/* Copyright (C) 2015 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "precompiled.h"
#include "NetServer.h"
#include "NetClient.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "NetStats.h"
#include "NetTurnManager.h"
#include "lib/external_libraries/enet.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "scriptinterface/ScriptInterface.h"
#include "scriptinterface/ScriptRuntime.h"
#include "simulation2/Simulation2.h"
#if CONFIG2_MINIUPNPC
#include
#include
#include
#include
#endif
#define DEFAULT_SERVER_NAME L"Unnamed Server"
#define DEFAULT_WELCOME_MESSAGE L"Welcome"
#define MAX_CLIENTS 8
static const int CHANNEL_COUNT = 1;
/**
* enet_host_service timeout (msecs).
* Smaller numbers may hurt performance; larger numbers will
* hurt latency responding to messages from game thread.
*/
static const int HOST_SERVICE_TIMEOUT = 50;
CNetServer* g_NetServer = NULL;
static CStr DebugName(CNetServerSession* session)
{
if (session == NULL)
return "[unknown host]";
if (session->GetGUID().empty())
return "[unauthed host]";
return "[" + session->GetGUID().substr(0, 8) + "...]";
}
/**
* Async task for receiving the initial game state to be forwarded to another
* client that is rejoining an in-progress network game.
*/
class CNetFileReceiveTask_ServerRejoin : public CNetFileReceiveTask
{
NONCOPYABLE(CNetFileReceiveTask_ServerRejoin);
public:
CNetFileReceiveTask_ServerRejoin(CNetServerWorker& server, u32 hostID)
: m_Server(server), m_RejoinerHostID(hostID)
{
}
virtual void OnComplete()
{
// We've received the game state from an existing player - now
// we need to send it onwards to the newly rejoining player
// Find the session corresponding to the rejoining host (if any)
CNetServerSession* session = NULL;
for (size_t i = 0; i < m_Server.m_Sessions.size(); ++i)
{
if (m_Server.m_Sessions[i]->GetHostID() == m_RejoinerHostID)
{
session = m_Server.m_Sessions[i];
break;
}
}
if (!session)
{
LOGMESSAGE("Net server: rejoining client disconnected before we sent to it");
return;
}
// Store the received state file, and tell the client to start downloading it from us
// TODO: this will get kind of confused if there's multiple clients downloading in parallel;
// they'll race and get whichever happens to be the latest received by the server,
// which should still work but isn't great
m_Server.m_JoinSyncFile = m_Buffer;
CJoinSyncStartMessage message;
session->SendMessage(&message);
}
private:
CNetServerWorker& m_Server;
u32 m_RejoinerHostID;
};
/*
* XXX: We use some non-threadsafe functions from the worker thread.
* See http://trac.wildfiregames.com/ticket/654
*/
CNetServerWorker::CNetServerWorker(int autostartPlayers) :
m_AutostartPlayers(autostartPlayers),
m_Shutdown(false),
m_ScriptInterface(NULL),
m_NextHostID(1), m_Host(NULL), m_Stats(NULL)
{
m_State = SERVER_STATE_UNCONNECTED;
m_ServerTurnManager = NULL;
m_ServerName = DEFAULT_SERVER_NAME;
m_WelcomeMessage = DEFAULT_WELCOME_MESSAGE;
}
CNetServerWorker::~CNetServerWorker()
{
if (m_State != SERVER_STATE_UNCONNECTED)
{
// Tell the thread to shut down
{
CScopeLock lock(m_WorkerMutex);
m_Shutdown = true;
}
// Wait for it to shut down cleanly
pthread_join(m_WorkerThread, NULL);
}
// Clean up resources
delete m_Stats;
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
m_Sessions[i]->DisconnectNow(NDR_UNEXPECTED_SHUTDOWN);
delete m_Sessions[i];
}
if (m_Host)
{
enet_host_destroy(m_Host);
}
delete m_ServerTurnManager;
}
bool CNetServerWorker::SetupConnection()
{
ENSURE(m_State == SERVER_STATE_UNCONNECTED);
ENSURE(!m_Host);
// Bind to default host
ENetAddress addr;
addr.host = ENET_HOST_ANY;
addr.port = PS_DEFAULT_PORT;
// Create ENet server
m_Host = enet_host_create(&addr, MAX_CLIENTS, CHANNEL_COUNT, 0, 0);
if (!m_Host)
{
LOGERROR("Net server: enet_host_create failed");
return false;
}
m_Stats = new CNetStatsTable();
if (CProfileViewer::IsInitialised())
g_ProfileViewer.AddRootTable(m_Stats);
m_State = SERVER_STATE_PREGAME;
// Launch the worker thread
int ret = pthread_create(&m_WorkerThread, NULL, &RunThread, this);
ENSURE(ret == 0);
#if CONFIG2_MINIUPNPC
// Launch the UPnP thread
ret = pthread_create(&m_UPnPThread, NULL, &SetupUPnP, NULL);
ENSURE(ret == 0);
#endif
return true;
}
#if CONFIG2_MINIUPNPC
void* CNetServerWorker::SetupUPnP(void*)
{
// Values we want to set.
