forked from 0ad/0ad
bcabe3aa53
This was SVN commit r2157.
218 lines
5.9 KiB
C++
218 lines
5.9 KiB
C++
#include "precompiled.h"
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#include "Network/ServerSession.h"
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#include "Network/Server.h"
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#include "CLogger.h"
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#include "CConsole.h"
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extern CConsole *g_Console;
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CNetServerSession::CNetServerSession(CNetServer *pServer, CSocketInternal *pInt,
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MessageHandler *pMsgHandler):
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CNetSession(pInt, pMsgHandler),
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m_pServer(pServer),
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m_pPlayer(NULL),
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m_pPlayerSlot(NULL),
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m_IsObserver(false),
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m_ID(-1)
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{
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ONCE(
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ScriptingInit();
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);
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}
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CNetServerSession::~CNetServerSession()
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{
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}
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void CNetServerSession::StartGame()
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{
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if (m_pMessageHandler==PreGameHandler)
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m_pMessageHandler=InGameHandler;
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}
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#define UNHANDLED(_pMsg) return false;
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#define HANDLED(_pMsg) delete _pMsg; return true;
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#define TAKEN(_pMsg) return true;
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bool CNetServerSession::BaseHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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switch (pMsg->GetType())
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{
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case NMT_ERROR:
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{
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CNetErrorMessage *msg=(CNetErrorMessage *)pMsg;
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if (msg->m_State == SS_UNCONNECTED)
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{
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if (pSession->m_ID != -1)
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pSession->m_pServer->RemoveSession(pSession);
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delete pSession;
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}
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else // error, but not disconnected? something weird is up...
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LOG(WARNING, LOG_CAT_NET, "CNetServerSession::BaseHandler(): NMT_ERROR: %s", msg->GetString().c_str());
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HANDLED(pMsg);
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}
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}
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UNHANDLED(pMsg);
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}
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bool CNetServerSession::HandshakeHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::HandshakeHandler(): %s.", pMsg->GetString().c_str());
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switch (pMsg->GetType())
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{
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case NMT_ClientHandshake:
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{
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CClientHandshake *msg=(CClientHandshake *)pMsg;
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if (msg->m_ProtocolVersion != PS_PROTOCOL_VERSION)
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{
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pSession->Push(new CCloseRequestMessage());
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BaseHandler(new CNetErrorMessage(PS_OK, SS_UNCONNECTED), pSession);
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}
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CServerHandshakeResponse *retmsg=new CServerHandshakeResponse();
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retmsg->m_UseProtocolVersion=PS_PROTOCOL_VERSION;
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retmsg->m_Flags=0;
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retmsg->m_Message=pSession->m_pServer->m_WelcomeMessage;
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pSession->Push(retmsg);
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pSession->m_pMessageHandler=AuthenticateHandler;
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HANDLED(pMsg);
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}
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}
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return BaseHandler(pMsg, pNetSession);
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}
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bool CNetServerSession::AuthenticateHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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CNetServer *pServer=pSession->m_pServer;
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LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): %s.", pMsg->GetString().c_str());
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if (pMsg->GetType() == NMT_Authenticate)
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{
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CAuthenticate *msg=(CAuthenticate *)pMsg;
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if (msg->m_Password == pSession->m_pServer->m_Password)
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{
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LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): Login Successful");
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pSession->m_Name=msg->m_Name;
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pServer->AssignSessionID(pSession);
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CAuthenticationResult *msg=new CAuthenticationResult();
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msg->m_Code=NRC_OK;
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msg->m_SessionID=pSession->m_ID;
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msg->m_Message=L"Logged in";
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pSession->Push(msg);
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pServer->AddSession(pSession);
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if (pServer->GetServerState() == NSS_PreGame)
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{
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pSession->m_pMessageHandler=PreGameHandler;
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}
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else // We're not in pre-game. The session becomes a chatter/observer here.
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{
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pSession->m_pMessageHandler=ObserverHandler;
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}
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}
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else
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{
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LOG(WARNING, LOG_CAT_NET, "CNetServerSession::AuthenticateHandler(): Login Failed");
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CAuthenticationResult *msg=new CAuthenticationResult();
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msg->m_Code=NRC_PasswordInvalid;
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msg->m_SessionID=0;
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msg->m_Message=L"Invalid Password";
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pSession->Push(msg);
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}
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HANDLED(pMsg);
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}
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return BaseHandler(pMsg, pNetSession);
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}
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bool CNetServerSession::PreGameHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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return ChatHandler(pMsg, pNetSession);
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}
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bool CNetServerSession::ObserverHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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printf("CNetServerSession::ObserverHandler(): %s.\n", pMsg->GetString().c_str());
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// TODO Implement observers and chatter => observer promotion
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/*
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if (pMsg->GetType() == NMT_RequestObserve)
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*/
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return ChatHandler(pMsg, pNetSession);
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}
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bool CNetServerSession::ChatHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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if (pMsg->GetType() == NMT_ChatMessage)
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{
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CChatMessage *msg=(CChatMessage *)pMsg;
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msg->m_Sender=pSession->m_Name;
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g_Console->ReceivedChatMessage(pSession->GetName().c_str(), msg->m_Message.c_str());
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pSession->m_pServer->OnChat(msg->m_Sender, msg->m_Message);
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pSession->m_pServer->Broadcast(msg);
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TAKEN(pMsg);
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}
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return BaseHandler(pMsg, pNetSession);
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}
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bool CNetServerSession::InGameHandler(CNetMessage *pMsg, CNetSession *pNetSession)
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{
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CNetServerSession *pSession=(CNetServerSession *)pNetSession;
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if (pMsg->GetType() != NMT_EndCommandBatch)
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LOG(NORMAL, LOG_CAT_NET, "CNetServerSession::InGameHandler(): %s.", pMsg->GetString().c_str());
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if (BaseHandler(pMsg, pNetSession))
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return true;
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if (ChatHandler(pMsg, pNetSession))
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return true;
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if (pMsg->GetType() >= NMT_COMMAND_FIRST && pMsg->GetType() <= NMT_COMMAND_LAST)
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{
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// All Command Messages (i.e. simulation turn synchronized messages)
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//pSession->m_pPlayer->ValidateCommand(pMsg);
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pSession->m_pServer->QueueIncomingCommand(pMsg);
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TAKEN(pMsg);
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}
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switch (pMsg->GetType())
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{
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case NMT_EndCommandBatch:
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// TODO Update client timing information and recalculate turn length
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HANDLED(pMsg);
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default:
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UNHANDLED(pMsg);
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}
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}
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void CNetServerSession::ScriptingInit()
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{
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AddMethod<bool, &CNetServerSession::JSI_Close>("close", 0);
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CJSObject<CNetServerSession>::ScriptingInit("NetSession");
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// Hope this doesn't break anything...
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AddProperty( L"id", &CNetServerSession::m_ID );
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AddProperty( L"name", (CStrW CNetServerSession::*)&CNetServerSession::m_Name );
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}
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bool CNetServerSession::JSI_Close(JSContext *cx, uintN argc, jsval *argv)
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{
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return false;
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}
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