut down
{
CScopeLock lock(m_WorkerMutex);
m_Shutdown = true;
}
// Wait for it to shut down cleanly
pthread_join(m_WorkerThread, NULL);
}
// Clean up resources
delete m_Stats;
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
m_Sessions[i]->DisconnectNow(NDR_UNEXPECTED_SHUTDOWN);
delete m_Sessions[i];
}
if (m_Host)
{
enet_host_destroy(m_Host);
}
delete m_ServerTurnManager;
}
bool CNetServerWorker::SetupConnection()
{
ENSURE(m_State == SERVER_STATE_UNCONNECTED);
ENSURE(!m_Host);
// Bind to default host
ENetAddress addr;
addr.host = ENET_HOST_ANY;
addr.port = PS_DEFAULT_PORT;
// Create ENet server
m_Host = enet_host_create(&addr, MAX_CLIENTS, CHANNEL_COUNT, 0, 0);
if (!m_Host)
{
LOGERROR("Net server: enet_host_create failed");
return false;
}
m_Stats = new CNetStatsTable();
if (CProfileViewer::IsInitialised())
g_ProfileViewer.AddRootTable(m_Stats);
m_State = SERVER_STATE_PREGAME;
// Launch the worker thread
int ret = pthread_create(&m_WorkerThread, NULL, &RunThread, this);
ENSURE(ret == 0);
#if CONFIG2_MINIUPNPC
// Launch the UPnP thread
ret = pthread_create(&m_UPnPThread, NULL, &SetupUPnP, NULL);
ENSURE(ret == 0);
#endif
return true;
}
#if CONFIG2_MINIUPNPC
void* CNetServerWorker::SetupUPnP(void*)
{
// Values we want to set.
char psPort[6];
sprintf_s(psPort, ARRAY_SIZE(psPort), "%d", PS_DEFAULT_PORT);
const char* leaseDuration = "0"; // Indefinite/permanent lease duration.
const char* description = "0AD Multiplayer";
const char* protocall = "UDP";
char internalIPAddress[64];
char externalIPAddress[40];
// Variables to hold the values that actually get set.
char intClient[40];
char intPort[6];
char duration[16];
// Intermediate variables.
struct UPNPUrls urls;
struct IGDdatas data;
struct UPNPDev* devlist = NULL;
// Cached root descriptor URL.
std::string rootDescURL;
CFG_GET_VAL("network.upnprootdescurl", rootDescURL);
if (!rootDescURL.empty())
LOGMESSAGE("Net server: attempting to use cached root descriptor URL: %s", rootDescURL.c_str());
int ret = 0;
bool allocatedUrls = false;
// Try a cached URL first
if (!rootDescURL.empty() && UPNP_GetIGDFromUrl(rootDescURL.c_str(), &urls, &data, internalIPAddress, sizeof(internalIPAddress)))
{
LOGMESSAGE("Net server: using cached IGD = %s", urls.controlURL);
ret = 1;
}
// No cached URL, or it did not respond. Try getting a valid UPnP device for 10 seconds.
else if ((devlist = upnpDiscover(10000, 0, 0, 0, 0, 0)) != NULL)
{
ret = UPNP_GetValidIGD(devlist, &urls, &data, internalIPAddress, sizeof(internalIPAddress));
allocatedUrls = ret != 0; // urls is allocated on non-zero return values
}
else
{
LOGMESSAGE("Net server: upnpDiscover failed and no working cached URL.");
return NULL;
}
switch (ret)
{
case 0:
LOGMESSAGE("Net server: No IGD found");
break;
case 1:
LOGMESSAGE("Net server: found valid IGD = %s", urls.controlURL);
break;
case 2:
LOGMESSAGE("Net server: found a valid, not connected IGD = %s, will try to continue anyway", urls.controlURL);
break;
case 3:
LOGMESSAGE("Net server: found a UPnP device unrecognized as IGD = %s, will try to continue anyway", urls.controlURL);
break;
default:
debug_warn(L"Unrecognized return value from UPNP_GetValidIGD");
}
// Try getting our external/internet facing IP. TODO: Display this on the game-setup page for conviniance.
ret = UPNP_GetExternalIPAddress(urls.controlURL, data.first.servicetype, externalIPAddress);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: GetExternalIPAddress failed with code %d (%s)", ret, strupnperror(ret));
return NULL;
}
LOGMESSAGE("Net server: ExternalIPAddress = %s", externalIPAddress);
// Try to setup port forwarding.
