1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: claudio |
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13 | co-programmer: |
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14 | */ |
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15 | |
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16 | |
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17 | /* this is for debug output. It just says, that all calls to PRINT() belong to the DEBUG_MODULE_NETWORK module |
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18 | For more information refere to https://www.orxonox.net/cgi-bin/trac.cgi/wiki/DebugOutput |
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19 | */ |
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20 | #define DEBUG_MODULE_NETWORK |
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21 | |
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22 | |
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23 | #include "base_object.h" |
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24 | #include "network_protocol.h" |
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25 | #include "network_socket.h" |
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26 | #include "connection_monitor.h" |
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27 | #include "synchronizeable.h" |
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28 | #include "network_manager.h" |
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29 | #include "network_game_manager.h" |
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30 | |
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31 | #include "debug.h" |
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32 | #include "class_list.h" |
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33 | #include <algorithm> |
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34 | |
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35 | /* include your own header */ |
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36 | #include "network_stream.h" |
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37 | |
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38 | /* probably unnecessary */ |
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39 | using namespace std; |
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40 | |
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41 | |
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42 | #define PACKAGE_SIZE 256 |
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43 | |
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44 | |
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45 | NetworkStream::NetworkStream() |
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46 | : DataStream() |
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47 | { |
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48 | this->init(); |
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49 | /* initialize the references */ |
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50 | this->type = NET_CLIENT; |
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51 | this->networkProtocol = new NetworkProtocol(); |
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52 | this->connectionMonitor = new ConnectionMonitor(); |
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53 | } |
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54 | |
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55 | NetworkStream::NetworkStream(IPaddress& address) |
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56 | { |
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57 | this->type = NET_CLIENT; |
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58 | this->init(); |
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59 | this->networkSockets.push_back(new NetworkSocket(address)); |
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60 | this->networkProtocol = new NetworkProtocol(); |
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61 | this->connectionMonitor = new ConnectionMonitor(); |
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62 | |
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63 | Handshake* hs = new Handshake(false); |
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64 | hs->setUniqueID( 0 ); |
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65 | this->handshakes.push_back(hs); |
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66 | this->connectSynchronizeable(*hs); |
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67 | PRINTF(0)("NetworkStream: %s\n", hs->getName()); |
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68 | this->maxConnections = 1; |
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69 | } |
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70 | |
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71 | |
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72 | NetworkStream::NetworkStream(unsigned int port) |
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73 | { |
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74 | this->type = NET_SERVER; |
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75 | this->init(); |
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76 | this->serverSocket = new ServerSocket(port); |
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77 | this->networkProtocol = new NetworkProtocol(); |
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78 | this->connectionMonitor = new ConnectionMonitor(); |
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79 | this->networkSockets.push_back( NULL ); |
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80 | this->networkSockets[0] = NULL; //TODO: remove this |
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81 | this->handshakes.push_back( NULL ); |
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82 | this->bActive = true; |
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83 | this->networkGameManager = NetworkGameManager::getInstance(); |
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84 | // setUniqueID( maxCon+2 ) because we need one id for every handshake |
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85 | // and one for handshake to reject client maxCon+1 |
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86 | this->networkGameManager->setUniqueID( this->maxConnections+2 ); |
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87 | this->connectSynchronizeable( *(this->networkGameManager) ); |
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88 | |
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89 | this->setMaxConnections( 10 ); |
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90 | } |
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91 | |
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92 | |
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93 | void NetworkStream::init() |
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94 | { |
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95 | /* set the class id for the base object */ |
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96 | this->setClassID(CL_NETWORK_STREAM, "NetworkStream"); |
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97 | this->bActive = false; |
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98 | this->serverSocket = NULL; |
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99 | this->networkGameManager = NULL; |
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100 | myHostId = 0; |
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101 | } |
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102 | |
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103 | |
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104 | NetworkStream::~NetworkStream() |
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105 | { |
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106 | if ( this->serverSocket ) |
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107 | { |
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108 | serverSocket->close(); |
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109 | delete serverSocket; |
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110 | } |
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111 | |
