0ad/source/network/NetClient.cpp
elexis 06e2e77349 Report network timeouts and lag warnings to clients that finished the loading screen but are waiting for other clients to finish it.
This allows the host to distinguish clients that are just slower than
everyone else with the loading screen from clients who have most likely
disconnected or crashed already and may be considered to be kicked.
This is especially important for D1513, because that increases the
timeout tolerance to a minute or longer.

Fixes #5193
Differential Revision: https://code.wildfiregames.com/D1546
Reviewed By: causative
This was SVN commit r21832.
2018-06-01 17:35:00 +00:00

908 lines
29 KiB
C++

/* Copyright (C) 2018 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "NetClient.h"
#include "NetClientTurnManager.h"
#include "NetMessage.h"
#include "NetSession.h"
#include "lib/byte_order.h"
#include "lib/external_libraries/enet.h"
#include "lib/sysdep/sysdep.h"
#include "lobby/IXmppClient.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/Compress.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/Loader.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/Simulation2.h"
CNetClient *g_NetClient = NULL;
/**
* Async task for receiving the initial game state when rejoining an
* in-progress network game.
*/
class CNetFileReceiveTask_ClientRejoin : public CNetFileReceiveTask
{
NONCOPYABLE(CNetFileReceiveTask_ClientRejoin);
public:
CNetFileReceiveTask_ClientRejoin(CNetClient& client)
: m_Client(client)
{
}
virtual void OnComplete()
{
// We've received the game state from the server
// Save it so we can use it after the map has finished loading
m_Client.m_JoinSyncBuffer = m_Buffer;
// Pretend the server told us to start the game
CGameStartMessage start;
m_Client.HandleMessage(&start);
}
private:
CNetClient& m_Client;
};
CNetClient::CNetClient(CGame* game, bool isLocalClient) :
m_Session(NULL),
m_UserName(L"anonymous"),
m_HostID((u32)-1), m_ClientTurnManager(NULL), m_Game(game),
m_GameAttributes(game->GetSimulation2()->GetScriptInterface().GetContext()),
m_IsLocalClient(isLocalClient),
m_LastConnectionCheck(0),
m_Rejoin(false)
{
m_Game->SetTurnManager(NULL); // delete the old local turn manager so we don't accidentally use it
void* context = this;
JS_AddExtraGCRootsTracer(GetScriptInterface().GetJSRuntime(), CNetClient::Trace, this);
// Set up transitions for session
AddTransition(NCS_UNCONNECTED, (uint)NMT_CONNECT_COMPLETE, NCS_CONNECT, (void*)&OnConnect, context);
AddTransition(NCS_CONNECT, (uint)NMT_SERVER_HANDSHAKE, NCS_HANDSHAKE, (void*)&OnHandshake, context);
AddTransition(NCS_HANDSHAKE, (uint)NMT_SERVER_HANDSHAKE_RESPONSE, NCS_AUTHENTICATE, (void*)&OnHandshakeResponse, context);
AddTransition(NCS_AUTHENTICATE, (uint)NMT_AUTHENTICATE, NCS_AUTHENTICATE, (void*)&OnAuthenticateRequest, context);
AddTransition(NCS_AUTHENTICATE, (uint)NMT_AUTHENTICATE_RESULT, NCS_INITIAL_GAMESETUP, (void*)&OnAuthenticate, context);
AddTransition(NCS_INITIAL_GAMESETUP, (uint)NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_PREGAME, (uint)NMT_CHAT, NCS_PREGAME, (void*)&OnChat, context);
AddTransition(NCS_PREGAME, (uint)NMT_READY, NCS_PREGAME, (void*)&OnReady, context);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_SETUP, NCS_PREGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_PREGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_PREGAME, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_PREGAME, (uint)NMT_KICKED, NCS_PREGAME, (void*)&OnKicked, context);
AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_PREGAME, (void*)&OnClientTimeout, context);
AddTransition(NCS_PREGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_PREGAME, (void*)&OnClientPerformance, context);
AddTransition(NCS_PREGAME, (uint)NMT_GAME_START, NCS_LOADING, (void*)&OnGameStart, context);