ret = UPNP_AddPortMapping(urls.controlURL, data.first.servicetype, psPort, psPort,
internalIPAddress, description, protocall, 0, leaseDuration);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: AddPortMapping(%s, %s, %s) failed with code %d (%s)",
psPort, psPort, internalIPAddress, ret, strupnperror(ret));
return NULL;
}
// Check that the port was actually forwarded.
ret = UPNP_GetSpecificPortMappingEntry(urls.controlURL,
data.first.servicetype,
psPort, protocall,
#if defined(MINIUPNPC_API_VERSION) && MINIUPNPC_API_VERSION >= 10
NULL/*remoteHost*/,
#endif
intClient, intPort, NULL/*desc*/,
NULL/*enabled*/, duration);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: GetSpecificPortMappingEntry() failed with code %d (%s)", ret, strupnperror(ret));
return NULL;
}
LOGMESSAGE("Net server: External %s:%s %s is redirected to internal %s:%s (duration=%s)",
externalIPAddress, psPort, protocall, intClient, intPort, duration);
// Cache root descriptor URL to try to avoid discovery next time.
g_ConfigDB.SetValueString(CFG_USER, "network.upnprootdescurl", urls.controlURL);
g_ConfigDB.WriteFile(CFG_USER);
LOGMESSAGE("Net server: cached UPnP root descriptor URL as %s", urls.controlURL);
// Make sure everything is properly freed.
if (allocatedUrls)
FreeUPNPUrls(&urls);
freeUPNPDevlist(devlist);
return NULL;
}
#endif // CONFIG2_MINIUPNPC
bool CNetServerWorker::SendMessage(ENetPeer* peer, const CNetMessage* message)
{
ENSURE(m_Host);
CNetServerSession* session = static_cast<CNetServerSession*>(peer->data);
return CNetHost::SendMessage(message, peer, DebugName(session).c_str());
}
bool CNetServerWorker::Broadcast(const CNetMessage* message)
{
ENSURE(m_Host);
bool ok = true;
// Send to all sessions that are active and has finished authentication
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
if (m_Sessions[i]->GetCurrState() == NSS_PREGAME || m_Sessions[i]->GetCurrState() == NSS_INGAME)
{
if (!m_Sessions[i]->SendMessage(message))
ok = false;
// TODO: this does lots of repeated message serialisation if we have lots
// of remote peers; could do it more efficiently if that's a real problem
}
}
return ok;
}
void* CNetServerWorker::RunThread(void* data)
{
debug_SetThreadName("NetServer");
static_cast<CNetServerWorker*>(data)->Run();
return NULL;
}
void CNetServerWorker::Run()
{
// The script runtime uses the profiler and therefore the thread must be registered before the runtime is created
g_Profiler2.RegisterCurrentThread("Net server");
// To avoid the need for JS_SetContextThread, we create and use and destroy
// the script interface entirely within this network thread
m_ScriptInterface = new ScriptInterface("Engine", "Net server", ScriptInterface::CreateRuntime(g_ScriptRuntime));
m_GameAttributes.set(m_ScriptInterface->GetJSRuntime(), JS::UndefinedValue());
while (true)
{
if (!RunStep())
break;
// Implement autostart mode
if (m_State == SERVER_STATE_PREGAME && (int)m_PlayerAssignments.size() == m_AutostartPlayers)
StartGame();
// Update profiler stats
m_Stats->LatchHostState(m_Host);
}
// Clear roots before deleting their context
m_GameAttributes.clear();
m_SavedCommands.clear();
SAFE_DELETE(m_ScriptInterface);
}
bool CNetServerWorker::RunStep()
{
// Check for messages from the game thread.
// (Do as little work as possible while the mutex is held open,
// to avoid performance problems and deadlocks.)
