MegaGlest/source/glest_game/network/server_interface.cpp
Mark Vejvoda 085d4e4bfe - added more debug statements to try to track beta bugs
- added safer customization of ini files
- added ability to customize game keys
- added more error checking for ogg file loading
- added faction loader progress
- added a few more thread protections on custom menu
2010-06-12 18:27:39 +00:00

959 lines
37 KiB
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Raw Blame History

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code 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
// ==============================================================
#include "server_interface.h"
#include <cassert>
#include <stdexcept>
#include "platform_util.h"
#include "conversion.h"
#include "config.h"
#include "lang.h"
#include "logger.h"
#include <time.h>
#include "util.h"
#include "leak_dumper.h"
using namespace std;
using namespace Shared::Platform;
using namespace Shared::Util;
namespace Glest{ namespace Game{
// =====================================================
// class ServerInterface
// =====================================================
// Experimental threading of broadcasts to clients
//bool enabledThreadedClientCommandBroadcast = true;
bool enabledThreadedClientCommandBroadcast = false;
ServerInterface::ServerInterface(){
gameHasBeenInitiated = false;
gameSettingsUpdateCount = 0;
enabledThreadedClientCommandBroadcast = Config::getInstance().getBool("EnableThreadedClientCommandBroadcast","false");
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] enabledThreadedClientCommandBroadcast = %d\n",__FILE__,__FUNCTION__,__LINE__,enabledThreadedClientCommandBroadcast);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
slots[i]= NULL;
switchSetupRequests[i]= NULL;
}
serverSocket.setBlock(false);
serverSocket.bind(Config::getInstance().getInt("ServerPort",intToStr(GameConstants::serverPort).c_str()));
}
ServerInterface::~ServerInterface(){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
delete slots[i];
slots[i]=NULL;
delete switchSetupRequests[i];
switchSetupRequests[i]=NULL;
}
close();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::addSlot(int playerIndex){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
assert(playerIndex>=0 && playerIndex<GameConstants::maxPlayers);
delete slots[playerIndex];
slots[playerIndex]= new ConnectionSlot(this, playerIndex);
updateListen();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
bool ServerInterface::switchSlot(int fromPlayerIndex,int toPlayerIndex){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
bool result=false;
assert(fromPlayerIndex>=0 && fromPlayerIndex<GameConstants::maxPlayers);
assert(toPlayerIndex>=0 && toPlayerIndex<GameConstants::maxPlayers);
if(fromPlayerIndex==toPlayerIndex) return false;// doubleclicked or whatever
//printf(" checking if slot %d is free?\n",toPlayerIndex);
if( !slots[toPlayerIndex]->isConnected()) {
//printf(" yes, its free :)\n");
slots[fromPlayerIndex]->setPlayerIndex(toPlayerIndex);
slots[toPlayerIndex]->setPlayerIndex(fromPlayerIndex);
ConnectionSlot *tmp=slots[toPlayerIndex];
slots[toPlayerIndex]= slots[fromPlayerIndex];
slots[fromPlayerIndex]=tmp;
PlayerIndexMessage playerIndexMessage(toPlayerIndex);
slots[toPlayerIndex]->sendMessage(&playerIndexMessage);
result=true;
updateListen();
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
void ServerInterface::removeSlot(int playerIndex) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
delete slots[playerIndex];
slots[playerIndex]= NULL;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
updateListen();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
}
ConnectionSlot* ServerInterface::getSlot(int playerIndex){
return slots[playerIndex];
}
bool ServerInterface::hasClientConnection() {
bool result = false;
for(int i= 0; i<GameConstants::maxPlayers; ++i){
if(slots[i] != NULL && slots[i]->isConnected() == true) {
result = true;
break;
}
}
return result;
}
int ServerInterface::getConnectedSlotCount(){
int connectedSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i){
if(slots[i]!= NULL){
++connectedSlotCount;
}
}
return connectedSlotCount;
}
void ServerInterface::slotUpdateTask(ConnectionSlotEvent *event) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(event != NULL) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(event->eventType == eSendSocketData) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage, event->networkMessage = %p\n",__FILE__,__FUNCTION__,event->networkMessage);
