0ad/source/network/NetClient.cpp
elexis eda236522c Prevent players from disconnecting during the loading screen by increasing the timeout tolerance to 60 seconds for that period, fixes #5163.
The NetClient runs in the main thread, so any part of the loading screen
consuming several seconds makes that client timeout.
This is a workaround because threading the NetClient would have prevent
these timeouts, refs #3700.
Coutnerintuitively, since enet timeout tolerance is proportional to the
latency, the better the connection of the player, the more likely it was
to drop on gamestart.

This problem became very frequent in Alpha 23, at least due to the Aura
bugfix 583b6ec625, AIInterface being particularly slow and that not
having been disabled yet in the loading screen resulting in additional
10 second freezes during the loading screen, even on empty maps, refs
#5200, 8e168f85e6.

Differential Revision: https://code.wildfiregames.com/D1513
Based on patch by: causative
This was SVN commit r21842.
2018-06-06 22:09:38 +00:00

926 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()
{
// Attempt to send network messages from the current frame before connection is destroyed.
if (m_ClientTurnManager)
{
m_ClientTurnManager->OnDestroyConnection();
Flush();
}
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;
}
// This is called either when the host clicks the StartGame button or
// if this client rejoins and finishes the download of the simstate.
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);
client->m_Session->SetLongTimeout(true);
// 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();
CNetClient* client = (CNetClient*)context;
JSContext* cx = client->GetScriptInterface().GetContext();
JSAutoRequest rq(cx);
bool finished = true;
std::vector<CStr> guids;
guids.reserve(message->m_Clients.size());
for (const CClientsLoadingMessage::S_m_Clients& mClient : message->m_Clients)
{
if (client->m_GUID == mClient.m_GUID)
finished = false;
guids.push_back(mClient.m_GUID);
}
// Disable the timeout here after processing the enet message, so as to ensure that the connection isn't currently
// timing out (as it is when just leaving the loading screen in LoadFinished).
if (finished)
client->m_Session->SetLongTimeout(false);
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();
// The last client to leave the loading screen didn't receive the CClientsLoadingMessage, so disable here.
client->m_Session->SetLongTimeout(false);
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;
}