Torque3D/Engine/source/sim/netConnection.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "core/dnet.h"
#include "console/simBase.h"
#include "sim/netConnection.h"
#include "core/stream/bitStream.h"
#include "core/stream/fileStream.h"
#ifndef TORQUE_TGB_ONLY
#include "scene/pathManager.h"
#endif
#include "console/consoleTypes.h"
#include "sim/netInterface.h"
#include "console/engineAPI.h"
#include <stdarg.h>
IMPLEMENT_SCOPE( NetAPI, Net,, "Networking functionality." );
IMPLEMENT_NONINSTANTIABLE_CLASS( NetEvent,
"An event to be sent over the network." )
END_IMPLEMENT_CLASS;
S32 gNetBitsSent = 0;
extern S32 gNetBitsReceived;
U32 gGhostUpdates = 0;
enum NetConnectionConstants {
PingTimeout = 4500, ///< milliseconds
DefaultPingRetryCount = 15,
};
SimObjectPtr<NetConnection> NetConnection::mServerConnection;
SimObjectPtr<NetConnection> NetConnection::mLocalClientConnection;
//----------------------------------------------------------------------
/// ConnectionMessageEvent
///
/// This event is used inside by the connection and subclasses to message
/// itself when sequencing events occur. Right now, the message event
/// only uses 6 bits to transmit the message, so
class ConnectionMessageEvent : public NetEvent
{
U32 sequence;
U32 message;
U32 ghostCount;
public:
typedef NetEvent Parent;
ConnectionMessageEvent(U32 msg=0, U32 seq=0, U32 gc=0)
{ message = msg; sequence = seq; ghostCount = gc;}
void pack(NetConnection *, BitStream *bstream)
{
bstream->write(sequence);
bstream->writeInt(message, 3);
bstream->writeInt(ghostCount, NetConnection::GhostIdBitSize + 1);
}
void write(NetConnection *, BitStream *bstream)
{
bstream->write(sequence);
bstream->writeInt(message, 3);
bstream->writeInt(ghostCount, NetConnection::GhostIdBitSize + 1);
}
void unpack(NetConnection *, BitStream *bstream)
{
bstream->read(&sequence);
message = bstream->readInt(3);
ghostCount = bstream->readInt(NetConnection::GhostIdBitSize + 1);
}
void process(NetConnection *ps)
{
ps->handleConnectionMessage(message, sequence, ghostCount);
}
DECLARE_CONOBJECT(ConnectionMessageEvent);
};
IMPLEMENT_CO_NETEVENT_V1(ConnectionMessageEvent);
ConsoleDocClass( ConnectionMessageEvent,
"@brief This event is used inside by the connection and subclasses to message itself when sequencing events occur.\n\n"
"Not intended for game development, for editors or internal use only.\n\n "
"@internal");
void NetConnection::sendConnectionMessage(U32 message, U32 sequence, U32 ghostCount)
{
postNetEvent(new ConnectionMessageEvent(message, sequence, ghostCount));
}
//--------------------------------------------------------------------
IMPLEMENT_CONOBJECT(NetConnection);
ConsoleDocClass( NetConnection,
"@brief Provides the basis for implementing a multiplayer game protocol.\n\n"
"NetConnection combines a low-level notify protocol implemented in ConnectionProtocol with a SimGroup, "
"and implements several distinct subsystems:\n\n"
"- <b>Event Manager</b> This is responsible for transmitting NetEvents over the wire. "
"It deals with ensuring that the various types of NetEvents are delivered appropriately, "
"and with notifying the event of its delivery status.\n\n"
"- <b>Move Manager</b> This is responsible for transferring a Move to the server 32 "
"times a second (on the client) and applying it to the control object (on the server).\n\n"
"- <b>Ghost Manager</b> This is responsible for doing scoping calculations (on the server "
"side) and transmitting most-recent ghost information to the client.\n\n"
"- <b>File Transfer</b> It is often the case that clients will lack important files when "
"connecting to a server which is running a mod or new map. This subsystem allows the "
"server to transfer such files to the client.\n\n"
"- <b>Networked String Table</b> String data can easily soak up network bandwidth, so for "
"efficiency, we implement a networked string table. We can then notify the connection "
"of strings we will reference often, such as player names, and transmit only a tag, "
"instead of the whole string.\n\n"
"- <b>Demo Recording</b> A demo in Torque is a log of the network traffic between client "
"and server; when a NetConnection records a demo, it simply logs this data to a file. When "
"it plays a demo back, it replays the logged data.\n\n"
"- <b>Connection Database</b> This is used to keep track of all the NetConnections; it can "
"be iterated over (for instance, to send an event to all active connections), or queried "
"by address.\n\n"
"The NetConnection is a SimGroup. On the client side, it contains all the objects which have been "
"ghosted to that client. On the server side, it is empty; it can be used (typically in script) to "
"hold objects related to the connection. For instance, you might place an observation camera in the "
"NetConnnection. In both cases, when the connection is destroyed, so are the contained objects.\n\n"
"The NetConnection also has the concept of local connections. These are used when the client and "
"server reside in the same process. A local connection is typically required to use the standard "
"Torque world building tools. A local connection is also required when building a single player "
"game.\n\n"
"@see @ref Networking, @ref ghosting_scoping, @ref netconnection_simgroup, @ref local_connections, GameConnection, AIConnection, and AIClient.\n\n"
"@ingroup Networking\n");
NetConnection* NetConnection::mConnectionList = NULL;
NetConnection* NetConnection::mHashTable[NetConnection::HashTableSize] = { NULL, };
