/* 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 .
*/
#ifndef NETSERVER_H
#define NETSERVER_H
#include "NetFileTransfer.h"
#include "NetHost.h"
#include "lib/config2.h"
#include "ps/ThreadUtil.h"
#include "scriptinterface/ScriptVal.h"
#include
class CNetServerSession;
class CNetServerTurnManager;
class CFsmEvent;
class ScriptInterface;
class CPlayerAssignmentMessage;
class CNetStatsTable;
class CSimulationMessage;
class CNetServerWorker;
enum NetServerState
{
// We haven't opened the port yet, we're just setting some stuff up.
// The worker thread has not been started.
SERVER_STATE_UNCONNECTED,
// The server is open and accepting connections. This is the screen where
// rules are set up by the operator and where players join and select civs
// and stuff.
SERVER_STATE_PREGAME,
// All the hosts are connected and are loading the game
SERVER_STATE_LOADING,
// The one with all the killing ;-)
SERVER_STATE_INGAME,
// The game is over and someone has won. Players might linger to chat or
// download the replay log.
SERVER_STATE_POSTGAME
};
/**
* Server session representation of client state
*/
enum NetServerSessionState
{
// The client has disconnected or been disconnected
NSS_UNCONNECTED,
// The client has just connected and we're waiting for its handshake message,
// to agree on the protocol version
NSS_HANDSHAKE,
// The client has handshook and we're waiting for its authentication message,
// to find its name and check its password etc
NSS_AUTHENTICATE,
// The client has fully joined, and is in the pregame setup stage
// or is loading the game.
// Server must be in SERVER_STATE_PREGAME or SERVER_STATE_LOADING.
NSS_PREGAME,
// The client has authenticated but the game was already started,
// so it's synchronising with the game state from other clients
NSS_JOIN_SYNCING,
// The client is running the game.
// Server must be in SERVER_STATE_LOADING or SERVER_STATE_INGAME.
NSS_INGAME
};
/**
* Network server interface. Handles all the coordination between players.
* One person runs this object, and every player (including the host) connects their CNetClient to it.
*
* The actual work is performed by CNetServerWorker in a separate thread.
*/
class CNetServer
{
NONCOPYABLE(CNetServer);
public:
/**
* Construct a new network server.
* @param autostartPlayers if positive then StartGame will be called automatically
* once this many players are connected (intended for the command-line testing mode).
*/
CNetServer(int autostartPlayers = -1);
~CNetServer();
/**
* Begin listening for network connections.
* This function is synchronous (it won't return until the connection is established).
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection();
/**
* Call from the GUI to update the player assignments.
* The given GUID will be (re)assigned to the given player ID.
* Any player currently using that ID will be unassigned.
* The changes will be asynchronously propagated to all clients.
*/
void AssignPlayer(int playerID, const CStr& guid);
/**
* Call from the GUI to update the player readiness.
* The changes will be asynchronously propagated to all clients.
*/
void SetPlayerReady(const CStr& guid, int ready);
/**
* Call from the GUI to set the all player readiness to 0.
* The changes will be asynchronously propagated to all clients.
*/
void ClearAllPlayerReady();
/**
* Call from the GUI to asynchronously notify all clients that they should start loading the game.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* This must be called at least once before starting the game.
* The changes will be asynchronously propagated to all clients.
* @param attrs game attributes, in the script context of scriptInterface
*/
void UpdateGameAttributes(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface);
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adapative lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
private:
CNetServerWorker* m_Worker;
};
/**
* Network server worker thread.
* (This is run in a thread so that client/server communication is not delayed
* by the host player's framerate - the only delay should be the network latency.)
*
* Thread-safety:
* - SetupConnection and constructor/destructor must be called from the main thread.
* - The main thread may push commands onto the Queue members,
* while holding the m_WorkerMutex lock.
* - Public functions (SendMessage, Broadcast) must be called from the network
* server thread.
*/
class CNetServerWorker
{
NONCOPYABLE(CNetServerWorker);
public:
// Public functions for CNetSession/CNetServerTurnManager to use:
/**
* Send a message to the given network peer.
*/
bool SendMessage(ENetPeer* peer, const CNetMessage* message);
/**
* Send a message to all clients who have completed the full connection process
* (i.e. are in the pre-game or in-game states).
