MegaGlest/source/glest_game/network/server_interface.cpp

579 lines
19 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño 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 "leak_dumper.h"
#include "logger.h"
#include <time.h>
using namespace std;
using namespace Shared::Platform;
using namespace Shared::Util;
namespace Glest{ namespace Game{
// =====================================================
// class ServerInterface
// =====================================================
ServerInterface::ServerInterface(){
gameHasBeenInitiated = false;
gameSettingsUpdateCount = 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i){
slots[i]= NULL;
}
serverSocket.setBlock(false);
serverSocket.bind(GameConstants::serverPort);
}
ServerInterface::~ServerInterface(){
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
delete slots[i];
}
close();
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::addSlot(int playerIndex){
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
assert(playerIndex>=0 && playerIndex<GameConstants::maxPlayers);
delete slots[playerIndex];
slots[playerIndex]= new ConnectionSlot(this, playerIndex);
updateListen();
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::removeSlot(int playerIndex){
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
delete slots[playerIndex];
slots[playerIndex]= NULL;
updateListen();
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
ConnectionSlot* ServerInterface::getSlot(int playerIndex){
return slots[playerIndex];
}
int ServerInterface::getConnectedSlotCount(){
int connectedSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i){
if(slots[i]!= NULL){
++connectedSlotCount;
}
}
return connectedSlotCount;
}
void ServerInterface::update()
{
std::map<int,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;
}
}
chatText.clear();
chatSender.clear();
chatTeamIndex= -1;
if(gameHasBeenInitiated == false || socketTriggeredList.size() > 0)
{
if(gameHasBeenInitiated && Socket::enableNetworkDebugInfo) printf("In [%s::%s] socketTriggeredList.size() = %d\n",__FILE__,__FUNCTION__,socketTriggeredList.size());
bool hasData = Socket::hasDataToRead(socketTriggeredList);
if(hasData && Socket::enableNetworkDebugInfo) printf("In [%s::%s] hasData == true\n",__FILE__,__FUNCTION__);
if(gameHasBeenInitiated == false || hasData == true)
{
//if(gameHasBeenInitiated && Socket::enableNetworkDebugInfo) printf("In [%s::%s] hasData == true\n",__FILE__,__FUNCTION__);
//std::vector<TeamMessageData> vctTeamMessages;
//update all slots
bool checkForNewClients = true;
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() == false ||
(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] == true))
{
if(gameHasBeenInitiated && Socket::enableNetworkDebugInfo) printf("In [%s::%s] socketTriggeredList[i] = %i\n",__FILE__,__FUNCTION__,(socketTriggeredList[connectionSlot->getSocket()->getSocketId()] ? 1 : 0));
if(connectionSlot->isConnected())
{
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] calling slots[i]->update() for slot = %d socketId = %d\n",
__FILE__,__FUNCTION__,i,connectionSlot->getSocket()->getSocketId());
}
else
{
if(gameHasBeenInitiated && Socket::enableNetworkDebugInfo) printf("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->isConnected() == true &&
connectionSlot->getChatText().empty() == false)
{
chatText = connectionSlot->getChatText();
chatSender = connectionSlot->getChatSender();
chatTeamIndex = connectionSlot->getChatTeamIndex();
//TeamMessageData teamMessageData;
//teamMessageData.chatSender = connectionSlot->getChatSender();
//teamMessageData.chatText = connectionSlot->getChatText();
//teamMessageData.chatTeamIndex = connectionSlot->getChatTeamIndex();
//teamMessageData.sourceTeamIndex = i;
//vctTeamMessages.push_back(teamMessageData);
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] #1 about to broadcast nmtText chatText [%s] chatSender [%s] chatTeamIndex = %d for SlotIndex# %d\n",__FILE__,__FUNCTION__,chatText.c_str(),chatSender.c_str(),chatTeamIndex,i);
NetworkMessageText networkMessageText(chatText,chatSender,chatTeamIndex);
broadcastMessage(&networkMessageText, i);
break;
}
}
}
}
//process text messages
if(chatText.empty() == true)
{
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 && Socket::enableNetworkDebugInfo) printf("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))
{
if(Socket::enableNetworkDebugInfo) printf("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;