bool NetConnection::mFilesWereDownloaded = false;
static inline U32 HashNetAddress(const NetAddress *addr)
{
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return addr->getHash() % NetConnection::HashTableSize;
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}
NetConnection *NetConnection::lookup(const NetAddress *addr)
{
U32 hashIndex = HashNetAddress(addr);
for(NetConnection *walk = mHashTable[hashIndex]; walk; walk = walk->mNextTableHash)
if(Net::compareAddresses(addr, walk->getNetAddress()))
return walk;
return NULL;
}
void NetConnection::netAddressTableInsert()
{
U32 hashIndex = HashNetAddress(&mNetAddress);
mNextTableHash = mHashTable[hashIndex];
mHashTable[hashIndex] = this;
}
void NetConnection::netAddressTableRemove()
{
U32 hashIndex = HashNetAddress(&mNetAddress);
NetConnection **walk = &mHashTable[hashIndex];
while(*walk)
{
if(*walk == this)
{
*walk = mNextTableHash;
mNextTableHash = NULL;
return;
}
walk = &((*walk)->mNextTableHash);
}
}
void NetConnection::setNetAddress(const NetAddress *addr)
{
mNetAddress = *addr;
}
const NetAddress *NetConnection::getNetAddress()
{
return &mNetAddress;
}
void NetConnection::setSequence(U32 sequence)
{
mConnectSequence = sequence;
}
U32 NetConnection::getSequence()
{
return mConnectSequence;
}
static U32 gPacketRateToServer = 32;
static U32 gPacketUpdateDelayToServer = 32;
static U32 gPacketRateToClient = 10;
static U32 gPacketSize = 508;
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void NetConnection::consoleInit()
{
Con::addVariable("$pref::Net::PacketRateToServer", TypeS32, &gPacketRateToServer,
"@brief Sets how often packets are sent from the client to the server.\n\n"
"It is possible to control how often packets may be sent to the server. This may be "
"used to throttle the amount of bandwidth being used, but should be adjusted with "
"caution.\n\n"
"The actual formula used to calculate the delay between sending packets to the server is:\n"
"@code\n"
"Packet Update Delay To Server = 1024 / $pref::Net::PacketRateToServer"
"@endcode\n"
"with the result in ms. A minimum rate of 8 is enforced in the source code. The default "
"value is 32.\n\n"
"@note When using a local connection (@ref local_connections) be aware that this variable "
"is always forced to 128.\n\n"
"@ingroup Networking");
Con::addVariable("$pref::Net::PacketRateToClient", TypeS32, &gPacketRateToClient,
"@brief Sets how often packets are sent from the server to a client.\n\n"
"It is possible to control how often packets may be sent to the clients. This may be "
"used to throttle the amount of bandwidth being used, but should be adjusted with "
"caution.\n\n"
"The actual formula used to calculate the delay between sending packets to a client is:\n"
"@code\n"
"Packet Update Delay To Client = 1024 / $pref::Net::PacketRateToClient"
"@endcode\n"
"with the result in ms. A minimum rate of 1 is enforced in the source code. The default "
"value is 10.\n\n"
"@note When using a local connection (@ref local_connections) be aware that this variable "
"is always forced to 128.\n\n"
"@ingroup Networking");
Con::addVariable("$pref::Net::PacketSize", TypeS32, &gPacketSize,
"@brief Sets the maximum size in bytes an individual network packet may be.\n\n"
"It is possible to control how large each individual network packet may be. Increasing "
"its size from the default allows for more data to be sent on each network send. "
"However, this value should be changed with caution as too large a value will cause "
"packets to be split up by the networking platform or hardware, which is something "
"Torque cannot handle.\n\n"
"A minimum packet size of 100 bytes is enforced in the source code. There is no "
"enforced maximum. The default value is 200 bytes.\n\n"
"@note When using a local connection (@ref local_connections) be aware that this variable "
"is always forced to 1024 bytes.\n\n"
"@ingroup Networking");
Con::addVariable("$Stats::netBitsSent", TypeS32, &gNetBitsSent,
"@brief The number of bytes sent during the last packet send operation.\n\n"
"@note Even though this variable has 'Bits' in it, the value is indeed reported in bytes. This name "
"is a legacy holdover and remains for compatibility reasons.\n"
"@ingroup Networking");
Con::addVariable("$Stats::netBitsReceived", TypeS32, &gNetBitsReceived,
"@brief The number of bytes received during the last packet process operation.\n\n"
"@note Even though this variable has 'Bits' in it, the value is indeed reported in bytes. This name "
"is a legacy holdover and remains for compatibility reasons.\n"
"@ingroup Networking");
Con::addVariable("$Stats::netGhostUpdates", TypeS32, &gGhostUpdates,
"@brief The total number of ghosts added, removed, and/or updated on the client "
"during the last packet process operation.\n\n"
"@ingroup Networking");
}
void NetConnection::checkMaxRate()
{
// Enforce some minimum limits to the network settings.
gPacketRateToServer = getMax( gPacketRateToServer, (U32)8 );
gPacketRateToClient = getMax( gPacketRateToClient, (U32)1 );
gPacketSize = getMax( gPacketSize, (U32)100 );
U32 packetRateToServer = gPacketRateToServer;
U32 packetRateToClient = gPacketRateToClient;
U32 packetSize = gPacketSize;
if (isLocalConnection())
{
packetRateToServer = 128;
packetRateToClient = 128;
// These changes introduced in T3D 1.1 Preview reduce the packet headroom which leads
// to some spells and effects running out of room when dynamic variables are used
// to send launch-time parameters to clients.
