forked from 0ad/0ad
bcabe3aa53
This was SVN commit r2157.
444 lines
11 KiB
C++
Executable File
444 lines
11 KiB
C++
Executable File
#include "precompiled.h"
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#include "lib.h"
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#include <scripting/DOMEvent.h>
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#include <scripting/JSConversions.h>
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#include <scripting/ScriptableObject.h>
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#include <Network/Client.h>
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#include <Network/JSEvents.h>
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#include <CStr.h>
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#include <CLogger.h>
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#include <CConsole.h>
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#define LOG_CAT_NET "net"
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CNetClient *g_NetClient=NULL;
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extern "C" int fps;
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extern CConsole *g_Console;
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CNetClient::CServerSession::CServerSession(int sessionID, const CStrW &name):
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m_SessionID(sessionID),
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m_Name(name)
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{
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ONCE( ScriptingInit(); );
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}
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void CNetClient::CServerSession::ScriptingInit()
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{
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AddProperty(L"id", &CNetClient::CServerSession::m_SessionID, true);
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AddProperty(L"name", &CNetClient::CServerSession::m_Name, true);
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CJSObject<CServerSession>::ScriptingInit("NetClient_ServerSession");
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}
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CNetClient::CNetClient(CGame *pGame, CGameAttributes *pGameAttribs):
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CNetSession(ConnectHandler),
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m_JSI_ServerSessions(&m_ServerSessions),
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m_pLocalPlayerSlot(NULL),
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m_pGame(pGame),
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m_pGameAttributes(pGameAttribs)
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{
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ONCE( ScriptingInit(); );
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m_pGame->GetSimulation()->SetTurnManager(this);
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g_ScriptingHost.SetGlobal("g_NetClient", OBJECT_TO_JSVAL(GetScript()));
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}
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CNetClient::~CNetClient()
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{
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g_ScriptingHost.SetGlobal("g_NetClient", JSVAL_NULL);
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}
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void CNetClient::ScriptingInit()
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{
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AddMethod<bool, &CNetClient::JSI_BeginConnect>("beginConnect", 1);
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AddProperty(L"onStartGame", &CNetClient::m_OnStartGame);
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AddProperty(L"onChat", &CNetClient::m_OnChat);
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AddProperty(L"onConnectComplete", &CNetClient::m_OnConnectComplete);
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AddProperty(L"onDisconnect", &CNetClient::m_OnDisconnect);
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AddProperty(L"onClientConnect", &CNetClient::m_OnClientConnect);
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AddProperty(L"onClientDisconnect", &CNetClient::m_OnClientDisconnect);
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AddProperty(L"password", &CNetClient::m_Password);
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AddProperty<CStrW>(L"playerName", &CNetClient::m_Name);
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AddProperty(L"sessions", &CNetClient::m_JSI_ServerSessions);
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CJSMap<SessionMap>::ScriptingInit("NetClient_SessionMap");
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CJSObject<CNetClient>::ScriptingInit("NetClient");
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}
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bool CNetClient::JSI_BeginConnect(JSContext *cx, uintN argc, jsval *argv)
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{
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CStr connectHostName;
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uint connectPort=PS_DEFAULT_PORT;
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if (argc >= 1)
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{
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connectHostName=g_ScriptingHost.ValueToString(argv[0]);
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}
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if (argc >= 2)
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{
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connectPort=g_ScriptingHost.ValueToInt(argv[1]);
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}
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PS_RESULT res=BeginConnect(connectHostName.c_str(), connectPort);
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if (res != PS_OK)
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{
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LOG(ERROR, LOG_CAT_NET, "CNetClient::JSI_Connect(): BeginConnect error: %s", res);
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return false;
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}
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else
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return true;
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}
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/* TEMPLATE FOR MESSAGE HANDLERS:
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bool CNetClient::<X>Handler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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switch (pMsg->GetType())
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{
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case XXX:
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break;
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default:
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UNHANDLED(pMsg);
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}
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HANDLED(pMsg);
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}
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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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// Uglily assumes the arguments are called pMsg and pSession (which they are
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// all through this file)
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#define CHAIN(_chainHandler) STMT(if (_chainHandler(pMsg, pSession)) return true;)
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bool CNetClient::ConnectHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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switch (pMsg->GetType())
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{
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case NMT_CONNECT_COMPLETE:
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pClient->m_pMessageHandler=HandshakeHandler;
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if (pClient->m_OnConnectComplete.Defined())
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{
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CConnectCompleteEvent evt(CStr((char *)PS_OK), true);
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pClient->m_OnConnectComplete.DispatchEvent(pClient->GetScript(), &evt);
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}
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break;
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case NMT_ERROR:
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{
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CNetErrorMessage *msg=(CNetErrorMessage *)pMsg;
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LOG(ERROR, LOG_CAT_NET, "CNetClient::ConnectHandler(): Connect Failed: %s", msg->m_Error);
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if (pClient->m_OnConnectComplete.Defined())
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{
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CConnectCompleteEvent evt(CStr(msg->m_Error), false);
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pClient->m_OnConnectComplete.DispatchEvent(pClient->GetScript(), &evt);
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}
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break;
