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This upgrade also introduces exact stack rooting (see to the wiki: JSRootingGuide) and fixes problems with moving GC. This allows us to enable generational garbage collection (GGC). Measurements a few months ago have shown a performance improvement of a non-visual replay of around 13.5%. This probably varies quite a bit, but it should be somewhere between 5-20%. Memory usage has also been improved. Check the forum thread for details. Thanks to everyone from the team who helped with this directly or indirectly (review, finding and fixing issues, the required C++11 upgrade, the new autobuilder etc.)! Also thanks to the SpiderMonkey developers who helped on the #jsapi channel or elsewhere! Fixes #2462, #2415, #2428, #2684, #1374 Refs #2973, #2669 This was SVN commit r16214.
350 lines
10 KiB
C++
350 lines
10 KiB
C++
/* Copyright (C) 2013 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef NETSERVER_H
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#define NETSERVER_H
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#include "NetFileTransfer.h"
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#include "NetHost.h"
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#include "lib/config2.h"
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#include "ps/ThreadUtil.h"
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#include "scriptinterface/ScriptVal.h"
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#include <vector>
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class CNetServerSession;
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class CNetServerTurnManager;
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class CFsmEvent;
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class ScriptInterface;
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class CPlayerAssignmentMessage;
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class CNetStatsTable;
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class CSimulationMessage;
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class CNetServerWorker;
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enum NetServerState
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{
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// We haven't opened the port yet, we're just setting some stuff up.
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// The worker thread has not been started.
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SERVER_STATE_UNCONNECTED,
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// The server is open and accepting connections. This is the screen where
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// rules are set up by the operator and where players join and select civs
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// and stuff.
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SERVER_STATE_PREGAME,
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// All the hosts are connected and are loading the game
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SERVER_STATE_LOADING,
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// The one with all the killing ;-)
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SERVER_STATE_INGAME,
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// The game is over and someone has won. Players might linger to chat or
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// download the replay log.
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SERVER_STATE_POSTGAME
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};
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/**
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* Server session representation of client state
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*/
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enum NetServerSessionState
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{
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// The client has disconnected or been disconnected
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NSS_UNCONNECTED,
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// The client has just connected and we're waiting for its handshake message,
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// to agree on the protocol version
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NSS_HANDSHAKE,
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// The client has handshook and we're waiting for its authentication message,
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// to find its name and check its password etc
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NSS_AUTHENTICATE,
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// The client has fully joined, and is in the pregame setup stage
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// or is loading the game.
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// Server must be in SERVER_STATE_PREGAME or SERVER_STATE_LOADING.
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NSS_PREGAME,
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// The client has authenticated but the game was already started,
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// so it's synchronising with the game state from other clients
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NSS_JOIN_SYNCING,
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// The client is running the game.
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// Server must be in SERVER_STATE_LOADING or SERVER_STATE_INGAME.
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NSS_INGAME
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};
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/**
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* Network server interface. Handles all the coordination between players.
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* One person runs this object, and every player (including the host) connects their CNetClient to it.
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*
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* The actual work is performed by CNetServerWorker in a separate thread.
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*/
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class CNetServer
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{
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NONCOPYABLE(CNetServer);
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public:
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/**
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* Construct a new network server.
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* @param autostartPlayers if positive then StartGame will be called automatically
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* once this many players are connected (intended for the command-line testing mode).
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*/
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CNetServer(int autostartPlayers = -1);
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~CNetServer();
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/**
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* Begin listening for network connections.
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* This function is synchronous (it won't return until the connection is established).
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* @return true on success, false on error (e.g. port already in use)
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*/
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bool SetupConnection();
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/**
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* Call from the GUI to update the player assignments.
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* The given GUID will be (re)assigned to the given player ID.
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* Any player currently using that ID will be unassigned.
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* The changes will be asynchronously propagated to all clients.
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*/
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void AssignPlayer(int playerID, const CStr& guid);
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/**
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* Call from the GUI to update the player readiness.
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* The changes will be asynchronously propagated to all clients.
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*/
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void SetPlayerReady(const CStr& guid, int ready);
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/**
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* Call from the GUI to set the all player readiness to 0.
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* The changes will be asynchronously propagated to all clients.