packetSize = 512;
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}
gPacketUpdateDelayToServer = 1024 / packetRateToServer;
U32 toClientUpdateDelay = 1024 / packetRateToClient;
if(mMaxRate.updateDelay != toClientUpdateDelay || mMaxRate.packetSize != packetSize)
{
mMaxRate.updateDelay = toClientUpdateDelay;
mMaxRate.packetSize = packetSize;
mMaxRate.changed = true;
}
}
void NetConnection::setSendingEvents(bool sending)
{
AssertFatal(!mEstablished, "Error, cannot change event behavior after a connection has been established.");
mSendingEvents = sending;
}
void NetConnection::setTranslatesStrings(bool xl)
{
AssertFatal(!mEstablished, "Error, cannot change event behavior after a connection has been established.");
mTranslateStrings = xl;
if(mTranslateStrings)
mStringTable = new ConnectionStringTable(this);
}
void NetConnection::setNetClassGroup(U32 grp)
{
AssertFatal(!mEstablished, "Error, cannot change net class group after a connection has been established.");
mNetClassGroup = grp;
}
NetConnection::NetConnection()
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: mNetAddress()
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{
mTranslateStrings = false;
mConnectSequence = 0;
mStringTable = NULL;
mSendingEvents = true;
mNetClassGroup = NetClassGroupGame;
AssertFatal(mNetClassGroup >= NetClassGroupGame && mNetClassGroup < NetClassGroupsCount,
"Invalid net event class type.");
mSimulatedPing = 0;
mSimulatedPacketLoss = 0;
#ifdef TORQUE_DEBUG_NET
mLogging = false;
#endif
mEstablished = false;
mLastUpdateTime = 0;
mRoundTripTime = 0;
mPacketLoss = 0;
mNextTableHash = NULL;
mSendDelayCredit = 0;
mConnectionState = NotConnected;
mCurrentDownloadingFile = NULL;
mCurrentFileBuffer = NULL;
mNextConnection = NULL;
mPrevConnection = NULL;
mNotifyQueueHead = NULL;
mNotifyQueueTail = NULL;
mCurRate.updateDelay = 102;
mCurRate.packetSize = 200;
mCurRate.changed = false;
mMaxRate.updateDelay = 102;
mMaxRate.packetSize = 200;
mMaxRate.changed = false;
checkMaxRate();
// event management data:
mNotifyEventList = NULL;
mSendEventQueueHead = NULL;
mSendEventQueueTail = NULL;
mUnorderedSendEventQueueHead = NULL;
mUnorderedSendEventQueueTail = NULL;
mWaitSeqEvents = NULL;
mNextSendEventSeq = FirstValidSendEventSeq;
mNextRecvEventSeq = FirstValidSendEventSeq;
mLastAckedEventSeq = -1;
// ghost management data:
mScopeObject = NULL;
mGhostingSequence = 0;
mGhosting = false;
mScoping = false;
mGhostArray = NULL;
mGhostRefs = NULL;
mGhostLookupTable = NULL;
mLocalGhosts = NULL;
mGhostsActive = 0;
mMissionPathsSent = false;
mDemoWriteStream = NULL;
mDemoReadStream = NULL;
mPingSendCount = 0;
mPingRetryCount = DefaultPingRetryCount;
mLastPingSendTime = Platform::getVirtualMilliseconds();
mCurrentDownloadingFile = NULL;
mCurrentFileBuffer = NULL;
mCurrentFileBufferSize = 0;
mCurrentFileBufferOffset = 0;
mNumDownloadedFiles = 0;
// Disable starting a new journal recording or playback from here on
Journal::Disable();
// Ensure NetAddress is cleared
dMemset(&mNetAddress, '\0', sizeof(NetAddress));
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}
NetConnection::~NetConnection()
{
AssertFatal(mNotifyQueueHead == NULL, "Uncleared notifies remain.");
netAddressTableRemove();
dFree(mCurrentFileBuffer);
if(mCurrentDownloadingFile)
delete mCurrentDownloadingFile;
delete[] mLocalGhosts;
delete[] mGhostLookupTable;
delete[] mGhostRefs;
delete[] mGhostArray;
delete mStringTable;
if(mDemoWriteStream)
delete mDemoWriteStream;
if(mDemoReadStream)
delete mDemoReadStream;
}
NetConnection::PacketNotify::PacketNotify()
{
rateChanged = false;
maxRateChanged = false;
sendTime = 0;
eventList = 0;
ghostList = 0;
}
bool NetConnection::checkTimeout(U32 time)
{
if(!isNetworkConnection())
return false;
if(time > mLastPingSendTime + PingTimeout)
{
if(mPingSendCount >= mPingRetryCount)
return true;
mLastPingSendTime = time;
mPingSendCount++;
sendPingPacket();
}
return false;
}
void NetConnection::keepAlive()
{
mLastPingSendTime = Platform::getVirtualMilliseconds();
mPingSendCount = 0;
}
void NetConnection::handleConnectionEstablished()
{
}
//--------------------------------------------------------------------------
#ifndef TORQUE_TGB_ONLY
DefineEngineMethod( NetConnection, transmitPaths, void, (),,
"@brief Sent by the server during phase 2 of the mission download to update motion spline paths.\n\n"
"The server transmits all spline motion paths that are within the mission (Path) separate from "
"other objects. This is due to the potentially large number of nodes within each path, which may "
"saturate a packet sent to the client. By managing this step separately, Torque has finer control "
"over how packets are organised vs. doing it during the ghosting stage.\n\n"
"Internally a PathManager is used to track all paths defined within a mission on the server, and each "
"one is transmitted using a PathManagerEvent. The client side collects these events and builds the "
"given paths within its own PathManager. This is typically done during the standard mission start "
"phase 2 when following Torque's example mission startup sequence.\n\n"
"When a mission is ended, all paths need to be cleared from their respective path managers."