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}
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default:
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UNHANDLED(pMsg);
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}
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HANDLED(pMsg);
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}
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bool CNetClient::BaseHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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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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CStr message=msg->m_Error;
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CDisconnectEvent evt(message);
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if (pClient->m_OnDisconnect.Defined())
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pClient->m_OnDisconnect.DispatchEvent(pClient->GetScript(), &evt);
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}
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break;
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}
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default:
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UNHANDLED(pMsg);
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}
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HANDLED(pMsg);
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}
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bool CNetClient::HandshakeHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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CHAIN(BaseHandler);
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switch (pMsg->GetType())
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{
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case NMT_ServerHandshake:
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{
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CClientHandshake *msg=new CClientHandshake();
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msg->m_MagicResponse=PS_PROTOCOL_MAGIC_RESPONSE;
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msg->m_ProtocolVersion=PS_PROTOCOL_VERSION;
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msg->m_SoftwareVersion=PS_PROTOCOL_VERSION;
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pClient->Push(msg);
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break;
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}
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case NMT_ServerHandshakeResponse:
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{
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CAuthenticate *msg=new CAuthenticate();
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msg->m_Name=pClient->m_Name;
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msg->m_Password=pClient->m_Password;
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pClient->m_pMessageHandler=AuthenticateHandler;
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pClient->Push(msg);
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break;
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}
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default:
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UNHANDLED(pMsg);
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}
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HANDLED(pMsg);
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}
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bool CNetClient::AuthenticateHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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CHAIN(BaseHandler);
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switch (pMsg->GetType())
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{
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case NMT_AuthenticationResult:
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{
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CAuthenticationResult *msg=(CAuthenticationResult *)pMsg;
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if (msg->m_Code != NRC_OK)
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{
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LOG(ERROR, LOG_CAT_NET, "CNetClient::AuthenticateHandler(): Authentication failed: %ls", msg->m_Message.c_str());
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}
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else
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{
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LOG(NORMAL, LOG_CAT_NET, "CNetClient::AuthenticateHandler(): Authenticated!");
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pClient->m_SessionID=msg->m_SessionID;
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pClient->m_pMessageHandler=PreGameHandler;
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}
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break;
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}
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default:
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UNHANDLED(pMsg);
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}
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HANDLED(pMsg);
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}
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bool CNetClient::PreGameHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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CHAIN(BaseHandler);
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CHAIN(ChatHandler);
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switch (pMsg->GetType())
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{
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case NMT_StartGame:
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{
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pClient->StartGame();
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HANDLED(pMsg);
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}
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case NMT_ClientConnect:
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{
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CClientConnect *msg=(CClientConnect *)pMsg;
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for (uint i=0;i<msg->m_Clients.size();i++)
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{
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pClient->OnClientConnect(msg->m_Clients[i].m_SessionID,
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msg->m_Clients[i].m_Name);
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}
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HANDLED(pMsg);
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}
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case NMT_ClientDisconnect:
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{
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CClientDisconnect *msg=(CClientDisconnect *)pMsg;
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pClient->OnClientDisconnect(msg->m_SessionID);
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HANDLED(pMsg);
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}
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case NMT_SetGameConfig:
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{
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CSetGameConfig *msg=(CSetGameConfig *)pMsg;
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for (uint i=0;i<msg->m_Values.size();i++)
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{
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pClient->m_pGameAttributes->SetValue(msg->m_Values[i].m_Name, msg->m_Values[i].m_Value);
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}
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HANDLED(pMsg);
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}
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case NMT_AssignPlayerSlot:
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{
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CAssignPlayerSlot *msg=(CAssignPlayerSlot *)pMsg;
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// FIXME Validate slot id to prevent us from going boom
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CPlayerSlot *pSlot=pClient->m_pGameAttributes->GetSlot(msg->m_SlotID);
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if (pSlot == pClient->m_pLocalPlayerSlot)
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pClient->m_pLocalPlayerSlot=NULL;
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switch (msg->m_Assignment)
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{
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case PS_ASSIGN_SESSION:
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if (msg->m_SessionID == pClient->m_SessionID)
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pClient->m_pLocalPlayerSlot=pSlot;
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pSlot->AssignToSessionID(msg->m_SessionID);
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break;
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case PS_ASSIGN_CLOSED:
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pSlot->AssignClosed();
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break;
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case PS_ASSIGN_OPEN:
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pSlot->AssignOpen();