event->connectionSlot->sendMessage(event->networkMessage);
}
else if(event->eventType == eReceiveSocketData) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
updateSlot(event);
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
//
// WARNING!!! This method is executed from the slot worker threads so be careful
// what we do here (things need to be thread safe)
//
void ServerInterface::updateSlot(ConnectionSlotEvent *event) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(event != NULL) {
ConnectionSlot *connectionSlot = event->connectionSlot;
bool &socketTriggered = event->socketTriggered;
bool checkForNewClients = true;
if(connectionSlot != NULL &&
(gameHasBeenInitiated == false || (connectionSlot->getSocket() != NULL && socketTriggered == true))) {
if(connectionSlot->isConnected() == false || socketTriggered == true) {
if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] socketTriggeredList[i] = %i\n",__FILE__,__FUNCTION__,(socketTriggered ? 1 : 0));
if(connectionSlot->isConnected()) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] about to call connectionSlot->update() for socketId = %d\n",__FILE__,__FUNCTION__,__LINE__,connectionSlot->getSocket()->getSocketId());
}
else {
if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] getSocket() == NULL\n",__FILE__,__FUNCTION__);
}
connectionSlot->update(checkForNewClients);
// This means no clients are trying to connect at the moment
if(connectionSlot != NULL && connectionSlot->getSocket() == NULL) {
checkForNewClients = false;
}
}
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::update() {
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
std::map<PLATFORM_SOCKET,bool> socketTriggeredList;
//update all slots
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->getSocket() != NULL &&
slots[i]->getSocket()->getSocketId() > 0) {
socketTriggeredList[connectionSlot->getSocket()->getSocketId()] = false;
}
}
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//chatText.clear();
//chatSender.clear();
//chatTeamIndex= -1;
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
if(gameHasBeenInitiated == false || socketTriggeredList.size() > 0) {
//if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] socketTriggeredList.size() = %d\n",__FILE__,__FUNCTION__,socketTriggeredList.size());
std::map<int,ConnectionSlotEvent> eventList;
bool hasData = Socket::hasDataToRead(socketTriggeredList);
if(hasData) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] hasData == true\n",__FILE__,__FUNCTION__);
if(gameHasBeenInitiated == false || hasData == true) {
//update all slots
bool checkForNewClients = true;
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot = slots[i];
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
bool socketTriggered = (connectionSlot != NULL && connectionSlot->getSocket() != NULL ? socketTriggeredList[connectionSlot->getSocket()->getSocketId()] : false);
ConnectionSlotEvent &event = eventList[i];
event.eventType = eReceiveSocketData;
event.networkMessage = NULL;
event.connectionSlot = connectionSlot;
event.socketTriggered = socketTriggered;
event.triggerId = i;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
// Step #1 tell all connection slot worker threads to receive socket data
if(connectionSlot != NULL) {
connectionSlot->signalUpdate(&event);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
//updateSlot(event);
/*
if(connectionSlot != NULL &&
(gameHasBeenInitiated == false || (connectionSlot->getSocket() != NULL && socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true))) {
if(connectionSlot->isConnected() == false ||
(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true)) {
if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] socketTriggeredList[i] = %i\n",__FILE__,__FUNCTION__,(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] ? 1 : 0));
if(connectionSlot->isConnected()) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] about to call slots[i]->update() for slot = %d socketId = %d\n",
__FILE__,__FUNCTION__,i,connectionSlot->getSocket()->getSocketId());
}
else {
if(gameHasBeenInitiated) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] slot = %d getSocket() == NULL\n",__FILE__,__FUNCTION__,i);
}
connectionSlot->update(checkForNewClients);
// This means no clients are trying to connect at the moment
if(connectionSlot != NULL && connectionSlot->getSocket() == NULL) {