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112 | for (NetworkSocketVector::iterator i = networkSockets.begin(); i!=networkSockets.end(); i++) |
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113 | { |
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114 | if ( *i ) |
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115 | { |
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116 | (*i)->disconnectServer(); |
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117 | (*i)->destroy(); |
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118 | } |
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119 | } |
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120 | |
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121 | for (HandshakeVector::iterator i = handshakes.begin(); i!=handshakes.end(); i++) |
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122 | { |
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123 | if ( *i ) |
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124 | { |
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125 | delete (*i); |
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126 | } |
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127 | } |
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128 | |
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129 | delete connectionMonitor; |
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130 | delete networkProtocol; |
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131 | } |
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132 | |
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133 | |
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134 | void NetworkStream::connectSynchronizeable(Synchronizeable& sync) |
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135 | { |
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136 | this->synchronizeables.push_back(&sync); |
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137 | sync.setNetworkStream( this ); |
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138 | |
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139 | if( this->networkSockets.size()>0 ) |
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140 | this->bActive = true; |
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141 | } |
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142 | |
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143 | void NetworkStream::disconnectSynchronizeable(Synchronizeable& sync) |
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144 | { |
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145 | // removing the Synchronizeable from the List. |
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146 | std::list<Synchronizeable*>::iterator disconnectSynchro = std::find(this->synchronizeables.begin(), this->synchronizeables.end(), &sync); |
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147 | if (disconnectSynchro != this->synchronizeables.end()) |
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148 | this->synchronizeables.erase(disconnectSynchro); |
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149 | |
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150 | if( this->networkSockets.size()<=0 ) |
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151 | this->bActive = false; |
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152 | } |
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153 | |
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154 | |
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155 | void NetworkStream::processData() |
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156 | { |
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157 | if ( this->type == NET_SERVER ) |
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158 | this->updateConnectionList(); |
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159 | else |
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160 | { |
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161 | if ( networkSockets[0] && !networkSockets[0]->isOk() ) |
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162 | { |
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163 | PRINTF(1)("lost connection to server\n"); |
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164 | |
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165 | //delete networkSockets[i]; |
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166 | networkSockets[0]->disconnectServer(); |
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167 | networkSockets[0]->destroy(); |
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168 | networkSockets[0] = NULL; |
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169 | |
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170 | if ( handshakes[0] ) |
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171 | delete handshakes[0]; |
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172 | handshakes[0] = NULL; |
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173 | } |
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174 | } |
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175 | |
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176 | for (int i = 0; i<handshakes.size(); i++) |
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177 | { |
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178 | if ( handshakes[i] ) |
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179 | { |
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180 | if ( handshakes[i]->completed() ) |
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181 | { |
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182 | if ( handshakes[i]->ok() ) |
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183 | { |
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184 | if ( type != NET_SERVER ) |
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185 | { |
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186 | NetworkManager::getInstance()->setHostID( handshakes[i]->getHostId() ); |
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187 | myHostId = NetworkManager::getInstance()->getHostID(); |
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188 | |
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189 | this->networkGameManager = NetworkGameManager::getInstance(); |
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190 | this->networkGameManager->setUniqueID( handshakes[i]->getNetworkGameManagerId() ); |
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191 | this->connectSynchronizeable( *(this->networkGameManager) ); |
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192 | } |
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193 | else |
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194 | { |
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195 | |
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196 | } |
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197 | PRINT(0)("handshake finished id=%d\n", handshakes[i]->getNetworkGameManagerId()); |
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198 | |
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199 | |
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200 | delete handshakes[i]; |
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201 | handshakes[i] = NULL; |
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202 | } |
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203 | else |
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204 | { |
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205 | PRINT(1)("handshake failed!\n"); |
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206 | networkSockets[i]->disconnectServer(); |
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207 | delete handshakes[i]; |
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208 | handshakes[i] = NULL; |
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209 | //TODO: handle error |
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210 | } |
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211 | } |
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212 | } |
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213 | } |
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214 | |
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215 | |