AddTransition(NCS_PREGAME, (uint)NMT_JOIN_SYNC_START, NCS_JOIN_SYNCING, (void*)&OnJoinSyncStart, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CHAT, NCS_JOIN_SYNCING, (void*)&OnChat, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_SETUP, NCS_JOIN_SYNCING, (void*)&OnGameSetup, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_JOIN_SYNCING, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_KICKED, NCS_JOIN_SYNCING, (void*)&OnKicked, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CLIENT_TIMEOUT, NCS_JOIN_SYNCING, (void*)&OnClientTimeout, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_CLIENT_PERFORMANCE, NCS_JOIN_SYNCING, (void*)&OnClientPerformance, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_GAME_START, NCS_JOIN_SYNCING, (void*)&OnGameStart, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_SIMULATION_COMMAND, NCS_JOIN_SYNCING, (void*)&OnInGame, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_END_COMMAND_BATCH, NCS_JOIN_SYNCING, (void*)&OnJoinSyncEndCommandBatch, context);
AddTransition(NCS_JOIN_SYNCING, (uint)NMT_LOADED_GAME, NCS_INGAME, (void*)&OnLoadedGame, context);
AddTransition(NCS_LOADING, (uint)NMT_CHAT, NCS_LOADING, (void*)&OnChat, context);
AddTransition(NCS_LOADING, (uint)NMT_GAME_SETUP, NCS_LOADING, (void*)&OnGameSetup, context);
AddTransition(NCS_LOADING, (uint)NMT_PLAYER_ASSIGNMENT, NCS_LOADING, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_LOADING, (uint)NMT_KICKED, NCS_LOADING, (void*)&OnKicked, context);
AddTransition(NCS_LOADING, (uint)NMT_CLIENT_TIMEOUT, NCS_LOADING, (void*)&OnClientTimeout, context);
AddTransition(NCS_LOADING, (uint)NMT_CLIENT_PERFORMANCE, NCS_LOADING, (void*)&OnClientPerformance, context);
AddTransition(NCS_LOADING, (uint)NMT_CLIENTS_LOADING, NCS_LOADING, (void*)&OnClientsLoading, context);
AddTransition(NCS_LOADING, (uint)NMT_LOADED_GAME, NCS_INGAME, (void*)&OnLoadedGame, context);
AddTransition(NCS_INGAME, (uint)NMT_REJOINED, NCS_INGAME, (void*)&OnRejoined, context);
AddTransition(NCS_INGAME, (uint)NMT_KICKED, NCS_INGAME, (void*)&OnKicked, context);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_TIMEOUT, NCS_INGAME, (void*)&OnClientTimeout, context);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PERFORMANCE, NCS_INGAME, (void*)&OnClientPerformance, context);
AddTransition(NCS_INGAME, (uint)NMT_CLIENTS_LOADING, NCS_INGAME, (void*)&OnClientsLoading, context);
AddTransition(NCS_INGAME, (uint)NMT_CLIENT_PAUSED, NCS_INGAME, (void*)&OnClientPaused, context);
AddTransition(NCS_INGAME, (uint)NMT_CHAT, NCS_INGAME, (void*)&OnChat, context);
AddTransition(NCS_INGAME, (uint)NMT_GAME_SETUP, NCS_INGAME, (void*)&OnGameSetup, context);
AddTransition(NCS_INGAME, (uint)NMT_PLAYER_ASSIGNMENT, NCS_INGAME, (void*)&OnPlayerAssignment, context);
AddTransition(NCS_INGAME, (uint)NMT_SIMULATION_COMMAND, NCS_INGAME, (void*)&OnInGame, context);
AddTransition(NCS_INGAME, (uint)NMT_SYNC_ERROR, NCS_INGAME, (void*)&OnInGame, context);
AddTransition(NCS_INGAME, (uint)NMT_END_COMMAND_BATCH, NCS_INGAME, (void*)&OnInGame, context);
// Set first state
SetFirstState(NCS_UNCONNECTED);
}
CNetClient::~CNetClient()
{
DestroyConnection();
JS_RemoveExtraGCRootsTracer(GetScriptInterface().GetJSRuntime(), CNetClient::Trace, this);
}
void CNetClient::TraceMember(JSTracer *trc)
{
for (JS::Heap<JS::Value>& guiMessage : m_GuiMessageQueue)
JS_CallValueTracer(trc, &guiMessage, "m_GuiMessageQueue");
}
void CNetClient::SetUserName(const CStrW& username)
{
ENSURE(!m_Session); // must be called before we start the connection
m_UserName = username;
}
void CNetClient::SetHostingPlayerName(const CStr& hostingPlayerName)
{
m_HostingPlayerName = hostingPlayerName;
}
bool CNetClient::SetupConnection(const CStr& server, const u16 port, ENetHost* enetClient)
{
CNetClientSession* session = new CNetClientSession(*this);
bool ok = session->Connect(server, port, m_IsLocalClient, enetClient);
SetAndOwnSession(session);
return ok;
}
void CNetClient::SetAndOwnSession(CNetClientSession* session)
{
delete m_Session;
m_Session = session;
}
void CNetClient::DestroyConnection()
{
// Send network messages from the current frame before connection is destroyed.
if (m_ClientTurnManager)
{
m_ClientTurnManager->OnDestroyConnection(); // End sending of commands for scheduled turn.