m_ScriptInterface->GetRuntime()->MaybeIncrementalGC(0.5f);
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
std::vector<std::pair<int, CStr> > newAssignPlayer;
std::vector<bool> newStartGame;
std::vector<std::pair<CStr, int> > newPlayerReady;
std::vector<bool> newPlayerResetReady;
std::vector<std::string> newGameAttributes;
std::vector<u32> newTurnLength;
{
CScopeLock lock(m_WorkerMutex);
if (m_Shutdown)
return false;
newStartGame.swap(m_StartGameQueue);
newPlayerReady.swap(m_PlayerReadyQueue);
newPlayerResetReady.swap(m_PlayerResetReadyQueue);
newAssignPlayer.swap(m_AssignPlayerQueue);
newGameAttributes.swap(m_GameAttributesQueue);
newTurnLength.swap(m_TurnLengthQueue);
}
for (size_t i = 0; i < newAssignPlayer.size(); ++i)
AssignPlayer(newAssignPlayer[i].first, newAssignPlayer[i].second);
for (size_t i = 0; i < newPlayerReady.size(); ++i)
SetPlayerReady(newPlayerReady[i].first, newPlayerReady[i].second);
if (!newPlayerResetReady.empty())
ClearAllPlayerReady();
if (!newGameAttributes.empty())
{
JS::RootedValue gameAttributesVal(cx);
GetScriptInterface().ParseJSON(newGameAttributes.back(), &gameAttributesVal);
UpdateGameAttributes(&gameAttributesVal);
}
if (!newTurnLength.empty())
SetTurnLength(newTurnLength.back());
// Do StartGame last, so we have the most up-to-date game attributes when we start
if (!newStartGame.empty())
StartGame();
// Perform file transfers
for (size_t i = 0; i < m_Sessions.size(); ++i)
m_Sessions[i]->GetFileTransferer().Poll();
// Process network events:
ENetEvent event;
int status = enet_host_service(m_Host, &event, HOST_SERVICE_TIMEOUT);
if (status < 0)
{
LOGERROR("CNetServerWorker: enet_host_service failed (%d)", status);
// TODO: notify game that the server has shut down
return false;
}
if (status == 0)
{
// Reached timeout with no events - try again
return true;
}
// Process the event:
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
// Report the client address
char hostname[256] = "(error)";
enet_address_get_host_ip(&event.peer->address, hostname, ARRAY_SIZE(hostname));
LOGMESSAGE("Net server: Received connection from %s:%u", hostname, (unsigned int)event.peer->address.port);
// Set up a session object for this peer
CNetServerSession* session = new CNetServerSession(*this, event.peer);
m_Sessions.push_back(session);
SetupSession(session);
ENSURE(event.peer->data == NULL);
event.peer->data = session;
HandleConnect(session);
break;
}
case ENET_EVENT_TYPE_DISCONNECT:
{
// If there is an active session with this peer, then reset and delete it
CNetServerSession* session = static_cast<CNetServerSession*>(event.peer->data);
if (session)
{
LOGMESSAGE("Net server: Disconnected %s", DebugName(session).c_str());
// Remove the session first, so we won't send player-update messages to it
// when updating the FSM
m_Sessions.erase(remove(m_Sessions.begin(), m_Sessions.end(), session), m_Sessions.end());
session->Update((uint)NMT_CONNECTION_LOST, NULL);
delete session;
event.peer->data = NULL;
}
break;
}
case ENET_EVENT_TYPE_RECEIVE:
{
// If there is an active session with this peer, then process the message
CNetServerSession* session = static_cast<CNetServerSession*>(event.peer->data);
if (session)
{
// Create message from raw data
CNetMessage* msg = CNetMessageFactory::CreateMessage(event.packet->data, event.packet->dataLength, GetScriptInterface());
if (msg)
{
LOGMESSAGE("Net server: Received message %s of size %lu from %s", msg->ToString().c_str(), (unsigned long)msg->GetSerializedLength(), DebugName(session).c_str());
HandleMessageReceive(msg, session);
delete msg;
}
}
// Done using the packet
enet_packet_destroy(event.packet);
break;
}
case ENET_EVENT_TYPE_NONE:
break;
}
return true;
}
void CNetServerWorker::HandleMessageReceive(const CNetMessage* message, CNetServerSession* session)
{
// Handle non-FSM messages first
Status status = session->GetFileTransferer().HandleMessageReceive(message);
if (status != INFO::SKIPPED)
return;
if (message->GetType() == NMT_FILE_TRANSFER_REQUEST)
{
CFileTransferRequestMessage* reqMessage = (CFileTransferRequestMessage*)message;
// Rejoining client got our JoinSyncStart after we received the state from
// another client, and has now requested that we forward it to them
ENSURE(!m_JoinSyncFile.empty());
session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, m_JoinSyncFile);
return;
}
// Update FSM
bool ok = session->Update(message->GetType(), (void*)message);
if (!ok)
LOGERROR("Net server: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)session->GetCurrState());
}
void CNetServerWorker::SetupSession(CNetServerSession* session)
{
void* context = session;
// Set up transitions for session
session->AddTransition(NSS_UNCONNECTED, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, (void*)&OnClientHandshake, context);