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216 | /* DOWNSTREAM */ |
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217 | |
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218 | int dataLength; |
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219 | int reciever; |
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220 | Header header; |
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221 | for (SynchronizeableList::iterator it = synchronizeables.begin(); it!=synchronizeables.end(); it++) |
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222 | { |
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223 | if ( (*it)!=NULL /*&& (*it)->getOwner() == myHostId*/ ) |
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224 | { |
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225 | do { |
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226 | reciever = 0; |
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227 | dataLength = (*it)->readBytes(downBuffer, DATA_STREAM_BUFFER_SIZE, &reciever); |
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228 | |
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229 | |
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230 | if ( dataLength<=0 ){ |
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231 | reciever = 0; |
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232 | continue; |
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233 | } |
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234 | |
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235 | dataLength = networkProtocol->createHeader((byte*)downBuffer, dataLength, DATA_STREAM_BUFFER_SIZE, static_cast<const Synchronizeable&>(*(*it))); |
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236 | |
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237 | Header* header = (Header*)downBuffer; |
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238 | if ( header->synchronizeableID < this->maxConnections+2 ) |
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239 | { |
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240 | //if ( !isServer() ) PRINTF(0)("RESET UNIQUEID FROM %d TO 0 maxCon=%d\n", header->synchronizeableID, this->maxConnections); |
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241 | header->synchronizeableID = 0; |
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242 | } |
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243 | else |
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244 | { |
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245 | //if ( !isServer() ) PRINTF(0)("UNIQUEID=%d\n", header->synchronizeableID); |
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246 | } |
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247 | |
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248 | if ( dataLength<=0 ) |
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249 | continue; |
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250 | |
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251 | if ( reciever!=0 ) |
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252 | { |
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253 | if ( networkSockets[reciever] != NULL ) |
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254 | { |
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255 | PRINTF(5)("write %d bytes to socket %d\n", dataLength, reciever); |
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256 | networkSockets[reciever]->writePacket(downBuffer, dataLength); |
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257 | } |
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258 | else |
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259 | { |
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260 | PRINTF(1)("networkSockets[reciever] == NULL\n"); |
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261 | } |
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262 | } |
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263 | else |
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264 | { |
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265 | for ( int i = 0; i<networkSockets.size(); i++) |
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266 | { |
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267 | if ( networkSockets[i] != NULL ) |
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268 | { |
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269 | PRINTF(5)("write %d bytes to socket %d\n", dataLength, i); |
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270 | networkSockets[i]->writePacket(downBuffer, dataLength); |
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271 | } |
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272 | } |
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273 | } |
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274 | |
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275 | } while( reciever!=0 ); |
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276 | } |
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277 | } |
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278 | |
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279 | /* UPSTREAM */ |
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280 | |
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281 | for ( int i = 0; i<networkSockets.size(); i++) |
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282 | { |
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283 | if ( networkSockets[i] ) |
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284 | { |
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285 | do { |
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286 | dataLength = networkSockets[i]->readPacket(upBuffer, DATA_STREAM_BUFFER_SIZE); |
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287 | |
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288 | if ( dataLength<=0 ) |
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289 | continue; |
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290 | |
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291 | header = networkProtocol->extractHeader(upBuffer, dataLength); |
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292 | dataLength -= sizeof(header); |
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293 | |
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294 | PRINTF(5)("read %d bytes from socket uniqueID = %d\n", dataLength, header.synchronizeableID); |
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295 | |
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296 | if ( dataLength != header.length ) |
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297 | { |
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298 | PRINTF(1)("packetsize in header and real packetsize do not match! %d:%d\n", dataLength, header.length); |
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299 | continue; |
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300 | } |
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301 | |
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302 | if ( header.synchronizeableID == 0 ) |
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303 | { |
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304 | header.synchronizeableID = i; |
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305 | } |
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306 | |
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307 | for (SynchronizeableList::iterator it = synchronizeables.begin(); it!=synchronizeables.end(); it++) |
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308 | { |
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309 | if ( *it && (*it)->getUniqueID()==header.synchronizeableID ) |
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310 | { |
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311 | if ( (*it)->writeBytes(upBuffer+sizeof(header), dataLength, i) != header.length ) |
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312 | { |
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313 | PRINTF(1)("%s did not read all the data id = %d!\n", (*it)->getClassName(), (*it)->getUniqueID()); |
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314 | break; |