char psPort[6];
sprintf_s(psPort, ARRAY_SIZE(psPort), "%d", PS_DEFAULT_PORT);
const char* leaseDuration = "0"; // Indefinite/permanent lease duration.
const char* description = "0AD Multiplayer";
const char* protocall = "UDP";
char internalIPAddress[64];
char externalIPAddress[40];
// Variables to hold the values that actually get set.
char intClient[40];
char intPort[6];
char duration[16];
// Intermediate variables.
struct UPNPUrls urls;
struct IGDdatas data;
struct UPNPDev* devlist = NULL;
// Cached root descriptor URL.
std::string rootDescURL;
CFG_GET_VAL("network.upnprootdescurl", rootDescURL);
if (!rootDescURL.empty())
LOGMESSAGE("Net server: attempting to use cached root descriptor URL: %s", rootDescURL.c_str());
int ret = 0;
bool allocatedUrls = false;
// Try a cached URL first
if (!rootDescURL.empty() && UPNP_GetIGDFromUrl(rootDescURL.c_str(), &urls, &data, internalIPAddress, sizeof(internalIPAddress)))
{
LOGMESSAGE("Net server: using cached IGD = %s", urls.controlURL);
ret = 1;
}
// No cached URL, or it did not respond. Try getting a valid UPnP device for 10 seconds.
#if defined(MINIUPNPC_API_VERSION) && MINIUPNPC_API_VERSION >= 14
else if ((devlist = upnpDiscover(10000, 0, 0, 0, 0, 2, 0)) != NULL)
#else
else if ((devlist = upnpDiscover(10000, 0, 0, 0, 0, 0)) != NULL)
#endif
{
ret = UPNP_GetValidIGD(devlist, &urls, &data, internalIPAddress, sizeof(internalIPAddress));
allocatedUrls = ret != 0; // urls is allocated on non-zero return values
}
else
{
LOGMESSAGE("Net server: upnpDiscover failed and no working cached URL.");
return NULL;
}
switch (ret)
{
case 0:
LOGMESSAGE("Net server: No IGD found");
break;
case 1:
LOGMESSAGE("Net server: found valid IGD = %s", urls.controlURL);
break;
case 2:
LOGMESSAGE("Net server: found a valid, not connected IGD = %s, will try to continue anyway", urls.controlURL);
break;
case 3:
LOGMESSAGE("Net server: found a UPnP device unrecognized as IGD = %s, will try to continue anyway", urls.controlURL);
break;
default:
debug_warn(L"Unrecognized return value from UPNP_GetValidIGD");
}
// Try getting our external/internet facing IP. TODO: Display this on the game-setup page for conviniance.
ret = UPNP_GetExternalIPAddress(urls.controlURL, data.first.servicetype, externalIPAddress);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: GetExternalIPAddress failed with code %d (%s)", ret, strupnperror(ret));
return NULL;
}
LOGMESSAGE("Net server: ExternalIPAddress = %s", externalIPAddress);
// Try to setup port forwarding.
ret = UPNP_AddPortMapping(urls.controlURL, data.first.servicetype, psPort, psPort,
internalIPAddress, description, protocall, 0, leaseDuration);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: AddPortMapping(%s, %s, %s) failed with code %d (%s)",
psPort, psPort, internalIPAddress, ret, strupnperror(ret));
return NULL;
}
// Check that the port was actually forwarded.