session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, (void*)&OnChat, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_READY, NSS_PREGAME, (void*)&OnReady, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnLoadedGame, context);
session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnJoinSyncingLoadedGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_INGAME, (uint)NMT_CHAT, NSS_INGAME, (void*)&OnChat, context);
session->AddTransition(NSS_INGAME, (uint)NMT_SIMULATION_COMMAND, NSS_INGAME, (void*)&OnInGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_SYNC_CHECK, NSS_INGAME, (void*)&OnInGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_END_COMMAND_BATCH, NSS_INGAME, (void*)&OnInGame, context);
// Set first state
session->SetFirstState(NSS_HANDSHAKE);
}
bool CNetServerWorker::HandleConnect(CNetServerSession* session)
{
CSrvHandshakeMessage handshake;
handshake.m_Magic = PS_PROTOCOL_MAGIC;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
return session->SendMessage(&handshake);
}
void CNetServerWorker::OnUserJoin(CNetServerSession* session)
{
AddPlayer(session->GetGUID(), session->GetUserName());
CGameSetupMessage gameSetupMessage(GetScriptInterface());
gameSetupMessage.m_Data = m_GameAttributes.get();
session->SendMessage(&gameSetupMessage);
CPlayerAssignmentMessage assignMessage;
ConstructPlayerAssignmentMessage(assignMessage);
session->SendMessage(&assignMessage);
}
void CNetServerWorker::OnUserLeave(CNetServerSession* session)
{
RemovePlayer(session->GetGUID());
if (m_ServerTurnManager && session->GetCurrState() != NSS_JOIN_SYNCING)
m_ServerTurnManager->UninitialiseClient(session->GetHostID()); // TODO: only for non-observers
// TODO: ought to switch the player controlled by that client
// back to AI control, or something?
}
void CNetServerWorker::AddPlayer(const CStr& guid, const CStrW& name)
{
// Find all player IDs in active use; we mustn't give them to a second player (excluding the unassigned ID: -1)
std::set<i32> usedIDs;
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
if (it->second.m_Enabled && it->second.m_PlayerID != -1)
usedIDs.insert(it->second.m_PlayerID);
// If the player is rejoining after disconnecting, try to give them
// back their old player ID
i32 playerID = -1;
// Try to match GUID first
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->first == guid && usedIDs.find(it->second.m_PlayerID) == usedIDs.end())
{
playerID = it->second.m_PlayerID;
m_PlayerAssignments.erase(it); // delete the old mapping, since we've got a new one now
goto found;
}
}
// Try to match username next
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->second.m_Name == name && usedIDs.find(it->second.m_PlayerID) == usedIDs.end())
{
playerID = it->second.m_PlayerID;
m_PlayerAssignments.erase(it); // delete the old mapping, since we've got a new one now
goto found;
}
}
// Otherwise leave the player ID as -1 (observer) and let gamesetup change it as needed.
found:
PlayerAssignment assignment;
assignment.m_Enabled = true;
assignment.m_Name = name;
assignment.m_PlayerID = playerID;
assignment.m_Status = 0;
m_PlayerAssignments[guid] = assignment;
// Send the new assignments to all currently active players
// (which does not include the one that's just joining)
SendPlayerAssignments();
}
void CNetServerWorker::RemovePlayer(const CStr& guid)
{
m_PlayerAssignments[guid].m_Enabled = false;
SendPlayerAssignments();
}
void CNetServerWorker::SetPlayerReady(const CStr& guid, const int ready)
{
m_PlayerAssignments[guid].m_Status = ready;
SendPlayerAssignments();
}
void CNetServerWorker::ClearAllPlayerReady()
{
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
it->second.m_Status = 0;
SendPlayerAssignments();
}
void CNetServerWorker::AssignPlayer(int playerID, const CStr& guid)
{
// Remove anyone who's already assigned to this player
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (it->second.m_PlayerID == playerID)
it->second.m_PlayerID = -1;
}
// Update this host's assignment if it exists
if (m_PlayerAssignments.find(guid) != m_PlayerAssignments.end())
m_PlayerAssignments[guid].m_PlayerID = playerID;
SendPlayerAssignments();
}
void CNetServerWorker::ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message)
{
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled)
continue;
CPlayerAssignmentMessage::S_m_Hosts h;
h.m_GUID = it->first;
h.m_Name = it->second.m_Name;
h.m_PlayerID = it->second.m_PlayerID;
h.m_Status = it->second.m_Status;
message.m_Hosts.push_back(h);
}
}
void CNetServerWorker::SendPlayerAssignments()
{
CPlayerAssignmentMessage message;
ConstructPlayerAssignmentMessage(message);
Broadcast(&message);
}
ScriptInterface& CNetServerWorker::GetScriptInterface()
{
return *m_ScriptInterface;
}