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315 | } |
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316 | continue; |
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317 | } |
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318 | } |
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319 | |
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320 | } while ( dataLength>0 ); |
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321 | } |
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322 | } |
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323 | } |
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324 | |
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325 | void NetworkStream::updateConnectionList( ) |
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326 | { |
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327 | //check for new connections |
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328 | |
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329 | NetworkSocket* tempNetworkSocket = serverSocket->getNewSocket(); |
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330 | |
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331 | if ( tempNetworkSocket ) |
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332 | { |
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333 | int clientId; |
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334 | if ( freeSocketSlots.size() >0 ) |
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335 | { |
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336 | clientId = freeSocketSlots.back(); |
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337 | freeSocketSlots.pop_back(); |
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338 | networkSockets[clientId] = tempNetworkSocket; |
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339 | handshakes[clientId] = new Handshake(true, clientId, this->networkGameManager->getUniqueID()); |
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340 | handshakes[clientId]->setUniqueID(clientId); |
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341 | } else |
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342 | { |
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343 | clientId = networkSockets.size(); |
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344 | networkSockets.push_back(tempNetworkSocket); |
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345 | Handshake* tHs = new Handshake(true, clientId, this->networkGameManager->getUniqueID()); |
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346 | tHs->setUniqueID(clientId); |
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347 | handshakes.push_back(tHs); |
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348 | } |
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349 | |
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350 | if ( clientId > this->maxConnections ) |
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351 | { |
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352 | handshakes[clientId]->doReject(); |
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353 | PRINTF(0)("Will reject client %d because there are to many connections!\n", clientId); |
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354 | } |
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355 | else |
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356 | |
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357 | PRINTF(0)("New Client: %d\n", clientId); |
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358 | |
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359 | this->connectSynchronizeable(*handshakes[clientId]); |
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360 | } |
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361 | |
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362 | |
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363 | //check if connections are ok else remove them |
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364 | for ( int i = 1; i<networkSockets.size(); i++) |
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365 | { |
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366 | if ( networkSockets[i] && !networkSockets[i]->isOk() ) |
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367 | { |
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368 | //TODO: tell EntityManager that this player left the game |
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369 | PRINTF(0)("Client is gone: %d\n", i); |
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370 | |
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371 | //delete networkSockets[i]; |
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372 | networkSockets[i]->disconnectServer(); |
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373 | networkSockets[i]->destroy(); |
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374 | networkSockets[i] = NULL; |
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375 | |
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376 | if ( handshakes[i] ) |
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377 | delete handshakes[i]; |
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378 | handshakes[i] = NULL; |
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379 | |
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380 | if ( i == networkSockets.size()-1 ) |
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381 | { |
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382 | networkSockets.pop_back(); |
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383 | handshakes.pop_back(); |
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384 | } |
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385 | else |
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386 | { |
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387 | freeSocketSlots.push_back(i); |
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388 | } |
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389 | } |
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390 | } |
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391 | |
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392 | |
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393 | } |
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394 | |
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395 | void NetworkStream::setMaxConnections( int n ) |
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396 | { |
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397 | if ( !this->isServer() ) |
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398 | { |
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399 | PRINTF(1)("Cannot set maxConnections because I am no server.\n"); |
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400 | } |
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401 | if ( this->networkSockets.size() > 1 ) |
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402 | { |
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403 | PRINTF(1)("Cannot set maxConnections because there are already %d connections.\n", this->networkSockets.size()); |
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404 | return; |
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405 | } |
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406 | |
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407 | if ( n > MAX_CONNECTIONS ) |
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408 | { |
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409 | PRINTF(1)("Cannot set maxConnectiosn to %d because of hardcoded limit %d\n", n, MAX_CONNECTIONS); |
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410 | return; |
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411 | } |
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412 | |
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413 | this->maxConnections = n; |
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414 | this->networkGameManager->setUniqueID( n+2 ); |
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415 | } |
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416 | |
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417 | |
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