checkForNewClients = false;
}
if(connectionSlot != NULL &&
connectionSlot->getChatText().empty() == false) {
chatText = connectionSlot->getChatText();
chatSender = connectionSlot->getChatSender();
chatTeamIndex = connectionSlot->getChatTeamIndex();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d for SlotIndex# %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex,i);
NetworkMessageText networkMessageText(chatText,chatSender,chatTeamIndex);
broadcastMessage(&networkMessageText, i);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
}
}
*/
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
// Step #2 check all connection slot worker threads for completed status
std::map<int,bool> slotsCompleted;
for(bool threadsDone = false; threadsDone == false;) {
threadsDone = true;
// Examine all threads for completion of delegation
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL && slotsCompleted.find(i) == slotsCompleted.end()) {
std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
if(errorList.size() > 0) {
for(int iErrIdx = 0; iErrIdx < errorList.size(); ++iErrIdx) {
string &sErr = errorList[iErrIdx];
DisplayErrorMessage(sErr);
}
connectionSlot->clearThreadErrorList();
}
if(connectionSlot->updateCompleted() == false) {
threadsDone = false;
break;
}
else {
slotsCompleted[i] = true;
}
}
}
sleep(0);
}
// Step #3 dispatch network commands to the pending list so that they are done in proper order
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true &&
connectionSlot->getPendingNetworkCommandList().size() > 0) {
vector<NetworkCommand> vctPendingNetworkCommandList = connectionSlot->getPendingNetworkCommandList();
for(int idx = 0; idx < vctPendingNetworkCommandList.size(); ++idx) {
NetworkCommand &cmd = vctPendingNetworkCommandList[idx];
this->requestCommand(&cmd);
}
connectionSlot->clearPendingNetworkCommandList();
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
// Step #4 dispatch pending chat messages
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL &&
connectionSlot->getChatText().empty() == false) {
string newChatText = connectionSlot->getChatText().c_str();
string newChatSender = connectionSlot->getChatSender().c_str();
int newChatTeamIndex = connectionSlot->getChatTeamIndex();
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatSender.c_str(),newChatTeamIndex);
NetworkMessageText networkMessageText(newChatText,newChatSender,newChatTeamIndex);
broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex());
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatSender.c_str(),newChatTeamIndex);
connectionSlot->clearChatInfo();
chatText = newChatText.c_str();
chatSender = newChatSender.c_str();
chatTeamIndex = newChatTeamIndex;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after connectionSlot->clearChatInfo chatText [%s] chatSender [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,chatText.c_str(),chatSender.c_str(),chatTeamIndex);
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//process text messages
if(chatText.empty() == true) {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//chatText.clear();
//chatSender.clear();
//chatTeamIndex= -1;
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot!= NULL &&
(gameHasBeenInitiated == false || (connectionSlot->getSocket() != NULL && socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true))) {
if(connectionSlot->isConnected() && socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true) {
if(connectionSlot->getSocket() != NULL) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] calling connectionSlot->getNextMessageType() for slots[i]->getSocket()->getSocketId() = %d\n",
__FILE__,__FUNCTION__,connectionSlot->getSocket()->getSocketId());
if(connectionSlot->getNextMessageType() == nmtText) {
NetworkMessageText networkMessageText;
if(connectionSlot->receiveMessage(&networkMessageText)) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #2 about to broadcast nmtText msg for SlotIndex# %d\n",__FILE__,__FUNCTION__,i);
broadcastMessage(&networkMessageText, i);
chatText= networkMessageText.getText();
chatSender= networkMessageText.getSender();
chatTeamIndex= networkMessageText.getTeamIndex();
break;
}
}
}
}
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
}
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::updateKeyframe(int frameCount){
Chrono chrono;
chrono.start();
NetworkMessageCommandList networkMessageCommandList(frameCount);