ret = UPNP_GetSpecificPortMappingEntry(urls.controlURL,
data.first.servicetype,
psPort, protocall,
#if defined(MINIUPNPC_API_VERSION) && MINIUPNPC_API_VERSION >= 10
NULL/*remoteHost*/,
#endif
intClient, intPort, NULL/*desc*/,
NULL/*enabled*/, duration);
if (ret != UPNPCOMMAND_SUCCESS)
{
LOGMESSAGE("Net server: GetSpecificPortMappingEntry() failed with code %d (%s)", ret, strupnperror(ret));
return NULL;
}
LOGMESSAGE("Net server: External %s:%s %s is redirected to internal %s:%s (duration=%s)",
externalIPAddress, psPort, protocall, intClient, intPort, duration);
// Cache root descriptor URL to try to avoid discovery next time.
g_ConfigDB.SetValueString(CFG_USER, "network.upnprootdescurl", urls.controlURL);
g_ConfigDB.WriteFile(CFG_USER);
LOGMESSAGE("Net server: cached UPnP root descriptor URL as %s", urls.controlURL);
// Make sure everything is properly freed.
if (allocatedUrls)
FreeUPNPUrls(&urls);
freeUPNPDevlist(devlist);
return NULL;
}
#endif // CONFIG2_MINIUPNPC
bool CNetServerWorker::SendMessage(ENetPeer* peer, const CNetMessage* message)
{
ENSURE(m_Host);
CNetServerSession* session = static_cast(peer->data);
return CNetHost::SendMessage(message, peer, DebugName(session).c_str());
}
bool CNetServerWorker::Broadcast(const CNetMessage* message)
{
ENSURE(m_Host);
bool ok = true;
// Send to all sessions that are active and has finished authentication
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
if (m_Sessions[i]->GetCurrState() == NSS_PREGAME || m_Sessions[i]->GetCurrState() == NSS_INGAME)
{
if (!m_Sessions[i]->SendMessage(message))
ok = false;
// TODO: this does lots of repeated message serialisation if we have lots
// of remote peers; could do it more efficiently if that's a real problem
}
}
return ok;
}
void* CNetServerWorker::RunThread(void* data)
{
debug_SetThreadName("NetServer");
static_cast(data)->Run();
return NULL;
}
void CNetServerWorker::Run()
{
// The script runtime uses the profiler and therefore the thread must be registered before the runtime is created
g_Profiler2.RegisterCurrentThread("Net server");
// To avoid the need for JS_SetContextThread, we create and use and destroy
// the script interface entirely within this network thread
m_ScriptInterface = new ScriptInterface("Engine", "Net server", ScriptInterface::CreateRuntime(g_ScriptRuntime));
m_GameAttributes.set(m_ScriptInterface->GetJSRuntime(), JS::UndefinedValue());
while (true)
{
if (!RunStep())
break;
// Implement autostart mode
if (m_State == SERVER_STATE_PREGAME && (int)m_PlayerAssignments.size() == m_AutostartPlayers)
StartGame();
// Update profiler stats
m_Stats->LatchHostState(m_Host);
}
// Clear roots before deleting their context
m_GameAttributes.clear();
m_SavedCommands.clear();
SAFE_DELETE(m_ScriptInterface);
}
bool CNetServerWorker::RunStep()
{
// Check for messages from the game thread.
// (Do as little work as possible while the mutex is held open,
// to avoid performance problems and deadlocks.)