"@tsexample\n"
"function serverCmdMissionStartPhase2Ack(%client, %seq, %playerDB)\n"
"{\n"
" // Make sure to ignore calls from a previous mission load\n"
" if (%seq != $missionSequence || !$MissionRunning)\n"
" return;\n"
" if (%client.currentPhase != 1.5)\n"
" return;\n"
" %client.currentPhase = 2;\n"
"\n"
" // Set the player datablock choice\n"
" %client.playerDB = %playerDB;\n"
"\n"
" // Update mission paths (SimPath), this needs to get there before the objects.\n"
" %client.transmitPaths();\n"
"\n"
" // Start ghosting objects to the client\n"
" %client.activateGhosting();\n"
"}\n"
"@endtsexample\n"
"@see clearPaths()\n"
"@see Path\n")
{
gServerPathManager->transmitPaths(object);
object->setMissionPathsSent(true);
}
DefineEngineMethod( NetConnection, clearPaths, void, (),,
"@brief On the server, resets the connection to indicate that motion spline paths have not been transmitted.\n\n"
"Typically when a mission has ended on the server, all connected clients are informed of this change "
"and their connections are reset back to a starting state. This method resets a connection on the "
"server to indicate that motion spline paths have not been transmitted.\n\n"
"@tsexample\n"
" // Inform the clients\n"
" for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)\n"
" {\n"
" // clear ghosts and paths from all clients\n"
" %cl = ClientGroup.getObject(%clientIndex);\n"
" %cl.endMission();\n"
" %cl.resetGhosting();\n"
" %cl.clearPaths();\n"
" }\n"
"@endtsexample\n"
"@see transmitPaths()\n"
"@see Path\n")
{
object->setMissionPathsSent(false);
}
#endif
DefineEngineMethod( NetConnection, getAddress, const char *, (),,
"@brief Returns the far end network address for the connection.\n\n"
"The address will be in one of the following forms:\n"
"- <b>IP:Broadcast:&lt;port&gt;</b> for broadcast type addresses\n"
"- <b>IP:&lt;address&gt;:&lt;port&gt;</b> for IP addresses\n"
"- <b>local</b> when connected locally (server and client running in same process\n")
{
if(object->isLocalConnection())
return "local";
char *buffer = Con::getReturnBuffer(256);
Net::addressToString(object->getNetAddress(), buffer);
return buffer;
}
DefineEngineMethod( NetConnection, setSimulatedNetParams, void, (F32 packetLoss, S32 delay),,
"@brief Simulate network issues on the connection for testing.\n\n"
"@param packetLoss The fraction of packets that will be lost. Ranges from 0.0 (no loss) to 1.0 (complete loss)\n"
"@param delay Delays packets being transmitted by simulating a particular ping. This is an absolute "
"integer, measured in ms.\n")
{
object->setSimulatedNetParams(packetLoss, delay);
}
DefineEngineMethod( NetConnection, getPing, S32, (),,
"@brief Returns the average round trip time (in ms) for the connection.\n\n"
"The round trip time is recalculated every time a notify packet is received. Notify "
"packets are used to information the connection that the far end successfully received "
"the sent packet.\n")
{
return( S32( object->getRoundTripTime() ) );
}
DefineEngineMethod( NetConnection, getPacketLoss, S32, (),,
"@brief Returns the percentage of packets lost per tick.\n\n"
"@note This method is not yet hooked up.\n")
{
return( S32( 100 * object->getPacketLoss() ) );
}
DefineEngineMethod( NetConnection, checkMaxRate, void, (),,
"@brief Ensures that all configured packet rates and sizes meet minimum requirements.\n\n"
"This method is normally only called when a NetConnection class is first constructed. It need "
"only be manually called if the global variables that set the packet rate or size have changed.\n\n"
"@note If @$pref::Net::PacketRateToServer, @$pref::Net::PacketRateToClient or @$pref::Net::PacketSize "
"have been changed since a NetConnection has been created, this method must be called on "
"all connections for them to follow the new rates or size.\n")
{
object->checkMaxRate();
}
#ifdef TORQUE_DEBUG_NET
DefineEngineMethod( NetConnection, setLogging, void, (bool state),,
"@brief Sets if debug statements should be written to the console log.\n\n"
"@note Only valid if the executable has been compiled with TORQUE_DEBUG_NET.\n")
{
object->setLogging(state);
}
#endif
//--------------------------------------------------------------------
void NetConnection::setEstablished()
{
AssertFatal(!mEstablished, "NetConnection::setEstablished - Error, this NetConnection has already been established.");
mEstablished = true;
mNextConnection = mConnectionList;
if(mConnectionList)
mConnectionList->mPrevConnection = this;
mConnectionList = this;
if(isNetworkConnection())
netAddressTableInsert();
}
void NetConnection::onRemove()
{
// delete any ghosts that may exist for this connection, but aren't added
while(mGhostAlwaysSaveList.size())
{
delete mGhostAlwaysSaveList[0].ghost;
mGhostAlwaysSaveList.pop_front();
}
if(mNextConnection)
mNextConnection->mPrevConnection = mPrevConnection;
if(mPrevConnection)
mPrevConnection->mNextConnection = mNextConnection;
if(mConnectionList == this)
mConnectionList = mNextConnection;
while(mNotifyQueueHead)
handleNotify(false);
ghostOnRemove();
eventOnRemove();
Parent::onRemove();
}
String NetConnection::mErrorBuffer;
void NetConnection::setLastError(const char *fmt, ...)