}
}
}
}
}
}
}
}
}
void ServerInterface::updateKeyframe(int frameCount){
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;
}
}
//broadcast commands
broadcastMessage(&networkMessageCommandList);
}
void ServerInterface::waitUntilReady(Checksum* checksum){
if(Socket::enableNetworkDebugInfo) printf("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);
NetworkMessageReady networkMessageReady;
if(networkMessageType == nmtReady &&
connectionSlot->receiveMessage(&networkMessageReady))
{
if(Socket::enableNetworkDebugInfo) printf("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());
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);
if(Socket::enableNetworkDebugInfo) printf("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)
{
NetworkMessageReady networkMessageReady(checksum->getSum());
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot!=NULL)
{
connectionSlot->sendMessage(&networkMessageReady);
}
}
if(Socket::enableNetworkDebugInfo) printf("In [%s] END\n",__FUNCTION__);
}
void ServerInterface::sendTextMessage(const string &text, int teamIndex){
NetworkMessageText networkMessageText(text, getHostName(), teamIndex);
broadcastMessage(&networkMessageText);
}
void ServerInterface::quitGame(bool userManuallyQuit)
{
if(userManuallyQuit == true)
{
string sQuitText = getHostName() + " has chosen to leave the game!";
NetworkMessageText networkMessageText(sQuitText,getHostName(),-1);
broadcastMessage(&networkMessageText, -1);
}
NetworkMessageQuit networkMessageQuit;
broadcastMessage(&networkMessageQuit);
}
string ServerInterface::getNetworkStatus() const{
Lang &lang= Lang::getInstance();
string str;
for(int i= 0; i<GameConstants::maxPlayers; ++i){
ConnectionSlot* connectionSlot= slots[i];
str+= intToStr(i)+ ": ";
if(connectionSlot!= NULL){
if(connectionSlot->isConnected()){
str+= connectionSlot->getName();
}
}
else
{
str+= lang.get("NotConnected");
}
str+= '\n';
}
return str;
}
bool ServerInterface::launchGame(const GameSettings* gameSettings){
bool bOkToStart = true;
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)
{
NetworkMessageLaunch networkMessageLaunch(gameSettings);
broadcastMessage(&networkMessageLaunch);
}
return bOkToStart;
}
void ServerInterface::broadcastMessage(const NetworkMessage* networkMessage, int excludeSlot){
//if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
ConnectionSlot* connectionSlot= slots[i];
if(i != excludeSlot && connectionSlot != NULL)
{
if(connectionSlot->isConnected())
{
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
connectionSlot->sendMessage(networkMessage);
}
else if(gameHasBeenInitiated == true)
{
if(Socket::enableNetworkDebugInfo) printf("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)
{
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] #2 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,i);
removeSlot(i);
}
}
//if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage* networkMessage, int excludeSlot){
//if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
for(int i= 0; i<GameConstants::maxPlayers; ++i){
ConnectionSlot* connectionSlot= slots[i];
if(i!= excludeSlot && connectionSlot!= NULL){
if(connectionSlot->isConnected()){
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] before sendMessage\n",__FILE__,__FUNCTION__);
connectionSlot->sendMessage(networkMessage);
}
}
}
//if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::updateListen()
{
int openSlotCount= 0;
for(int i= 0; i<GameConstants::maxPlayers; ++i)
{
if(slots[i] != NULL && slots[i]->isConnected() == false)
{
++openSlotCount;
}
}
serverSocket.listen(openSlotCount);
}
void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck)
{
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START gameSettingsUpdateCount = %d\n",__FILE__,__FUNCTION__,gameSettingsUpdateCount);
if(getAllowGameDataSynchCheck() == true)
{
if(waitForClientAck == true && gameSettingsUpdateCount > 0)
{
if(Socket::enableNetworkDebugInfo) printf("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)
{
if(Socket::enableNetworkDebugInfo) printf("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++;
}
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::close()
{
if(Socket::enableNetworkDebugInfo) printf("In [%s::%s] START\n",__FILE__,__FUNCTION__);
//serverSocket = ServerSocket();
}
bool ServerInterface::getFogOfWar()
{
return Config::getInstance().getBool("FogOfWar");
}
}}//end namespace