m_ScriptInterface->GetRuntime()->MaybeIncrementalGC(0.5f);
JSContext* cx = m_ScriptInterface->GetContext();
JSAutoRequest rq(cx);
std::vector > newAssignPlayer;
std::vector newStartGame;
std::vector > newPlayerReady;
std::vector newPlayerResetReady;
std::vector newGameAttributes;
std::vector newTurnLength;
{
CScopeLock lock(m_WorkerMutex);
if (m_Shutdown)
return false;
newStartGame.swap(m_StartGameQueue);
newPlayerReady.swap(m_PlayerReadyQueue);
newPlayerResetReady.swap(m_PlayerResetReadyQueue);
newAssignPlayer.swap(m_AssignPlayerQueue);
newGameAttributes.swap(m_GameAttributesQueue);
newTurnLength.swap(m_TurnLengthQueue);
}
for (size_t i = 0; i < newAssignPlayer.size(); ++i)
AssignPlayer(newAssignPlayer[i].first, newAssignPlayer[i].second);
for (size_t i = 0; i < newPlayerReady.size(); ++i)
SetPlayerReady(newPlayerReady[i].first, newPlayerReady[i].second);
if (!newPlayerResetReady.empty())
ClearAllPlayerReady();
if (!newGameAttributes.empty())
{
JS::RootedValue gameAttributesVal(cx);
GetScriptInterface().ParseJSON(newGameAttributes.back(), &gameAttributesVal);
UpdateGameAttributes(&gameAttributesVal);
}
if (!newTurnLength.empty())
SetTurnLength(newTurnLength.back());
// Do StartGame last, so we have the most up-to-date game attributes when we start
if (!newStartGame.empty())
StartGame();
// Perform file transfers
for (size_t i = 0; i < m_Sessions.size(); ++i)
m_Sessions[i]->GetFileTransferer().Poll();
// Process network events:
ENetEvent event;
int status = enet_host_service(m_Host, &event, HOST_SERVICE_TIMEOUT);
if (status < 0)
{
LOGERROR("CNetServerWorker: enet_host_service failed (%d)", status);
// TODO: notify game that the server has shut down
return false;
}
if (status == 0)
{
// Reached timeout with no events - try again
return true;
}
// Process the event:
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
// Report the client address
char hostname[256] = "(error)";
enet_address_get_host_ip(&event.peer->address, hostname, ARRAY_SIZE(hostname));
LOGMESSAGE("Net server: Received connection from %s:%u", hostname, (unsigned int)event.peer->address.port);
// Set up a session object for this peer
CNetServerSession* session = new CNetServerSession(*this, event.peer);
m_Sessions.push_back(session);
SetupSession(session);
ENSURE(event.peer->data == NULL);
event.peer->data = session;
HandleConnect(session);
break;
}
case ENET_EVENT_TYPE_DISCONNECT:
{
// If there is an active session with this peer, then reset and delete it
CNetServerSession* session = static_cast(event.peer->data);
if (session)
{
LOGMESSAGE("Net server: Disconnected %s", DebugName(session).c_str());
// Remove the session first, so we won't send player-update messages to it
// when updating the FSM
m_Sessions.erase(remove(m_Sessions.begin(), m_Sessions.end(), session), m_Sessions.end());
session->Update((uint)NMT_CONNECTION_LOST, NULL);
delete session;
event.peer->data = NULL;
}
break;
}
case ENET_EVENT_TYPE_RECEIVE:
{
// If there is an active session with this peer, then process the message
CNetServerSession* session = static_cast(event.peer->data);
if (session)
{
// Create message from raw data
CNetMessage* msg = CNetMessageFactory::CreateMessage(event.packet->data, event.packet->dataLength, GetScriptInterface());
if (msg)
{
LOGMESSAGE("Net server: Received message %s of size %lu from %s", msg->ToString().c_str(), (unsigned long)msg->GetSerializedLength(), DebugName(session).c_str());
HandleMessageReceive(msg, session);
delete msg;
}
}
// Done using the packet
enet_packet_destroy(event.packet);
break;
}
case ENET_EVENT_TYPE_NONE:
break;
}
return true;
}
void CNetServerWorker::HandleMessageReceive(const CNetMessage* message, CNetServerSession* session)
{
// Handle non-FSM messages first
Status status = session->GetFileTransferer().HandleMessageReceive(message);
if (status != INFO::SKIPPED)
return;
if (message->GetType() == NMT_FILE_TRANSFER_REQUEST)
{
CFileTransferRequestMessage* reqMessage = (CFileTransferRequestMessage*)message;
// Rejoining client got our JoinSyncStart after we received the state from