Flush(); // Make sure the messages are sent.
}
SAFE_DELETE(m_Session);
}
void CNetClient::Poll()
{
if (!m_Session)
return;
CheckServerConnection();
m_Session->Poll();
}
void CNetClient::CheckServerConnection()
{
// Trigger local warnings if the connection to the server is bad.
// At most once per second.
std::time_t now = std::time(nullptr);
if (now <= m_LastConnectionCheck)
return;
m_LastConnectionCheck = now;
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Report if we are losing the connection to the server
u32 lastReceived = m_Session->GetLastReceivedTime();
if (lastReceived > NETWORK_WARNING_TIMEOUT)
{
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'server-timeout' })", &msg);
GetScriptInterface().SetProperty(msg, "lastReceivedTime", lastReceived);
PushGuiMessage(msg);
return;
}
// Report if we have a bad ping to the server
u32 meanRTT = m_Session->GetMeanRTT();
if (meanRTT > DEFAULT_TURN_LENGTH_MP)
{
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'server-latency' })", &msg);
GetScriptInterface().SetProperty(msg, "meanRTT", meanRTT);
PushGuiMessage(msg);
}
}
void CNetClient::Flush()
{
if (m_Session)
m_Session->Flush();
}
void CNetClient::GuiPoll(JS::MutableHandleValue ret)
{
if (m_GuiMessageQueue.empty())
{
ret.setUndefined();
return;
}
ret.set(m_GuiMessageQueue.front());
m_GuiMessageQueue.pop_front();
}
void CNetClient::PushGuiMessage(const JS::HandleValue message)
{
ENSURE(!message.isUndefined());
m_GuiMessageQueue.push_back(JS::Heap<JS::Value>(message));
}
std::string CNetClient::TestReadGuiMessages()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
std::string r;
JS::RootedValue msg(cx);
while (true)
{
GuiPoll(&msg);
if (msg.isUndefined())
break;
r += GetScriptInterface().ToString(&msg) + "\n";
}
return r;
}
const ScriptInterface& CNetClient::GetScriptInterface()
{
return m_Game->GetSimulation2()->GetScriptInterface();
}
void CNetClient::PostPlayerAssignmentsToScript()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'players', 'newAssignments':{}})", &msg);
JS::RootedValue newAssignments(cx);
GetScriptInterface().GetProperty(msg, "newAssignments", &newAssignments);
for (const std::pair<CStr, PlayerAssignment>& p : m_PlayerAssignments)
{
JS::RootedValue assignment(cx);
GetScriptInterface().Eval("({})", &assignment);
GetScriptInterface().SetProperty(assignment, "name", CStrW(p.second.m_Name), false);
GetScriptInterface().SetProperty(assignment, "player", p.second.m_PlayerID, false);
GetScriptInterface().SetProperty(assignment, "status", p.second.m_Status, false);
GetScriptInterface().SetProperty(newAssignments, p.first.c_str(), assignment, false);
}
PushGuiMessage(msg);
}
bool CNetClient::SendMessage(const CNetMessage* message)
{
if (!m_Session)
return false;
return m_Session->SendMessage(message);
}
void CNetClient::HandleConnect()
{
Update((uint)NMT_CONNECT_COMPLETE, NULL);
}
void CNetClient::HandleDisconnect(u32 reason)
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'disconnected'})", &msg);
GetScriptInterface().SetProperty(msg, "reason", (int)reason, false);
PushGuiMessage(msg);
SAFE_DELETE(m_Session);
// Update the state immediately to UNCONNECTED (don't bother with FSM transitions since
// we'd need one for every single state, and we don't need to use per-state actions)
SetCurrState(NCS_UNCONNECTED);
}
void CNetClient::SendGameSetupMessage(JS::MutableHandleValue attrs, const ScriptInterface& scriptInterface)
{
CGameSetupMessage gameSetup(scriptInterface);
gameSetup.m_Data = attrs;
SendMessage(&gameSetup);
}
void CNetClient::SendAssignPlayerMessage(const int playerID, const CStr& guid)
{
CAssignPlayerMessage assignPlayer;
assignPlayer.m_PlayerID = playerID;
assignPlayer.m_GUID = guid;
SendMessage(&assignPlayer);
}
void CNetClient::SendChatMessage(const std::wstring& text)
{
CChatMessage chat;
chat.m_Message = text;
SendMessage(&chat);
}
void CNetClient::SendReadyMessage(const int status)
{
CReadyMessage readyStatus;
readyStatus.m_Status = status;
SendMessage(&readyStatus);
}
void CNetClient::SendClearAllReadyMessage()
{
CClearAllReadyMessage clearAllReady;
SendMessage(&clearAllReady);
}
void CNetClient::SendStartGameMessage()
{
CGameStartMessage gameStart;
SendMessage(&gameStart);
}
void CNetClient::SendRejoinedMessage()
{
CRejoinedMessage rejoinedMessage;
SendMessage(&rejoinedMessage);
}
void CNetClient::SendKickPlayerMessage(const CStrW& playerName, bool ban)
{
CKickedMessage kickPlayer;
kickPlayer.m_Name = playerName;
kickPlayer.m_Ban = ban;