*/
bool Broadcast(const CNetMessage* message);
private:
friend class CNetServer;
friend class CNetFileReceiveTask_ServerRejoin;
CNetServerWorker(int autostartPlayers);
~CNetServerWorker();
/**
* Begin listening for network connections.
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection();
/**
* Call from the GUI to update the player assignments.
* The given GUID will be (re)assigned to the given player ID.
* Any player currently using that ID will be unassigned.
* The changes will be propagated to all clients.
*/
void AssignPlayer(int playerID, const CStr& guid);
/**
* Call from the GUI to notify all clients that they should start loading the game.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* This must be called at least once before starting the game.
* The changes will be propagated to all clients.
* @param attrs game attributes, in the script context of GetScriptInterface()
*/
void UpdateGameAttributes(JS::MutableHandleValue attrs);
/**
* Make a player name 'nicer' by limiting the length and removing forbidden characters etc.
*/
static CStrW SanitisePlayerName(const CStrW& original);
/**
* Make a player name unique, if it matches any existing session's name.
*/
CStrW DeduplicatePlayerName(const CStrW& original);
/**
* Get the script context used for game attributes.
*/
ScriptInterface& GetScriptInterface();
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adaptive lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
void AddPlayer(const CStr& guid, const CStrW& name);
void RemovePlayer(const CStr& guid);
void SetPlayerReady(const CStr& guid, const int ready);
void SendPlayerAssignments();
void ClearAllPlayerReady();
void SetupSession(CNetServerSession* session);
bool HandleConnect(CNetServerSession* session);
void OnUserJoin(CNetServerSession* session);
void OnUserLeave(CNetServerSession* session);
static bool OnClientHandshake(void* context, CFsmEvent* event);
static bool OnAuthenticate(void* context, CFsmEvent* event);
static bool OnInGame(void* context, CFsmEvent* event);
static bool OnChat(void* context, CFsmEvent* event);
static bool OnReady(void* context, CFsmEvent* event);
static bool OnLoadedGame(void* context, CFsmEvent* event);
static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event);
static bool OnRejoined(void* context, CFsmEvent* event);
static bool OnDisconnect(void* context, CFsmEvent* event);
void CheckGameLoadStatus(CNetServerSession* changedSession);
void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message);
void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session);
/**
* Internal script context for (de)serializing script messages,
* and for storing game attributes.
* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
* we should just forward messages blindly and efficiently.)
*/
ScriptInterface* m_ScriptInterface;
PlayerAssignmentMap m_PlayerAssignments;
/**
* Stores the most current game attributes.
*/
DefPersistentRooted m_GameAttributes;
int m_AutostartPlayers;
ENetHost* m_Host;
std::vector m_Sessions;
CNetStatsTable* m_Stats;
NetServerState m_State;
CStrW m_ServerName;
CStrW m_WelcomeMessage;
u32 m_NextHostID;
CNetServerTurnManager* m_ServerTurnManager;
/**
* A copy of all simulation commands received so far, indexed by
* turn number, to simplify support for rejoining etc.
* TODO: verify this doesn't use too much RAM.
*/
std::vector > m_SavedCommands;
/**
* The latest copy of the simulation state, received from an existing
* client when a new client has asked to rejoin the game.
*/
std::string m_JoinSyncFile;
private:
// Thread-related stuff:
#if CONFIG2_MINIUPNPC
/**
* Try to find a UPnP root on the network and setup port forwarding.
*/
static void* SetupUPnP(void*);
pthread_t m_UPnPThread;
#endif
static void* RunThread(void* data);
void Run();
bool RunStep();
pthread_t m_WorkerThread;
CMutex m_WorkerMutex;
bool m_Shutdown; // protected by m_WorkerMutex
// Queues for messages sent by the game thread:
std::vector > m_AssignPlayerQueue; // protected by m_WorkerMutex
std::vector m_StartGameQueue; // protected by m_WorkerMutex
std::vector > m_PlayerReadyQueue; // protected by m_WorkerMutex
std::vector m_PlayerResetReadyQueue; // protected by m_WorkerMutex
std::vector m_GameAttributesQueue; // protected by m_WorkerMutex
std::vector m_TurnLengthQueue; // protected by m_WorkerMutex
};
/// Global network server for the standard game
extern CNetServer *g_NetServer;
#endif // NETSERVER_H