//build command list, remove commands from requested and add to pending
while(!requestedCommands.empty()) {
if(networkMessageCommandList.addCommand(&requestedCommands.back())) {
pendingCommands.push_back(requestedCommands.back());
requestedCommands.pop_back();
}
else {
break;
}
}
// Possible cause of out of synch since we have more commands that need
// to be sent in this frame
if(!requestedCommands.empty()) {
char szBuf[1024]="";
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] WARNING / ERROR, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,requestedCommands.size());
string sMsg = Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()) + " may go out of synch: server requestedCommands.size() = " + intToStr(requestedCommands.size());
sendTextMessage(sMsg,-1);
}
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] build command list took %d msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
//broadcast commands
broadcastMessage(&networkMessageCommandList);
if(chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] broadcastMessage took %d msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
}
bool ServerInterface::shouldDiscardNetworkMessage(NetworkMessageType networkMessageType,
ConnectionSlot* connectionSlot) {
bool discard = false;
if(connectionSlot != NULL) {
switch(networkMessageType) {
case nmtIntro:
{
discard = true;
NetworkMessageIntro msg = NetworkMessageIntro();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtLaunch:
{
discard = true;
NetworkMessageLaunch msg = NetworkMessageLaunch();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtText:
{
discard = true;
NetworkMessageText msg = NetworkMessageText();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameData:
{
discard = true;
NetworkMessageSynchNetworkGameData msg = NetworkMessageSynchNetworkGameData();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataStatus:
{
discard = true;
NetworkMessageSynchNetworkGameDataStatus msg = NetworkMessageSynchNetworkGameDataStatus();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataFileCRCCheck:
{
discard = true;
NetworkMessageSynchNetworkGameDataFileCRCCheck msg = NetworkMessageSynchNetworkGameDataFileCRCCheck();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataFileGet:
{
discard = true;
NetworkMessageSynchNetworkGameDataFileGet msg = NetworkMessageSynchNetworkGameDataFileGet();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSwitchSetupRequest:
{
discard = true;
SwitchSetupRequest msg = SwitchSetupRequest();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtPlayerIndexMessage:
{
discard = true;
PlayerIndexMessage msg = PlayerIndexMessage(0);
connectionSlot->receiveMessage(&msg);
}
break;
}
}
return discard;
}
void ServerInterface::waitUntilReady(Checksum* checksum){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] START\n",__FUNCTION__);
Logger &logger= Logger::getInstance();
gameHasBeenInitiated = true;
Chrono chrono;
bool allReady= false;
chrono.start();
//wait until we get a ready message from all clients
while(allReady == false) {
vector<string> waitingForHosts;
allReady= true;
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
if(connectionSlot->isReady() == false) {
NetworkMessageType networkMessageType= connectionSlot->getNextMessageType(true);
// consume old messages from the lobby
bool discarded = shouldDiscardNetworkMessage(networkMessageType,connectionSlot);
if(discarded == false) {
NetworkMessageReady networkMessageReady;
if(networkMessageType == nmtReady &&
connectionSlot->receiveMessage(&networkMessageReady)) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] networkMessageType==nmtReady\n",__FUNCTION__);
connectionSlot->setReady();
}
else if(networkMessageType != nmtInvalid) {
//throw runtime_error("Unexpected network message: " + intToStr(networkMessageType));
string sErr = "Unexpected network message: " + intToStr(networkMessageType);
sendTextMessage(sErr,-1);
DisplayErrorMessage(sErr);
return;
}
}
//waitingForHosts.push_back(connectionSlot->getHostName());
waitingForHosts.push_back(connectionSlot->getName());
allReady= false;
}
}
}
//check for timeout
if(allReady == false) {
if(chrono.getMillis() > readyWaitTimeout) {
//throw runtime_error("Timeout waiting for clients");
string sErr = "Timeout waiting for clients.";
sendTextMessage(sErr,-1);
DisplayErrorMessage(sErr);
return;
}
else {
if(chrono.getMillis() % 1000 == 0) {
string waitForHosts = "";
for(int i = 0; i < waitingForHosts.size(); i++) {
if(waitForHosts != "") {