// another client, and has now requested that we forward it to them
ENSURE(!m_JoinSyncFile.empty());
session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, m_JoinSyncFile);
return;
}
// Update FSM
bool ok = session->Update(message->GetType(), (void*)message);
if (!ok)
LOGERROR("Net server: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)session->GetCurrState());
}
void CNetServerWorker::SetupSession(CNetServerSession* session)
{
void* context = session;
// Set up transitions for session
session->AddTransition(NSS_UNCONNECTED, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_HANDSHAKE, (uint)NMT_CLIENT_HANDSHAKE, NSS_AUTHENTICATE, (void*)&OnClientHandshake, context);
session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED);
session->AddTransition(NSS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NSS_PREGAME, (void*)&OnAuthenticate, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_CHAT, NSS_PREGAME, (void*)&OnChat, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_READY, NSS_PREGAME, (void*)&OnReady, context);
session->AddTransition(NSS_PREGAME, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnLoadedGame, context);
session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NSS_INGAME, (void*)&OnJoinSyncingLoadedGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_REJOINED, NSS_INGAME, (void*)&OnRejoined, context);
session->AddTransition(NSS_INGAME, (uint)NMT_CONNECTION_LOST, NSS_UNCONNECTED, (void*)&OnDisconnect, context);
session->AddTransition(NSS_INGAME, (uint)NMT_CHAT, NSS_INGAME, (void*)&OnChat, context);
session->AddTransition(NSS_INGAME, (uint)NMT_SIMULATION_COMMAND, NSS_INGAME, (void*)&OnInGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_SYNC_CHECK, NSS_INGAME, (void*)&OnInGame, context);
session->AddTransition(NSS_INGAME, (uint)NMT_END_COMMAND_BATCH, NSS_INGAME, (void*)&OnInGame, context);
// Set first state
session->SetFirstState(NSS_HANDSHAKE);
}
bool CNetServerWorker::HandleConnect(CNetServerSession* session)
{
CSrvHandshakeMessage handshake;
handshake.m_Magic = PS_PROTOCOL_MAGIC;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
return session->SendMessage(&handshake);
}
void CNetServerWorker::OnUserJoin(CNetServerSession* session)
{
AddPlayer(session->GetGUID(), session->GetUserName());
CGameSetupMessage gameSetupMessage(GetScriptInterface());
gameSetupMessage.m_Data = m_GameAttributes.get();
session->SendMessage(&gameSetupMessage);
CPlayerAssignmentMessage assignMessage;
ConstructPlayerAssignmentMessage(assignMessage);
session->SendMessage(&assignMessage);
}
void CNetServerWorker::OnUserLeave(CNetServerSession* session)
{
RemovePlayer(session->GetGUID());
if (m_ServerTurnManager && session->GetCurrState() != NSS_JOIN_SYNCING)
m_ServerTurnManager->UninitialiseClient(session->GetHostID()); // TODO: only for non-observers
// TODO: ought to switch the player controlled by that client
// back to AI control, or something?
}
void CNetServerWorker::AddPlayer(const CStr& guid, const CStrW& name)
{
// Find all player IDs in active use; we mustn't give them to a second player (excluding the unassigned ID: -1)
std::set usedIDs;
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
if (it->second.m_Enabled && it->second.m_PlayerID != -1)
usedIDs.insert(it->second.m_PlayerID);
// If the player is rejoining after disconnecting, try to give them
// back their old player ID
i32 playerID = -1;
// Try to match GUID first
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->first == guid && usedIDs.find(it->second.m_PlayerID) == usedIDs.end())
{
playerID = it->second.m_PlayerID;
m_PlayerAssignments.erase(it); // delete the old mapping, since we've got a new one now
goto found;
}
}
// Try to match username next
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->second.m_Name == name && usedIDs.find(it->second.m_PlayerID) == usedIDs.end())
{
playerID = it->second.m_PlayerID;
m_PlayerAssignments.erase(it); // delete the old mapping, since we've got a new one now
goto found;
}
}
// Otherwise leave the player ID as -1 (observer) and let gamesetup change it as needed.