SendMessage(&kickPlayer);
}
void CNetClient::SendPausedMessage(bool pause)
{
CClientPausedMessage pausedMessage;
pausedMessage.m_Pause = pause;
SendMessage(&pausedMessage);
}
bool CNetClient::HandleMessage(CNetMessage* message)
{
// Handle non-FSM messages first
Status status = m_Session->GetFileTransferer().HandleMessageReceive(message);
if (status == INFO::OK)
return true;
if (status != INFO::SKIPPED)
return false;
if (message->GetType() == NMT_FILE_TRANSFER_REQUEST)
{
CFileTransferRequestMessage* reqMessage = (CFileTransferRequestMessage*)message;
// TODO: we should support different transfer request types, instead of assuming
// it's always requesting the simulation state
std::stringstream stream;
LOGMESSAGERENDER("Serializing game at turn %u for rejoining player", m_ClientTurnManager->GetCurrentTurn());
u32 turn = to_le32(m_ClientTurnManager->GetCurrentTurn());
stream.write((char*)&turn, sizeof(turn));
bool ok = m_Game->GetSimulation2()->SerializeState(stream);
ENSURE(ok);
// Compress the content with zlib to save bandwidth
// (TODO: if this is still too large, compressing with e.g. LZMA works much better)
std::string compressed;
CompressZLib(stream.str(), compressed, true);
m_Session->GetFileTransferer().StartResponse(reqMessage->m_RequestID, compressed);
return true;
}
// Update FSM
bool ok = Update(message->GetType(), message);
if (!ok)
LOGERROR("Net client: Error running FSM update (type=%d state=%d)", (int)message->GetType(), (int)GetCurrState());
return ok;
}
void CNetClient::LoadFinished()
{
JSContext* cx = GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
if (!m_JoinSyncBuffer.empty())
{
// We're rejoining a game, and just finished loading the initial map,
// so deserialize the saved game state now
std::string state;
DecompressZLib(m_JoinSyncBuffer, state, true);
std::stringstream stream(state);
u32 turn;
stream.read((char*)&turn, sizeof(turn));
turn = to_le32(turn);
LOGMESSAGE("Rejoining client deserializing state at turn %u\n", turn);
bool ok = m_Game->GetSimulation2()->DeserializeState(stream);
ENSURE(ok);
m_ClientTurnManager->ResetState(turn, turn);
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'join_syncing'})", &msg);
PushGuiMessage(msg);
}
else
{
// Connecting at the start of a game, so we'll wait for other players to finish loading
JS::RootedValue msg(cx);
GetScriptInterface().Eval("({'type':'netstatus','status':'waiting_for_players'})", &msg);
PushGuiMessage(msg);
}
CLoadedGameMessage loaded;
loaded.m_CurrentTurn = m_ClientTurnManager->GetCurrentTurn();
SendMessage(&loaded);
}
void CNetClient::SendAuthenticateMessage()
{
CAuthenticateMessage authenticate;
authenticate.m_Name = m_UserName;
authenticate.m_Password = L""; // TODO
authenticate.m_IsLocalClient = m_IsLocalClient;
SendMessage(&authenticate);
}
bool CNetClient::OnConnect(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CONNECT_COMPLETE);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'connected'})", &msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnHandshake(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE);
CNetClient* client = (CNetClient*)context;
CCliHandshakeMessage handshake;
handshake.m_MagicResponse = PS_PROTOCOL_MAGIC_RESPONSE;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
client->SendMessage(&handshake);
return true;
}
bool CNetClient::OnHandshakeResponse(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_SERVER_HANDSHAKE_RESPONSE);
CNetClient* client = (CNetClient*)context;
CSrvHandshakeResponseMessage* message = (CSrvHandshakeResponseMessage*)event->GetParamRef();
client->m_GUID = message->m_GUID;
if (message->m_Flags & PS_NETWORK_FLAG_REQUIRE_LOBBYAUTH)
{
if (g_XmppClient && !client->m_HostingPlayerName.empty())
g_XmppClient->SendIqLobbyAuth(client->m_HostingPlayerName, client->m_GUID);
else
{
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'disconnected'})", &msg);
client->GetScriptInterface().SetProperty(msg, "reason", (int)NDR_LOBBY_AUTH_FAILED, false);
client->PushGuiMessage(msg);
LOGMESSAGE("Net client: Couldn't send lobby auth xmpp message");
}
return true;
}
client->SendAuthenticateMessage();
return true;
}
bool CNetClient::OnAuthenticateRequest(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE);
CNetClient* client = (CNetClient*)context;
client->SendAuthenticateMessage();
return true;
}
bool CNetClient::OnAuthenticate(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_AUTHENTICATE_RESULT);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CAuthenticateResultMessage* message = (CAuthenticateResultMessage*)event->GetParamRef();