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break;
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default:
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LOG(WARNING, LOG_CAT_NET, "CNetClient::PreGameHandler(): Received an invalid slot assignment %s", msg->GetString().c_str());
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}
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HANDLED(pMsg);
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}
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case NMT_SetPlayerConfig:
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{
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CSetPlayerConfig *msg=(CSetPlayerConfig *)pMsg;
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// FIXME Check player ID
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CPlayer *pPlayer=pClient->m_pGameAttributes->GetPlayer(msg->m_PlayerID);
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for (uint i=0;i<msg->m_Values.size();i++)
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{
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pPlayer->SetValue(msg->m_Values[i].m_Name, msg->m_Values[i].m_Value);
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}
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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 CNetClient::InGameHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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ENetMessageType msgType=pMsg->GetType();
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CHAIN(BaseHandler);
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CHAIN(ChatHandler);
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if (msgType >= NMT_COMMAND_FIRST && msgType <= NMT_COMMAND_LAST)
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{
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pClient->QueueMessage(1, pMsg);
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TAKEN(pMsg);
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}
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switch (msgType)
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{
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case NMT_EndCommandBatch:
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CEndCommandBatch *msg=(CEndCommandBatch *)pMsg;
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pClient->SetTurnLength(1, msg->m_TurnLength);
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// FIXME When the command batch has ended, we should start accepting
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// commands for the next turn. This will be accomplished by calling
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// NewTurn. *BUT* we shouldn't prematurely proceed game simulation
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// since this will produce jerky playback (everything expects a sim
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// turn to have a certain duration).
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// We should make sure that any commands received after this message
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// are queued in the next batch (#2 instead of #1). If we're already
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// putting everything new in batch 2 - we should fast-forward a bit to
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// catch up with the server.
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HANDLED(pMsg);
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}
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UNHANDLED(pMsg);
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}
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bool CNetClient::ChatHandler(CNetMessage *pMsg, CNetSession *pSession)
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{
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CNetClient *pClient=(CNetClient *)pSession;
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switch (pMsg->GetType())
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{
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case NMT_ChatMessage:
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{
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CChatMessage *msg=(CChatMessage *)pMsg;
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g_Console->ReceivedChatMessage(msg->m_Sender, msg->m_Message);
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if (pClient->m_OnChat.Defined())
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{
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CChatEvent evt(msg->m_Sender, msg->m_Message);
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pClient->m_OnChat.DispatchEvent(pClient->GetScript(), &evt);
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}
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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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void CNetClient::OnClientConnect(int sessionID, const CStrW &name)
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{
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// Find existing server session, if any, and delete it
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SessionMap::iterator it=m_ServerSessions.find(sessionID);
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if (it != m_ServerSessions.end())
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{
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delete it->second;
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m_ServerSessions.erase(it);
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}
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// Insert new serversession
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m_ServerSessions[sessionID]=new CServerSession(sessionID, name);
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// Call JS Callback
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if (m_OnClientConnect.Defined())
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{
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CClientConnectEvent evt(sessionID, name);
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m_OnClientConnect.DispatchEvent(GetScript(), &evt);
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}
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}
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void CNetClient::OnClientDisconnect(int sessionID)
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{
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SessionMap::iterator it=m_ServerSessions.find(sessionID);
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if (it == m_ServerSessions.end())
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{
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LOG(WARNING, LOG_CAT_NET, "Server said session %d disconnected. I don't know of such a session.");
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}
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// Call JS Callback
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if (m_OnClientConnect.Defined())
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{
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CClientDisconnectEvent evt(it->second->m_SessionID, it->second->m_Name);
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m_OnClientConnect.DispatchEvent(GetScript(), &evt);
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}
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// Delete server session and remove from map
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delete it->second;
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m_ServerSessions.erase(it);
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}
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void CNetClient::StartGame()
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{
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m_pMessageHandler=InGameHandler;
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m_pGame->StartGame(m_pGameAttributes);
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if (m_OnStartGame.Defined())
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{
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CStartGameEvent evt;
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m_OnStartGame.DispatchEvent(GetScript(), &evt);
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}
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}
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void CNetClient::NewTurn()
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{
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RotateBatches();
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ClearBatch(2);
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CEndCommandBatch *pMsg=new CEndCommandBatch();
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pMsg->m_TurnLength=1000/fps;
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Push(pMsg);
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}
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void CNetClient::QueueLocalCommand(CNetMessage *pMsg)
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{
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// Don't save these locally, since they'll be bounced by the server anyway
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Push(pMsg);
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}
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