found:
PlayerAssignment assignment;
assignment.m_Enabled = true;
assignment.m_Name = name;
assignment.m_PlayerID = playerID;
assignment.m_Status = 0;
m_PlayerAssignments[guid] = assignment;
// Send the new assignments to all currently active players
// (which does not include the one that's just joining)
SendPlayerAssignments();
}
void CNetServerWorker::RemovePlayer(const CStr& guid)
{
m_PlayerAssignments[guid].m_Enabled = false;
SendPlayerAssignments();
}
void CNetServerWorker::SetPlayerReady(const CStr& guid, const int ready)
{
m_PlayerAssignments[guid].m_Status = ready;
SendPlayerAssignments();
}
void CNetServerWorker::ClearAllPlayerReady()
{
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
it->second.m_Status = 0;
SendPlayerAssignments();
}
void CNetServerWorker::AssignPlayer(int playerID, const CStr& guid)
{
// Remove anyone who's already assigned to this player
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (it->second.m_PlayerID == playerID)
it->second.m_PlayerID = -1;
}
// Update this host's assignment if it exists
if (m_PlayerAssignments.find(guid) != m_PlayerAssignments.end())
m_PlayerAssignments[guid].m_PlayerID = playerID;
SendPlayerAssignments();
}
void CNetServerWorker::ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message)
{
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled)
continue;
CPlayerAssignmentMessage::S_m_Hosts h;
h.m_GUID = it->first;
h.m_Name = it->second.m_Name;
h.m_PlayerID = it->second.m_PlayerID;
h.m_Status = it->second.m_Status;
message.m_Hosts.push_back(h);
}
}
void CNetServerWorker::SendPlayerAssignments()
{
CPlayerAssignmentMessage message;
ConstructPlayerAssignmentMessage(message);
Broadcast(&message);
}
ScriptInterface& CNetServerWorker::GetScriptInterface()
{
return *m_ScriptInterface;
}
void CNetServerWorker::SetTurnLength(u32 msecs)
{
if (m_ServerTurnManager)
m_ServerTurnManager->SetTurnLength(msecs);
}
bool CNetServerWorker::OnClientHandshake(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENT_HANDSHAKE);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CCliHandshakeMessage* message = (CCliHandshakeMessage*)event->GetParamRef();
if (message->m_ProtocolVersion != PS_PROTOCOL_VERSION)
{
session->Disconnect(NDR_INCORRECT_PROTOCOL_VERSION);
return false;
}
CSrvHandshakeResponseMessage handshakeResponse;
handshakeResponse.m_UseProtocolVersion = PS_PROTOCOL_VERSION;
handshakeResponse.m_Message = server.m_WelcomeMessage;
handshakeResponse.m_Flags = 0;
session->SendMessage(&handshakeResponse);
return true;
}
bool CNetServerWorker::OnAuthenticate(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
// Prohibit joins while the game is loading
if (server.m_State == SERVER_STATE_LOADING)
{
LOGMESSAGE("Refused connection while the game is loading");
session->Disconnect(NDR_SERVER_LOADING);
return true;
}
CAuthenticateMessage* message = (CAuthenticateMessage*)event->GetParamRef();
CStrW username = server.DeduplicatePlayerName(SanitisePlayerName(message->m_Name));
// Optionally allow observers to join after the game has started
bool observerLateJoin = false;
ScriptInterface& scriptInterface = server.GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue settings(cx);
scriptInterface.GetProperty(server.m_GameAttributes.get(), "settings", &settings);
if (scriptInterface.HasProperty(settings, "ObserverLateJoin"))
scriptInterface.GetProperty(settings, "ObserverLateJoin", observerLateJoin);
// If the game has already started, only allow rejoins
bool isRejoining = false;
if (server.m_State != SERVER_STATE_PREGAME)
{
// Search for an old disconnected player of the same name
// (TODO: if GUIDs were stable, we should use them instead)
isRejoining =
observerLateJoin ||
std::find_if(
server.m_PlayerAssignments.begin(), server.m_PlayerAssignments.end(),
[&username] (const std::pair& pair)
{ return !pair.second.m_Enabled && pair.second.m_Name == username; })
!= server.m_PlayerAssignments.end();
// Players who weren't already in the game are not allowed to join now that it's started
if (!isRejoining)
{
LOGMESSAGE("Refused connection after game start from not-previously-known user \"%s\"", utf8_from_wstring(username));
session->Disconnect(NDR_SERVER_ALREADY_IN_GAME);
return true;
}
}
// TODO: check server password etc?