void CNetServerWorker::SetTurnLength(u32 msecs)
{
if (m_ServerTurnManager)
m_ServerTurnManager->SetTurnLength(msecs);
}
bool CNetServerWorker::OnClientHandshake(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENT_HANDSHAKE);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CCliHandshakeMessage* message = (CCliHandshakeMessage*)event->GetParamRef();
if (message->m_ProtocolVersion != PS_PROTOCOL_VERSION)
{
session->Disconnect(NDR_INCORRECT_PROTOCOL_VERSION);
return false;
}
CSrvHandshakeResponseMessage handshakeResponse;
handshakeResponse.m_UseProtocolVersion = PS_PROTOCOL_VERSION;
handshakeResponse.m_Message = server.m_WelcomeMessage;
handshakeResponse.m_Flags = 0;
session->SendMessage(&handshakeResponse);
return true;
}
bool CNetServerWorker::OnAuthenticate(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CAuthenticateMessage* message = (CAuthenticateMessage*)event->GetParamRef();
CStrW username = server.DeduplicatePlayerName(SanitisePlayerName(message->m_Name));
bool isRejoining = false;
if (server.m_State != SERVER_STATE_PREGAME)
{
// isRejoining = true; // uncomment this to test rejoining even if the player wasn't connected previously
// Search for an old disconnected player of the same name
// (TODO: if GUIDs were stable, we should use them instead)
for (PlayerAssignmentMap::iterator it = server.m_PlayerAssignments.begin(); it != server.m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->second.m_Name == username)
{
isRejoining = true;
break;
}
}
// Players who weren't already in the game are not allowed to join now that it's started
if (!isRejoining)
{
LOGMESSAGE("Refused connection after game start from not-previously-known user \"%s\"", utf8_from_wstring(username));
session->Disconnect(NDR_SERVER_ALREADY_IN_GAME);
return true;
}
}
// TODO: check server password etc?
u32 newHostID = server.m_NextHostID++;
session->SetUserName(username);
session->SetGUID(message->m_GUID);
session->SetHostID(newHostID);
CAuthenticateResultMessage authenticateResult;
authenticateResult.m_Code = isRejoining ? ARC_OK_REJOINING : ARC_OK;
authenticateResult.m_HostID = newHostID;
authenticateResult.m_Message = L"Logged in";
session->SendMessage(&authenticateResult);
server.OnUserJoin(session);
if (isRejoining)
{
// Request a copy of the current game state from an existing player,
// so we can send it on to the new player
// Assume session 0 is most likely the local player, so they're
// the most efficient client to request a copy from
CNetServerSession* sourceSession = server.m_Sessions.at(0);
sourceSession->GetFileTransferer().StartTask(
shared_ptr<CNetFileReceiveTask>(new CNetFileReceiveTask_ServerRejoin(server, newHostID))
);
session->SetNextState(NSS_JOIN_SYNCING);
}
return true;
}
bool CNetServerWorker::OnInGame(void* context, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CNetMessage* message = (CNetMessage*)event->GetParamRef();
if (message->GetType() == (uint)NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (message);
// Send it back to all clients immediately
server.Broadcast(simMessage);
// Save all the received commands
if (server.m_SavedCommands.size() < simMessage->m_Turn + 1)
server.m_SavedCommands.resize(simMessage->m_Turn + 1);
server.m_SavedCommands[simMessage->m_Turn].push_back(*simMessage);
// TODO: we should do some validation of ownership (clients can't send commands on behalf of opposing players)
// TODO: we shouldn't send the message back to the client that first sent it
}
else if (message->GetType() == (uint)NMT_SYNC_CHECK)
{
CSyncCheckMessage* syncMessage = static_cast<CSyncCheckMessage*> (message);
server.m_ServerTurnManager->NotifyFinishedClientUpdate(session->GetHostID(), syncMessage->m_Turn, syncMessage->m_Hash);
}
else if (message->GetType() == (uint)NMT_END_COMMAND_BATCH)
{
CEndCommandBatchMessage* endMessage = static_cast<CEndCommandBatchMessage*> (message);
server.m_ServerTurnManager->NotifyFinishedClientCommands(session->GetHostID(), endMessage->m_Turn);
}
return true;
}
bool CNetServerWorker::OnChat(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CChatMessage* message = (CChatMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message);
return true;
}
bool CNetServerWorker::OnReady(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message);
return true;
}
bool CNetServerWorker::OnLoadedGame(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
// We're in the loading state, so wait until every player has loaded before
// starting the game
ENSURE(server.m_State == SERVER_STATE_LOADING);
server.CheckGameLoadStatus(session);
return true;
}
bool CNetServerWorker::OnJoinSyncingLoadedGame(void* context, CFsmEvent* event)
{
// A client rejoining an in-progress game has now finished loading the
// map and deserialized the initial state.