LOGMESSAGE("Net: Authentication result: host=%u, %s", message->m_HostID, utf8_from_wstring(message->m_Message));
client->m_HostID = message->m_HostID;
client->m_Rejoin = message->m_Code == ARC_OK_REJOINING;
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'authenticated'})", &msg);
client->GetScriptInterface().SetProperty(msg, "rejoining", client->m_Rejoin);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnChat(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_CHAT);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CChatMessage* message = (CChatMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'chat'})", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false);
client->GetScriptInterface().SetProperty(msg, "text", std::wstring(message->m_Message), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnReady(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_READY);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CReadyMessage* message = (CReadyMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'ready'})", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false);
client->GetScriptInterface().SetProperty(msg, "status", int (message->m_Status), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnGameSetup(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_SETUP);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CGameSetupMessage* message = (CGameSetupMessage*)event->GetParamRef();
client->m_GameAttributes = message->m_Data;
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'gamesetup'})", &msg);
client->GetScriptInterface().SetProperty(msg, "data", message->m_Data, false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnPlayerAssignment(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_PLAYER_ASSIGNMENT);
CNetClient* client = (CNetClient*)context;
CPlayerAssignmentMessage* message = (CPlayerAssignmentMessage*)event->GetParamRef();
// Unpack the message
PlayerAssignmentMap newPlayerAssignments;
for (size_t i = 0; i < message->m_Hosts.size(); ++i)
{
PlayerAssignment assignment;
assignment.m_Enabled = true;
assignment.m_Name = message->m_Hosts[i].m_Name;
assignment.m_PlayerID = message->m_Hosts[i].m_PlayerID;
assignment.m_Status = message->m_Hosts[i].m_Status;
newPlayerAssignments[message->m_Hosts[i].m_GUID] = assignment;
}
client->m_PlayerAssignments.swap(newPlayerAssignments);
client->PostPlayerAssignmentsToScript();
return true;
}
bool CNetClient::OnGameStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_GAME_START);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// Find the player assigned to our GUID
int player = -1;
if (client->m_PlayerAssignments.find(client->m_GUID) != client->m_PlayerAssignments.end())
player = client->m_PlayerAssignments[client->m_GUID].m_PlayerID;
client->m_ClientTurnManager = new CNetClientTurnManager(
*client->m_Game->GetSimulation2(), *client, client->m_HostID, client->m_Game->GetReplayLogger());
client->m_Game->SetPlayerID(player);
client->m_Game->StartGame(&client->m_GameAttributes, "");
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'start'})", &msg);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnJoinSyncStart(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_JOIN_SYNC_START);
CNetClient* client = (CNetClient*)context;
// The server wants us to start downloading the game state from it, so do so
client->m_Session->GetFileTransferer().StartTask(
shared_ptr<CNetFileReceiveTask>(new CNetFileReceiveTask_ClientRejoin(*client))
);
return true;
}
bool CNetClient::OnJoinSyncEndCommandBatch(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_END_COMMAND_BATCH);
CNetClient* client = (CNetClient*)context;
CEndCommandBatchMessage* endMessage = (CEndCommandBatchMessage*)event->GetParamRef();
client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength);
// Execute all the received commands for the latest turn
client->m_ClientTurnManager->UpdateFastForward();
return true;
}
bool CNetClient::OnRejoined(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_REJOINED);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CRejoinedMessage* message = (CRejoinedMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'rejoined'})", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID), false);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnKicked(void *context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_KICKED);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CKickedMessage* message = (CKickedMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({})", &msg);