u32 newHostID = server.m_NextHostID++;
session->SetUserName(username);
session->SetGUID(message->m_GUID);
session->SetHostID(newHostID);
CAuthenticateResultMessage authenticateResult;
authenticateResult.m_Code = isRejoining ? ARC_OK_REJOINING : ARC_OK;
authenticateResult.m_HostID = newHostID;
authenticateResult.m_Message = L"Logged in";
session->SendMessage(&authenticateResult);
server.OnUserJoin(session);
if (isRejoining)
{
// Request a copy of the current game state from an existing player,
// so we can send it on to the new player
// Assume session 0 is most likely the local player, so they're
// the most efficient client to request a copy from
CNetServerSession* sourceSession = server.m_Sessions.at(0);
sourceSession->GetFileTransferer().StartTask(
shared_ptr(new CNetFileReceiveTask_ServerRejoin(server, newHostID))
);
session->SetNextState(NSS_JOIN_SYNCING);
}
return true;
}
bool CNetServerWorker::OnInGame(void* context, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CNetMessage* message = (CNetMessage*)event->GetParamRef();
if (message->GetType() == (uint)NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast (message);
// Send it back to all clients immediately
server.Broadcast(simMessage);
// Save all the received commands
if (server.m_SavedCommands.size() < simMessage->m_Turn + 1)
server.m_SavedCommands.resize(simMessage->m_Turn + 1);
server.m_SavedCommands[simMessage->m_Turn].push_back(*simMessage);
// TODO: we should do some validation of ownership (clients can't send commands on behalf of opposing players)
// TODO: we shouldn't send the message back to the client that first sent it
}
else if (message->GetType() == (uint)NMT_SYNC_CHECK)
{
CSyncCheckMessage* syncMessage = static_cast (message);
server.m_ServerTurnManager->NotifyFinishedClientUpdate(session->GetHostID(), session->GetUserName(), syncMessage->m_Turn, syncMessage->m_Hash);
}
else if (message->GetType() == (uint)NMT_END_COMMAND_BATCH)
{
CEndCommandBatchMessage* endMessage = static_cast (message);
server.m_ServerTurnManager->NotifyFinishedClientCommands(session->GetHostID(), endMessage->m_Turn);
}
return true;
}
bool CNetServerWorker::OnChat(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CChatMessage* message = (CChatMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message);
return true;
}
bool CNetServerWorker::OnReady(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message);
return true;
}
bool CNetServerWorker::OnLoadedGame(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
// We're in the loading state, so wait until every player has loaded before
// starting the game
ENSURE(server.m_State == SERVER_STATE_LOADING);
server.CheckGameLoadStatus(session);
return true;
}
bool CNetServerWorker::OnJoinSyncingLoadedGame(void* context, CFsmEvent* event)
{
// A client rejoining an in-progress game has now finished loading the
// map and deserialized the initial state.
// The simulation may have progressed since then, so send any subsequent
// commands to them and set them as an active player so they can participate
// in all future turns.
//
// (TODO: if it takes a long time for them to receive and execute all these
// commands, the other players will get frozen for that time and may be unhappy;
// we could try repeating this process a few times until the client converges
// on the up-to-date state, before setting them as active.)
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CLoadedGameMessage* message = (CLoadedGameMessage*)event->GetParamRef();
u32 turn = message->m_CurrentTurn;
u32 readyTurn = server.m_ServerTurnManager->GetReadyTurn();
// Send them all commands received since their saved state,
// and turn-ended messages for any turns that have already been processed
for (size_t i = turn + 1; i < std::max(readyTurn+1, (u32)server.m_SavedCommands.size()); ++i)
{
if (i < server.m_SavedCommands.size())
for (size_t j = 0; j < server.m_SavedCommands[i].size(); ++j)
session->SendMessage(&server.m_SavedCommands[i][j]);
if (i <= readyTurn)
{
CEndCommandBatchMessage endMessage;
endMessage.m_Turn = i;
endMessage.m_TurnLength = server.m_ServerTurnManager->GetSavedTurnLength(i);
session->SendMessage(&endMessage);
}
}
// Tell the turn manager to expect commands from this new client
server.m_ServerTurnManager->InitialiseClient(session->GetHostID(), readyTurn);
// Tell the client that everything has finished loading and it should start now
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = readyTurn;
session->SendMessage(&loaded);
return true;
}
bool CNetServerWorker::OnRejoined(void* context, CFsmEvent* event)
{
// A client has finished rejoining and the loading screen disappeared.