{
va_list argptr;
va_start(argptr, fmt);
mErrorBuffer = String::ToString(fmt, argptr);
va_end(argptr);
#ifdef TORQUE_DEBUG_NET
// setLastErrors assert in net_debug builds
AssertFatal(false, mErrorBuffer.c_str());
#endif
}
//--------------------------------------------------------------------
void NetConnection::handleNotify(bool recvd)
{
// Con::printf("NET %d: NOTIFY - %d %s", getId(), gPacketId, recvd ? "RECVD" : "DROPPED");
PacketNotify *note = mNotifyQueueHead;
AssertFatal(note != NULL, "Error: got a notify with a null notify head.");
mNotifyQueueHead = mNotifyQueueHead->nextPacket;
if(note->rateChanged && !recvd)
mCurRate.changed = true;
if(note->maxRateChanged && !recvd)
mMaxRate.changed = true;
if(recvd)
{
// Running average of roundTrip time
U32 curTime = Platform::getVirtualMilliseconds();
mRoundTripTime = (mRoundTripTime + (curTime - note->sendTime)) * 0.5;
packetReceived(note);
}
else
packetDropped(note);
delete note;
}
void NetConnection::processRawPacket(BitStream *bstream)
{
if(mDemoWriteStream)
recordBlock(BlockTypePacket, bstream->getReadByteSize(), bstream->getBuffer());
ConnectionProtocol::processRawPacket(bstream);
}
void NetConnection::handlePacket(BitStream *bstream)
{
// Con::printf("NET %d: RECV - %d", getId(), mLastSeqRecvd);
// clear out any errors
mErrorBuffer = String();
if(bstream->readFlag())
{
mCurRate.updateDelay = bstream->readInt(12);
mCurRate.packetSize = bstream->readInt(12);
}
if(bstream->readFlag())
{
U32 omaxDelay = bstream->readInt(12);
S32 omaxSize = bstream->readInt(12);
if(omaxDelay < mMaxRate.updateDelay)
omaxDelay = mMaxRate.updateDelay;
if(omaxSize > mMaxRate.packetSize)
omaxSize = mMaxRate.packetSize;
if(omaxDelay != mCurRate.updateDelay || omaxSize != mCurRate.packetSize)
{
mCurRate.updateDelay = omaxDelay;
mCurRate.packetSize = omaxSize;
mCurRate.changed = true;
}
}
readPacket(bstream);
if(mErrorBuffer.isNotEmpty())
connectionError(mErrorBuffer);
}
void NetConnection::connectionError(const char *errorString)
{
TORQUE_UNUSED(errorString);
}
//--------------------------------------------------------------------
NetConnection::PacketNotify *NetConnection::allocNotify()
{
return new PacketNotify;
}
/// Used when simulating lag.
///
/// We post this SimEvent when we want to send a packet; it delays for a bit, then
/// sends the actual packet.
class NetDelayEvent : public SimEvent
{
U8 buffer[Net::MaxPacketDataSize];
BitStream stream;
public:
NetDelayEvent(BitStream *inStream) : stream(NULL, 0)
{
dMemcpy(buffer, inStream->getBuffer(), inStream->getPosition());
stream.setBuffer(buffer, inStream->getPosition());
stream.setPosition(inStream->getPosition());
}
void process(SimObject *object)
{
((NetConnection *) object)->sendPacket(&stream);
}
};
void NetConnection::checkPacketSend(bool force)
{
U32 curTime = Platform::getVirtualMilliseconds();
U32 delay = isConnectionToServer() ? gPacketUpdateDelayToServer : mCurRate.updateDelay;
if(!force)
{
if(curTime < mLastUpdateTime + delay - mSendDelayCredit)
return;
mSendDelayCredit = curTime - (mLastUpdateTime + delay - mSendDelayCredit);
if(mSendDelayCredit > 1000)
mSendDelayCredit = 1000;
if(mDemoWriteStream)
recordBlock(BlockTypeSendPacket, 0, 0);
}
if(windowFull())
return;
BitStream *stream = BitStream::getPacketStream(mCurRate.packetSize);
buildSendPacketHeader(stream);
mLastUpdateTime = curTime;
PacketNotify *note = allocNotify();
if(!mNotifyQueueHead)
mNotifyQueueHead = note;
else
mNotifyQueueTail->nextPacket = note;
mNotifyQueueTail = note;
note->nextPacket = NULL;
note->sendTime = curTime;
note->rateChanged = mCurRate.changed;
note->maxRateChanged = mMaxRate.changed;
if(stream->writeFlag(mCurRate.changed))
{
stream->writeInt(mCurRate.updateDelay, 12);
stream->writeInt(mCurRate.packetSize, 12);
mCurRate.changed = false;
}
if(stream->writeFlag(mMaxRate.changed))
{
stream->writeInt(mMaxRate.updateDelay, 12);
stream->writeInt(mMaxRate.packetSize, 12);
mMaxRate.changed = false;
}
#ifdef TORQUE_DEBUG_NET
U32 start = stream->getCurPos();
#endif
DEBUG_LOG(("PKLOG %d START", getId()) );
writePacket(stream, note);
DEBUG_LOG(("PKLOG %d END - %d", getId(), stream->getCurPos() - start) );
if(mSimulatedPacketLoss && Platform::getRandom() < mSimulatedPacketLoss)
{
//Con::printf("NET %d: SENDDROP - %d", getId(), mLastSendSeq);
return;
}
if(mSimulatedPing)
{
Sim::postEvent(getId(), new NetDelayEvent(stream), Sim::getCurrentTime() + mSimulatedPing);
return;
}
sendPacket(stream);
}
Net::Error NetConnection::sendPacket(BitStream *stream)
{
//Con::printf("NET %d: SEND - %d", getId(), mLastSendSeq);
// do nothing on send if this is a demo replay.
if(mDemoReadStream)
return Net::NoError;
gNetBitsSent = stream->getPosition();
if(isLocalConnection())
{
// short circuit connection to the other side.