waitForHosts += ", ";
}
waitForHosts += waitingForHosts[i];
}
char szBuf[1024]="";
sprintf(szBuf,"Waiting for network: %d of %d max seconds (waiting for: %s)",int(chrono.getMillis() / 1000),int(readyWaitTimeout / 1000),waitForHosts.c_str());
logger.add(szBuf, true);
}
}
}
}
// FOR TESTING ONLY - delay to see the client count up while waiting
//sleep(5000);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] PART B (telling client we are ready!\n",__FUNCTION__);
//send ready message after, so clients start delayed
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
NetworkMessageReady networkMessageReady(checksum->getSum());
connectionSlot->sendMessage(&networkMessageReady);
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] END\n",__FUNCTION__);
}
void ServerInterface::sendTextMessage(const string &text, int teamIndex){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageText networkMessageText(text, Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()), teamIndex);
broadcastMessage(&networkMessageText);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::quitGame(bool userManuallyQuit)
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
if(userManuallyQuit == true)
{
string sQuitText = Config::getInstance().getString("NetPlayerName",Socket::getHostName().c_str()) + " has chosen to leave the game!";
NetworkMessageText networkMessageText(sQuitText,getHostName(),-1);
broadcastMessage(&networkMessageText, -1);
}
NetworkMessageQuit networkMessageQuit;
broadcastMessage(&networkMessageQuit);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
string ServerInterface::getNetworkStatus() {
Lang &lang= Lang::getInstance();
string str;
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
ConnectionSlot* connectionSlot= slots[i];
str+= intToStr(i)+ ": ";
if(connectionSlot!= NULL){
if(connectionSlot->isConnected()){
float pingTime = connectionSlot->getThreadedPingMS(connectionSlot->getIpAddress().c_str());
char szBuf[100]="";
sprintf(szBuf,", ping = %.2fms",pingTime);
str+= connectionSlot->getName() + string(szBuf);
}
}
else
{
str+= lang.get("NotConnected");
}
str+= '\n';
}
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
return str;
}
bool ServerInterface::launchGame(const GameSettings* gameSettings){
bool bOkToStart = true;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
ConnectionSlot *connectionSlot= slots[i];
if(connectionSlot != NULL &&
connectionSlot->getAllowDownloadDataSynch() == true &&
connectionSlot->isConnected())
{
if(connectionSlot->getNetworkGameDataSynchCheckOk() == false)
{
bOkToStart = false;
break;
}
}
}
if(bOkToStart == true)
{
serverSocket.stopBroadCastThread();
NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtLaunch);
broadcastMessage(&networkMessageLaunch);
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
return bOkToStart;
}
void ServerInterface::broadcastGameSetup(const GameSettings* gameSettings) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutex(&serverSynchAccessor);
NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtBroadCastSetup);
broadcastMessage(&networkMessageLaunch);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot){
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
try {
if(enabledThreadedClientCommandBroadcast == true) {
// Step #1 signal worker threads to send this broadcast to each client
std::map<int,ConnectionSlotEvent> eventList;
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot = slots[i];
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] networkMessage = %p\n",__FILE__,__FUNCTION__,__LINE__,networkMessage);
ConnectionSlotEvent &event = eventList[i];
event.eventType = eSendSocketData;
event.networkMessage = networkMessage;
event.connectionSlot = connectionSlot;
event.socketTriggered = true;
event.triggerId = i;
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
// Step #1 tell all connection slot worker threads to receive socket data
if(i != excludeSlot && connectionSlot != NULL) {
if(connectionSlot->isConnected()) {
connectionSlot->signalUpdate(&event);
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
else if(gameHasBeenInitiated == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #1 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
removeSlot(i);
}
}
else if(i == excludeSlot && gameHasBeenInitiated == true &&
connectionSlot != NULL && connectionSlot->isConnected() == false) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #2 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