client->GetScriptInterface().SetProperty(msg, "username", message->m_Name);
client->GetScriptInterface().SetProperty(msg, "type", CStr("kicked"));
client->GetScriptInterface().SetProperty(msg, "banned", message->m_Ban != 0);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnClientTimeout(void *context, CFsmEvent* event)
{
// Report the timeout of some other client
ENSURE(event->GetType() == (uint)NMT_CLIENT_TIMEOUT);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CClientTimeoutMessage* message = (CClientTimeoutMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'client-timeout' })", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", std::string(message->m_GUID));
client->GetScriptInterface().SetProperty(msg, "lastReceivedTime", message->m_LastReceivedTime);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnClientPerformance(void *context, CFsmEvent* event)
{
// Performance statistics for one or multiple clients
ENSURE(event->GetType() == (uint)NMT_CLIENT_PERFORMANCE);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CClientPerformanceMessage* message = (CClientPerformanceMessage*)event->GetParamRef();
// Display warnings for other clients with bad ping
for (size_t i = 0; i < message->m_Clients.size(); ++i)
{
if (message->m_Clients[i].m_MeanRTT < DEFAULT_TURN_LENGTH_MP || message->m_Clients[i].m_GUID == client->m_GUID)
continue;
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({ 'type':'netwarn', 'warntype': 'client-latency' })", &msg);
client->GetScriptInterface().SetProperty(msg, "guid", message->m_Clients[i].m_GUID);
client->GetScriptInterface().SetProperty(msg, "meanRTT", message->m_Clients[i].m_MeanRTT);
client->PushGuiMessage(msg);
}
return true;
}
bool CNetClient::OnClientsLoading(void *context, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENTS_LOADING);
CClientsLoadingMessage* message = (CClientsLoadingMessage*)event->GetParamRef();
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& client : message->m_Clients)
guids.push_back(client.m_GUID);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({ 'type':'clients-loading' })", &msg);
client->GetScriptInterface().SetProperty(msg, "guids", guids);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnClientPaused(void *context, CFsmEvent *event)
{
ENSURE(event->GetType() == (uint)NMT_CLIENT_PAUSED);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
CClientPausedMessage* message = (CClientPausedMessage*)event->GetParamRef();
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({ 'type':'paused' })", &msg);
client->GetScriptInterface().SetProperty(msg, "pause", message->m_Pause != 0);
client->GetScriptInterface().SetProperty(msg, "guid", message->m_GUID);
client->PushGuiMessage(msg);
return true;
}
bool CNetClient::OnLoadedGame(void* context, CFsmEvent* event)
{
ENSURE(event->GetType() == (uint)NMT_LOADED_GAME);
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
// All players have loaded the game - start running the turn manager
// so that the game begins
client->m_Game->SetTurnManager(client->m_ClientTurnManager);
JS::RootedValue msg(cx);
client->GetScriptInterface().Eval("({'type':'netstatus','status':'active'})", &msg);
client->PushGuiMessage(msg);
// If we have rejoined an in progress game, send the rejoined message to the server.
if (client->m_Rejoin)
client->SendRejoinedMessage();
return true;
}
bool CNetClient::OnInGame(void *context, CFsmEvent* event)
{
// TODO: should split each of these cases into a separate method
CNetClient* client = (CNetClient*)context;
CNetMessage* message = (CNetMessage*)event->GetParamRef();
if (message)
{
if (message->GetType() == NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (message);
client->m_ClientTurnManager->OnSimulationMessage(simMessage);
}
else if (message->GetType() == NMT_SYNC_ERROR)
{
CSyncErrorMessage* syncMessage = static_cast<CSyncErrorMessage*> (message);
client->m_ClientTurnManager->OnSyncError(syncMessage->m_Turn, syncMessage->m_HashExpected, syncMessage->m_PlayerNames);
}
else if (message->GetType() == NMT_END_COMMAND_BATCH)
{
CEndCommandBatchMessage* endMessage = static_cast<CEndCommandBatchMessage*> (message);
client->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn, endMessage->m_TurnLength);
}
}
return true;
}