// handle the packet, then force a notify.
stream->setBuffer(stream->getBuffer(), stream->getPosition(), stream->getPosition());
mRemoteConnection->processRawPacket(stream);
return Net::NoError;
}
else
{
return Net::sendto(getNetAddress(), stream->getBuffer(), stream->getPosition());
}
}
//--------------------------------------------------------------------
//--------------------------------------------------------------------
// these are the virtual function defs for Connection -
// if your subclass has additional data to read / write / notify, add it in these functions.
void NetConnection::readPacket(BitStream *bstream)
{
eventReadPacket(bstream);
ghostReadPacket(bstream);
}
void NetConnection::writePacket(BitStream *bstream, PacketNotify *note)
{
eventWritePacket(bstream, note);
ghostWritePacket(bstream, note);
}
void NetConnection::packetReceived(PacketNotify *note)
{
eventPacketReceived(note);
ghostPacketReceived(note);
}
void NetConnection::packetDropped(PacketNotify *note)
{
eventPacketDropped(note);
ghostPacketDropped(note);
}
//--------------------------------------------------------------------
//--------------------------------------------------------------------
void NetConnection::writeDemoStartBlock(ResizeBitStream* stream)
{
ConnectionProtocol::writeDemoStartBlock(stream);
stream->write(mRoundTripTime);
stream->write(mPacketLoss);
#ifndef TORQUE_TGB_ONLY
// Write all the current paths to the stream...
gClientPathManager->dumpState(stream);
#endif
stream->validate();
mStringTable->writeDemoStartBlock(stream);
U32 start = 0;
PacketNotify *note = mNotifyQueueHead;
while(note)
{
start++;
note = note->nextPacket;
}
stream->write(start);
eventWriteStartBlock(stream);
ghostWriteStartBlock(stream);
}
bool NetConnection::readDemoStartBlock(BitStream* stream)
{
ConnectionProtocol::readDemoStartBlock(stream);
stream->read(&mRoundTripTime);
stream->read(&mPacketLoss);
#ifndef TORQUE_TGB_ONLY
// Read
gClientPathManager->readState(stream);
#endif
mStringTable->readDemoStartBlock(stream);
U32 pos;
stream->read(&pos); // notify count
for(U32 i = 0; i < pos; i++)
{
PacketNotify *note = allocNotify();
note->nextPacket = NULL;
if(!mNotifyQueueHead)
mNotifyQueueHead = note;
else
mNotifyQueueTail->nextPacket = note;
mNotifyQueueTail = note;
}
eventReadStartBlock(stream);
ghostReadStartBlock(stream);
return true;
}
bool NetConnection::startDemoRecord(const char *fileName)
{
FileStream *fs = new FileStream;
if((fs = FileStream::createAndOpen( fileName, Torque::FS::File::Write )) == NULL)
return false;
mDemoWriteStream = fs;
mDemoWriteStream->write(mProtocolVersion);
ResizeBitStream bs;
// then write out the start block
writeDemoStartBlock(&bs);
U32 size = bs.getPosition() + 1;
mDemoWriteStream->write(size);
mDemoWriteStream->write(size, bs.getBuffer());
return true;
}
bool NetConnection::replayDemoRecord(const char *fileName)
{
Stream *fs;
if((fs = FileStream::createAndOpen( fileName, Torque::FS::File::Read )) == NULL)
return false;
mDemoReadStream = fs;
mDemoReadStream->read(&mProtocolVersion);
U32 size;
mDemoReadStream->read(&size);
U8 *block = new U8[size];
mDemoReadStream->read(size, block);
BitStream bs(block, size);
bool res = readDemoStartBlock(&bs);
delete[] block;
if(!res)
return false;
// prep for first block read
// type/size stored in U16: [type:4][size:12]
U16 typeSize;
mDemoReadStream->read(&typeSize);
mDemoNextBlockType = typeSize >> 12;
mDemoNextBlockSize = typeSize & 0xFFF;
if(mDemoReadStream->getStatus() != Stream::Ok)
return false;
return true;
}
void NetConnection::stopRecording()
{
if(mDemoWriteStream)
{
delete mDemoWriteStream;
mDemoWriteStream = NULL;
}
}
void NetConnection::recordBlock(U32 type, U32 size, void *data)
{
AssertFatal(type < MaxNumBlockTypes, "NetConnection::recordBlock: invalid type");
AssertFatal(size < MaxBlockSize, "NetConnection::recordBlock: invalid size");
if((type >= MaxNumBlockTypes) || (size >= MaxBlockSize))
return;
if(mDemoWriteStream)
{
// store type/size in U16: [type:4][size:12]
U16 typeSize = (type << 12) | size;
mDemoWriteStream->write(typeSize);
if(size)
mDemoWriteStream->write(size, data);
}
}
void NetConnection::handleRecordedBlock(U32 type, U32 size, void *data)
{
switch(type)
{
case BlockTypePacket: {
BitStream bs(data, size);
processRawPacket(&bs);
break;
}
case BlockTypeSendPacket:
checkPacketSend(true);
break;
}
}
void NetConnection::demoPlaybackComplete()
{
}
void NetConnection::stopDemoPlayback()
{
demoPlaybackComplete();
deleteObject();
}
bool NetConnection::processNextBlock()
{
U8 buffer[Net::MaxPacketDataSize];
// read in and handle
if(mDemoReadStream->read(mDemoNextBlockSize, buffer))
handleRecordedBlock(mDemoNextBlockType, mDemoNextBlockSize, buffer);
U16 typeSize;
mDemoReadStream->read(&typeSize);
mDemoNextBlockType = typeSize >> 12;
mDemoNextBlockSize = typeSize & 0xFFF;
if(mDemoReadStream->getStatus() != Stream::Ok)
{
stopDemoPlayback();
return false;
}
return true;
}
//--------------------------------------------------------------------