// The simulation may have progressed since then, so send any subsequent
// commands to them and set them as an active player so they can participate
// in all future turns.
//
// (TODO: if it takes a long time for them to receive and execute all these
// commands, the other players will get frozen for that time and may be unhappy;
// we could try repeating this process a few times until the client converges
// on the up-to-date state, before setting them as active.)
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef();
u32 turn = message->m_CurrentTurn;
u32 readyTurn = server.m_ServerTurnManager->GetReadyTurn();
// Send them all commands received since their saved state,
// and turn-ended messages for any turns that have already been processed
for (size_t i = turn + 1; i < std::max(readyTurn+1, (u32)server.m_SavedCommands.size()); ++i)
{
if (i < server.m_SavedCommands.size())
for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j)
session->SendMessage(&server.m_SavedCommands[i][j]);
if (i <= readyTurn)
{
CEndCommandBatchMessage endMessage;
endMessage.m_Turn = i;
endMessage.m_TurnLength = server.m_ServerTurnManager->GetSavedTurnLength(i);
session->SendMessage(&endMessage);
}
}
// Tell the turn manager to expect commands from this new client
server.m_ServerTurnManager->InitialiseClient(session->GetHostID(), readyTurn);
// Tell the client that everything has finished loading and it should start now
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = readyTurn;
session->SendMessage(&loaded);
return true;
}
bool CNetServerWorker::OnDisconnect(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECTION_LOST);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
server.OnUserLeave(session);
return true;
}
void CNetServerWorker::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;
loaded.m_CurrentTurn = 0;
Broadcast(&loaded);
m_State = SERVER_STATE_INGAME;
}
void CNetServerWorker::StartGame()
{
m_ServerTurnManager = new CNetServerTurnManager(*this);
for (size_t i = 0; i < m_Sessions.size(); ++i)
m_ServerTurnManager->InitialiseClient(m_Sessions[i]->GetHostID(), 0); // TODO: only for non-observers
m_State = SERVER_STATE_LOADING;
// Send the final setup state to all clients
UpdateGameAttributes(&m_GameAttributes.get());
SendPlayerAssignments();
CGameStartMessage gameStart;
Broadcast(&gameStart);
}
void CNetServerWorker::UpdateGameAttributes(JS::MutableHandleValue attrs)
{
m_GameAttributes.set(m_ScriptInterface->GetJSRuntime(), attrs);
if (!m_Host)
return;
CGameSetupMessage gameSetupMessage(GetScriptInterface());
gameSetupMessage.m_Data.set(m_GameAttributes.get());
Broadcast(&gameSetupMessage);
}
CStrW CNetServerWorker::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 CNetServerWorker::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::FromUInt(id++) + L")";
}
}
CNetServer::CNetServer(int autostartPlayers) :
m_Worker(new CNetServerWorker(autostartPlayers))
{
}
CNetServer::~CNetServer()
{
delete m_Worker;
}
bool CNetServer::SetupConnection()
{
return m_Worker->SetupConnection();
}
void CNetServer::AssignPlayer(int playerID, const CStr& guid)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_AssignPlayerQueue.push_back(std::make_pair(playerID, guid));
}
void CNetServer::SetPlayerReady(const CStr& guid, int ready)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_PlayerReadyQueue.push_back(std::make_pair(guid, ready));
}
void CNetServer::ClearAllPlayerReady()
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_PlayerResetReadyQueue.push_back(false);
}
void CNetServer::StartGame()
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_StartGameQueue.push_back(true);
}
void CNetServer::UpdateGameAttributes(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface)
{
// Pass the attributes as JSON, since that's the easiest safe
// cross-thread way of passing script data
std::string attrsJSON = scriptInterface.StringifyJSON(attrs, false);
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_GameAttributesQueue.push_back(attrsJSON);
}
void CNetServer::SetTurnLength(u32 msecs)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_TurnLengthQueue.push_back(msecs);
}