ENSURE(event->GetType() == (uint)NMT_REJOINED);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CRejoinedMessage* message = (CRejoinedMessage*)event->GetParamRef();
message->m_GUID = session->GetGUID();
server.Broadcast(message);
return true;
}
bool CNetServerWorker::OnDisconnect(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECTION_LOST);
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
server.OnUserLeave(session);
return true;
}
void CNetServerWorker::CheckGameLoadStatus(CNetServerSession* changedSession)
{
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
if (m_Sessions[i] != changedSession && m_Sessions[i]->GetCurrState() != NSS_INGAME)
return;
}
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = 0;
Broadcast(&loaded);
m_State = SERVER_STATE_INGAME;
}
void CNetServerWorker::StartGame()
{
m_ServerTurnManager = new CNetServerTurnManager(*this);
for (size_t i = 0; i < m_Sessions.size(); ++i)
m_ServerTurnManager->InitialiseClient(m_Sessions[i]->GetHostID(), 0); // TODO: only for non-observers
m_State = SERVER_STATE_LOADING;
// Send the final setup state to all clients
UpdateGameAttributes(&m_GameAttributes.get());
// Remove players and observers that are not present when the game starts
for (PlayerAssignmentMap::iterator it = m_PlayerAssignments.begin(); it != m_PlayerAssignments.end();)
if (it->second.m_Enabled)
++it;
else
it = m_PlayerAssignments.erase(it);
SendPlayerAssignments();
CGameStartMessage gameStart;
Broadcast(&gameStart);
}
void CNetServerWorker::UpdateGameAttributes(JS::MutableHandleValue attrs)
{
m_GameAttributes.set(m_ScriptInterface->GetJSRuntime(), attrs);
if (!m_Host)
return;
CGameSetupMessage gameSetupMessage(GetScriptInterface());
gameSetupMessage.m_Data.set(m_GameAttributes.get());
Broadcast(&gameSetupMessage);
}
CStrW CNetServerWorker::SanitisePlayerName(const CStrW& original)
{
const size_t MAX_LENGTH = 32;
CStrW name = original;
name.Replace(L"[", L"{"); // remove GUI tags
name.Replace(L"]", L"}"); // remove for symmetry
// Restrict the length
if (name.length() > MAX_LENGTH)
name = name.Left(MAX_LENGTH);
// Don't allow surrounding whitespace
name.Trim(PS_TRIM_BOTH);
// Don't allow empty name
if (name.empty())
name = L"Anonymous";
return name;
}
CStrW CNetServerWorker::DeduplicatePlayerName(const CStrW& original)
{
CStrW name = original;
// Try names "Foo", "Foo (2)", "Foo (3)", etc
size_t id = 2;
while (true)
{
bool unique = true;
for (size_t i = 0; i < m_Sessions.size(); ++i)
{
if (m_Sessions[i]->GetUserName() == name)
{
unique = false;
break;
}
}
if (unique)
return name;
name = original + L" (" + CStrW::FromUInt(id++) + L")";
}
}
CNetServer::CNetServer(int autostartPlayers) :
m_Worker(new CNetServerWorker(autostartPlayers))
{
}
CNetServer::~CNetServer()
{
delete m_Worker;
}
bool CNetServer::SetupConnection()
{
return m_Worker->SetupConnection();
}
void CNetServer::AssignPlayer(int playerID, const CStr& guid)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_AssignPlayerQueue.emplace_back(playerID, guid);
}
void CNetServer::SetPlayerReady(const CStr& guid, int ready)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_PlayerReadyQueue.emplace_back(guid, ready);
}
void CNetServer::ClearAllPlayerReady()
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_PlayerResetReadyQueue.push_back(false);
}
void CNetServer::StartGame()
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_StartGameQueue.push_back(true);
}
void CNetServer::UpdateGameAttributes(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface)
{
// Pass the attributes as JSON, since that's the easiest safe
// cross-thread way of passing script data
std::string attrsJSON = scriptInterface.StringifyJSON(attrs, false);
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_GameAttributesQueue.push_back(attrsJSON);
}
void CNetServer::SetTurnLength(u32 msecs)
{
CScopeLock lock(m_Worker->m_WorkerMutex);
m_Worker->m_TurnLengthQueue.push_back(msecs);
}