//--------------------------------------------------------------------
// some handy string functions for compressing strings over a connection:
enum NetStringConstants
{
NullString = 0,
CString,
TagString,
Integer
};
void NetConnection::validateSendString(const char *str)
{
if(U8(*str) == StringTagPrefixByte)
{
NetStringHandle strHandle(dAtoi(str + 1));
checkString(strHandle);
}
}
void NetConnection::packString(BitStream *stream, const char *str)
{
if(!*str)
{
stream->writeInt(NullString, 2);
return;
}
if(U8(str[0]) == StringTagPrefixByte)
{
stream->writeInt(TagString, 2);
stream->writeInt(dAtoi(str + 1), ConnectionStringTable::EntryBitSize);
return;
}
if(str[0] == '-' || (str[0] >= '0' && str[0] <= '9'))
{
char buf[16];
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S32 num = dAtoi(str);
dSprintf(buf, sizeof(buf), "%d", num);
if(!dStrcmp(buf, str))
{
stream->writeInt(Integer, 2);
if(stream->writeFlag(num < 0))
num = -num;
if(stream->writeFlag(num < 128))
{
stream->writeInt(num, 7);
return;
}
if(stream->writeFlag(num < 32768))
{
stream->writeInt(num, 15);
return;
}
else
{
stream->writeInt(num, 31);
return;
}
}
}
stream->writeInt(CString, 2);
stream->writeString(str);
}
void NetConnection::unpackString(BitStream *stream, char readBuffer[1024])
{
U32 code = stream->readInt(2);
switch(code)
{
case NullString:
readBuffer[0] = 0;
return;
case CString:
{
stream->readString(readBuffer);
return;
}
case TagString:
U32 tag;
tag = stream->readInt(ConnectionStringTable::EntryBitSize);
readBuffer[0] = StringTagPrefixByte;
dSprintf(readBuffer+1, 1023, "%d", tag);
return;
case Integer:
bool neg;
neg = stream->readFlag();
S32 num;
if(stream->readFlag())
num = stream->readInt(7);
else if(stream->readFlag())
num = stream->readInt(15);
else
num = stream->readInt(31);
if(neg)
num = -num;
dSprintf(readBuffer, 1024, "%d", num);
}
}
void NetConnection::packNetStringHandleU(BitStream *stream, NetStringHandle &h)
{
if(stream->writeFlag(h.isValidString() ))
{
bool isReceived;
U32 netIndex = checkString(h, &isReceived);
if(stream->writeFlag(isReceived))
stream->writeInt(netIndex, ConnectionStringTable::EntryBitSize);
else
stream->writeString(h.getString());
}
}
NetStringHandle NetConnection::unpackNetStringHandleU(BitStream *stream)
{
NetStringHandle ret;
if(stream->readFlag())
{
if(stream->readFlag())
ret = mStringTable->lookupString(stream->readInt(ConnectionStringTable::EntryBitSize));
else
{
char buf[256];
stream->readString(buf);
ret = NetStringHandle(buf);
}
}
return ret;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
void NetConnection::setAddressDigest(U32 digest[4])
{
mAddressDigest[0] = digest[0];
mAddressDigest[1] = digest[1];
mAddressDigest[2] = digest[2];
mAddressDigest[3] = digest[3];
}
void NetConnection::getAddressDigest(U32 digest[4])
{
digest[0] = mAddressDigest[0];
digest[1] = mAddressDigest[1];
digest[2] = mAddressDigest[2];
digest[3] = mAddressDigest[3];
}
bool NetConnection::canRemoteCreate()
{
return false;
}
void NetConnection::onTimedOut()
{
}
void NetConnection::connect(const NetAddress *address)
{
mNetAddress = *address;
GNet->startConnection(this);
}
void NetConnection::onConnectTimedOut()
{
}
void NetConnection::sendDisconnectPacket(const char *reason)
{
GNet->sendDisconnectPacket(this, reason);
}
void NetConnection::onDisconnect(const char *reason)
{
TORQUE_UNUSED(reason);
}
void NetConnection::onConnectionRejected(const char *reason)
{
}
void NetConnection::onConnectionEstablished(bool isInitiator)
{
}
void NetConnection::handleStartupError(const char *errorString)
{
}
void NetConnection::writeConnectRequest(BitStream *stream)
{
stream->write(mNetClassGroup);
stream->write(U32(AbstractClassRep::getClassCRC(mNetClassGroup)));
}
bool NetConnection::readConnectRequest(BitStream *stream, const char **errorString)
{
U32 classGroup, classCRC;
stream->read(&classGroup);
stream->read(&classCRC);
if(classGroup == mNetClassGroup && classCRC == AbstractClassRep::getClassCRC(mNetClassGroup))
return true;
*errorString = "CHR_INVALID";
return false;
}
void NetConnection::writeConnectAccept(BitStream *stream)
{
TORQUE_UNUSED(stream);
}
bool NetConnection::readConnectAccept(BitStream *stream, const char **errorString)
{
TORQUE_UNUSED(stream);
TORQUE_UNUSED(errorString);
return true;
}
DefineEngineMethod( NetConnection, resolveGhostID, S32, (S32 ghostID),,
"@brief On the client, convert a ghost ID from this connection to a real SimObject ID.\n\n"
"Torque's network ghosting system only exchanges ghost ID's between the server and client. Use "
"this method on the client to discover an object's local SimObject ID when you only have a "
"ghost ID.\n"
"@param ghostID The ghost ID of the object as sent by the server.\n"
"@returns The SimObject ID of the object, or 0 if it could not be resolved.\n\n"
"@tsexample\n"
"%object = ServerConnection.resolveGhostID( %ghostId );\n"
"@endtsexample\n\n"
"@see @ref ghosting_scoping for a description of the ghosting system.\n\n")