removeSlot(i);
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
// Step #2 check all connection slot worker threads for completed status
std::map<int,bool> slotsCompleted;
for(bool threadsDone = false; threadsDone == false;) {
threadsDone = true;
// Examine all threads for completion of delegation
for(int i= 0; i< GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL && slotsCompleted.find(i) == slotsCompleted.end()) {
std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
if(errorList.size() > 0) {
for(int iErrIdx = 0; iErrIdx < errorList.size(); ++iErrIdx) {
string &sErr = errorList[iErrIdx];
DisplayErrorMessage(sErr);
}
connectionSlot->clearThreadErrorList();
}
if(connectionSlot->updateCompleted() == false) {
threadsDone = false;
break;
}
else {
slotsCompleted[i] = true;
}
}
}
sleep(0);
}
}
else {
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(i != excludeSlot && connectionSlot != NULL) {
if(connectionSlot->isConnected()) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
connectionSlot->sendMessage(networkMessage);
}
else if(gameHasBeenInitiated == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #1 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
removeSlot(i);
}
}
else if(i == excludeSlot && gameHasBeenInitiated == true &&
connectionSlot != NULL && connectionSlot->isConnected() == false) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] #2 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
removeSlot(i);
}
}
}
}
catch(const exception &ex) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ERROR [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
throw runtime_error(ex.what());
}
//serverSynchAccessor.v();
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot){
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
ConnectionSlot* connectionSlot= slots[i];
if(i!= excludeSlot && connectionSlot!= NULL) {
if(connectionSlot->isConnected()) {
//SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
connectionSlot->sendMessage(networkMessage);
}
}
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::updateListen() {
if(gameHasBeenInitiated == true) {
return;
}
int openSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
if(isSlotOpen == true) {
++openSlotCount;
}
}
MutexSafeWrapper safeMutex(&serverSynchAccessor);
serverSocket.listen(openSlotCount);
safeMutex.ReleaseLock();
}
int ServerInterface::getOpenSlotCount() {
int openSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i) {
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
if(isSlotOpen == true) {
++openSlotCount;
}
}
return openSlotCount;
}
void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck)
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START gameSettingsUpdateCount = %d, waitForClientAck = %d\n",__FILE__,__FUNCTION__,gameSettingsUpdateCount,waitForClientAck);
MutexSafeWrapper safeMutex(&serverSynchAccessor);
if(getAllowGameDataSynchCheck() == true)
{
if(waitForClientAck == true && gameSettingsUpdateCount > 0)
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Waiting for client acks #1\n",__FILE__,__FUNCTION__);
time_t tStart = time(NULL);
bool gotAckFromAllClients = false;
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5)
{
gotAckFromAllClients = true;
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected())
{
if(connectionSlot->getReceivedNetworkGameStatus() == false)
{
gotAckFromAllClients = false;
}
connectionSlot->update();
}
}
}
}
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected())
{
connectionSlot->setReceivedNetworkGameStatus(false);
}
}
gameSettings = *serverGameSettings;
NetworkMessageSynchNetworkGameData networkMessageSynchNetworkGameData(getGameSettings());
broadcastMessageToConnectedClients(&networkMessageSynchNetworkGameData);
if(waitForClientAck == true)
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Waiting for client acks #2\n",__FILE__,__FUNCTION__);
time_t tStart = time(NULL);
bool gotAckFromAllClients = false;
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5)
{
gotAckFromAllClients = true;
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected())
{
if(connectionSlot->getReceivedNetworkGameStatus() == false)
{
gotAckFromAllClients = false;
}
connectionSlot->update();
}
}
}
}
gameSettingsUpdateCount++;
}
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::close()
{
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
//serverSocket = ServerSocket();
}
}}//end namespace