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forked from 0ad/0ad
0ad/source/network/NetServer.h
Ykkrosh 31699e830d Handle disconnections better.
Remove local sessions (just use ENet for everything instead) because
they add far too much complexity.
Fix memory leaks.

This was SVN commit r7706.
2010-07-06 19:54:17 +00:00

227 lines
6.5 KiB
C++

/* Copyright (C) 2010 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/>.
*/
#ifndef NETSERVER_H
#define NETSERVER_H
#include "NetHost.h"
#include "scriptinterface/ScriptVal.h"
#include <vector>
class CNetServerSession;
class CNetServerTurnManager;
class CFsmEvent;
class ScriptInterface;
class CPlayerAssignmentMessage;
class CNetStatsTable;
enum NetServerState
{
// We haven't opened the port yet, we're just setting some stuff up.
// This is probably equivalent to the first "Start Network Game" screen
SERVER_STATE_UNCONNECTED,
// The server is open and accepting connections. This is the screen where
// rules are set up by the operator and where players join and select civs
// and stuff.
SERVER_STATE_PREGAME,
// All the hosts are connected and are loading the game
SERVER_STATE_LOADING,
// The one with all the killing ;-)
SERVER_STATE_INGAME,
// The game is over and someone has won. Players might linger to chat or
// download the replay log.
SERVER_STATE_POSTGAME
};
/**
* Server session representation of client state
*/
enum NetServerSessionState
{
// The client has disconnected or been disconnected
NSS_UNCONNECTED,
// The client has just connected and we're waiting for its handshake message,
// to agree on the protocol version
NSS_HANDSHAKE,
// The client has handshook and we're waiting for its authentication message,
// to find its name and check its password etc
NSS_AUTHENTICATE,
// The client has fully joined, and is in the pregame setup stage
// or is loading the game.
// Server must be in SERVER_STATE_PREGAME or SERVER_STATE_LOADING.
NSS_PREGAME,
// The client is running the game.
// Server must be in SERVER_STATE_LOADING or SERVER_STATE_INGAME.
NSS_INGAME
};
/**
* Network server.
* Handles all the coordination between players.
* One person runs this object, and every player (including the host) connects their CNetClient to it.
*
* TODO: ideally the ENet server would run in a separate thread so it can receive
* and forward messages with minimal latency. But that's not supported now.
*/
class CNetServer
{
NONCOPYABLE(CNetServer);
public:
CNetServer();
virtual ~CNetServer();
/**
* Get the current server's connection/game state.
*/
NetServerState GetState() const { return m_State; }
/**
* Begin listening for network connections.
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection();
/**
* Poll the connections for messages from clients and process them, and send
* any queued messages.
* This must be called frequently (i.e. once per frame).
*/
virtual void Poll();
/**
* Flush any queued outgoing network messages.
* This should be called soon after sending a group of messages that may be batched together.
*/
void Flush();
/**
* Send a message to the given network peer.
*/
bool SendMessage(ENetPeer* peer, const CNetMessage* message);
/**
* Send a message to all clients who have completed the full connection process
* (i.e. are in the pre-game or in-game states).
*/
bool Broadcast(const CNetMessage* message);
/**
* Call from the GUI to update the player assignments.
* The given GUID will be (re)assigned to the given player ID.
* Any player currently using that ID will be unassigned.
* The changes will be propagated to all clients.
*/
void AssignPlayer(int playerID, const CStr& guid);
/**
* Call from the GUI to notify all clients that they should start loading the game.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* This must be called at least once before starting the game.
* The changes will be propagated to all clients.
* @param attrs game attributes, in the script context of GetScriptInterface()
*/
void UpdateGameAttributes(const CScriptValRooted& attrs);
/**
* Make a player name 'nicer' by limiting the length and removing forbidden characters etc.
*/
static CStrW SanitisePlayerName(const CStrW& original);
/**
* Make a player name unique, if it matches any existing session's name.
*/
CStrW DeduplicatePlayerName(const CStrW& original);
/**
* Get the script context used for game attributes.
*/
ScriptInterface& GetScriptInterface();
protected:
/// Callback for autostart; called when a player has finished connecting
virtual void OnAddPlayer() { }
/// Callback for autostart; called when a player has left the game
virtual void OnRemovePlayer() { }
private:
void AddPlayer(const CStr& guid, const CStrW& name);
void RemovePlayer(const CStr& guid);
void SendPlayerAssignments();
PlayerAssignmentMap m_PlayerAssignments;
CScriptValRooted m_GameAttributes;
void SetupSession(CNetServerSession* session);
bool HandleConnect(CNetServerSession* session);
void OnUserJoin(CNetServerSession* session);
void OnUserLeave(CNetServerSession* session);
static bool OnClientHandshake(void* context, CFsmEvent* event);
static bool OnAuthenticate(void* context, CFsmEvent* event);
static bool OnInGame(void* context, CFsmEvent* event);
static bool OnChat(void* context, CFsmEvent* event);
static bool OnLoadedGame(void* context, CFsmEvent* event);
static bool OnDisconnect(void* context, CFsmEvent* event);
void CheckGameLoadStatus(CNetServerSession* changedSession);
void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message);
void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session);
/**
* Internal script context for (de)serializing script messages.
* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
* we should just forward messages blindly and efficiently.)
*/
ScriptInterface* m_ScriptInterface;
ENetHost* m_Host;
std::vector<CNetServerSession*> m_Sessions;
CNetStatsTable* m_Stats;
NetServerState m_State;
CStrW m_ServerName;
CStrW m_WelcomeMessage;
u32 m_NextHostID;
CNetServerTurnManager* m_ServerTurnManager;
};
/// Global network server for the standard game
extern CNetServer *g_NetServer;
#endif // NETSERVER_H