{
// Safety check
if(ghostID < 0 || ghostID > NetConnection::MaxGhostCount) return 0;
NetObject *foo = object->resolveGhost(ghostID);
if(foo)
return foo->getId();
else
return 0;
}
DefineEngineMethod( NetConnection, resolveObjectFromGhostIndex, S32, (S32 ghostID),,
"@brief On the server, convert a ghost ID from this connection to a real SimObject ID.\n\n"
"Torque's network ghosting system only exchanges ghost ID's between the server and client. Use "
"this method on the server to discover an object's local SimObject ID when you only have a "
"ghost ID.\n"
"@param ghostID The ghost ID of the object as sent by the server.\n"
"@returns The SimObject ID of the object, or 0 if it could not be resolved.\n\n"
"@tsexample\n"
"%object = %client.resolveObjectFromGhostIndex( %ghostId );\n"
"@endtsexample\n\n"
"@see @ref ghosting_scoping for a description of the ghosting system.\n\n")
{
// Safety check
if(ghostID < 0 || ghostID > NetConnection::MaxGhostCount) return 0;
NetObject *foo = object->resolveObjectFromGhostIndex(ghostID);
if(foo)
return foo->getId();
else
return 0;
}
DefineEngineMethod( NetConnection, getGhostID, S32, (S32 realID),,
"@brief On server or client, convert a real id to the ghost id for this connection.\n\n"
"Torque's network ghosting system only exchanges ghost ID's between the server and client. Use "
"this method on the server or client to discover an object's ghost ID based on its real SimObject ID.\n"
"@param realID The real SimObject ID of the object.\n"
"@returns The ghost ID of the object for this connection, or -1 if it could not be resolved.\n\n"
"@see @ref ghosting_scoping for a description of the ghosting system.\n\n")
{
NetObject * foo;
if(Sim::findObject(realID, foo))
{
return object->getGhostIndex(foo);
}
else
{
Con::errorf("NetConnection::serverToGhostID - could not find specified object");
return -1;
}
}
DefineEngineMethod( NetConnection, connect, void, (const char* remoteAddress),,
"@brief Connects to the remote address.\n\n"
"Attempts to connect with another NetConnection on the given address. Typically once "
"connected, a game's information is passed along from the server to the client, followed "
"by the player entering the game world. The actual procedure is dependent on "
"the NetConnection subclass that is used. i.e. GameConnection.\n"
"@param remoteAddress The address to connect to in the form of IP:&lt;address&gt;:&lt;port&rt; "
"although the <i>IP:</i> portion is optional. The <i>address</i> portion may be in the form "
"of w.x.y.z or as a host name, in which case a DNS lookup will be performed. You may also "
"substitue the word <i>broadcast</i> for the address to broadcast the connect request over "
"the local subnet.\n\n"
"@see NetConnection::connectLocal() to connect to a server running within the same process "
"as the client.\n"
)
{
NetAddress addr;
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if (Net::stringToAddress(remoteAddress, &addr) != Net::NoError)
2012-09-19 15:15:01 +00:00
{
Con::errorf("NetConnection::connect: invalid address - %s", remoteAddress);
return;
}
object->connect(&addr);
}
DefineEngineMethod( NetConnection, connectLocal, const char*, (),,
"@brief Connects with the server that is running within the same process as the client.\n\n"
"@returns An error text message upon failure, or an empty string when successful.\n\n"
"@see See @ref local_connections for a description of local connections and their use. See "
"NetConnection::connect() to connect to a server running in another process (on the same machine or not).\n")
{
ConsoleObject *co = ConsoleObject::create(object->getClassName());
NetConnection *client = object;
NetConnection *server = dynamic_cast<NetConnection *>(co);
BitStream *stream = BitStream::getPacketStream();
if(!server || !server->canRemoteCreate())
{
delete co;
return "error";
}
server->registerObject();
server->setIsLocalClientConnection();
server->setSequence(0);
client->setSequence(0);
client->setRemoteConnectionObject(server);
server->setRemoteConnectionObject(client);
//We need to reset the maxrate's here, because we
// can't test if it is a local connection until RemoteConnectionObject
// has been set
server->checkMaxRate();
client->checkMaxRate();
stream->setPosition(0);
client->writeConnectRequest(stream);
stream->setPosition(0);
const char* error;
if( !server->readConnectRequest( stream, &error ) )
{
client->onConnectionRejected( error );
server->deleteObject();
return "error";
}
stream->setPosition(0);
server->writeConnectAccept(stream);
stream->setPosition(0);
if( !client->readConnectAccept( stream, &error ) )
{
client->handleStartupError( error );
server->deleteObject();
return "error";
}
client->onConnectionEstablished(true);
server->onConnectionEstablished(false);
client->setEstablished();
server->setEstablished();
client->setConnectSequence(0);
server->setConnectSequence(0);
NetConnection::setLocalClientConnection(server);
server->assignName("LocalClientConnection");
return "";
}