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*/
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void ClearAllPlayerReady();
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/**
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* Call from the GUI to asynchronously notify all clients that they should start loading the game.
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*/
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void StartGame();
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/**
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* Call from the GUI to update the game setup attributes.
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* This must be called at least once before starting the game.
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* The changes will be asynchronously propagated to all clients.
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* @param attrs game attributes, in the script context of scriptInterface
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*/
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void UpdateGameAttributes(JS::MutableHandleValue attrs, ScriptInterface& scriptInterface);
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/**
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* Set the turn length to a fixed value.
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* TODO: we should replace this with some adapative lag-dependent computation.
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*/
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void SetTurnLength(u32 msecs);
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private:
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CNetServerWorker* m_Worker;
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};
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/**
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* Network server worker thread.
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* (This is run in a thread so that client/server communication is not delayed
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* by the host player's framerate - the only delay should be the network latency.)
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*
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* Thread-safety:
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* - SetupConnection and constructor/destructor must be called from the main thread.
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* - The main thread may push commands onto the Queue members,
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* while holding the m_WorkerMutex lock.
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* - Public functions (SendMessage, Broadcast) must be called from the network
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* server thread.
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*/
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class CNetServerWorker
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{
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NONCOPYABLE(CNetServerWorker);
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public:
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// Public functions for CNetSession/CNetServerTurnManager to use:
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/**
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* Send a message to the given network peer.
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*/
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bool SendMessage(ENetPeer* peer, const CNetMessage* message);
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/**
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* Send a message to all clients who have completed the full connection process
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* (i.e. are in the pre-game or in-game states).
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*/
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bool Broadcast(const CNetMessage* message);
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private:
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friend class CNetServer;
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friend class CNetFileReceiveTask_ServerRejoin;
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CNetServerWorker(int autostartPlayers);
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~CNetServerWorker();
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/**
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* Begin listening for network connections.
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* @return true on success, false on error (e.g. port already in use)
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*/
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bool SetupConnection();
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/**
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* Call from the GUI to update the player assignments.
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* The given GUID will be (re)assigned to the given player ID.
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* Any player currently using that ID will be unassigned.
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* The changes will be propagated to all clients.
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*/
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void AssignPlayer(int playerID, const CStr& guid);
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/**
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* Call from the GUI to notify all clients that they should start loading the game.
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*/
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void StartGame();
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/**
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* Call from the GUI to update the game setup attributes.
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* This must be called at least once before starting the game.
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* The changes will be propagated to all clients.
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* @param attrs game attributes, in the script context of GetScriptInterface()
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*/
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void UpdateGameAttributes(JS::MutableHandleValue attrs);
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/**
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* Make a player name 'nicer' by limiting the length and removing forbidden characters etc.
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*/
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static CStrW SanitisePlayerName(const CStrW& original);
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/**
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* Make a player name unique, if it matches any existing session's name.
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*/
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CStrW DeduplicatePlayerName(const CStrW& original);
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/**
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* Get the script context used for game attributes.
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*/
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ScriptInterface& GetScriptInterface();
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/**
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* Set the turn length to a fixed value.
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* TODO: we should replace this with some adaptive lag-dependent computation.
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*/
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void SetTurnLength(u32 msecs);
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void AddPlayer(const CStr& guid, const CStrW& name);
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void RemovePlayer(const CStr& guid);
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void SetPlayerReady(const CStr& guid, const int ready);
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void SendPlayerAssignments();
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void ClearAllPlayerReady();
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void SetupSession(CNetServerSession* session);
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bool HandleConnect(CNetServerSession* session);
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void OnUserJoin(CNetServerSession* session);
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void OnUserLeave(CNetServerSession* session);
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static bool OnClientHandshake(void* context, CFsmEvent* event);
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static bool OnAuthenticate(void* context, CFsmEvent* event);
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static bool OnInGame(void* context, CFsmEvent* event);
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static bool OnChat(void* context, CFsmEvent* event);
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static bool OnReady(void* context, CFsmEvent* event);
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static bool OnLoadedGame(void* context, CFsmEvent* event);
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static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event);
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static bool OnDisconnect(void* context, CFsmEvent* event);
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void CheckGameLoadStatus(CNetServerSession* changedSession);
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void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message);
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void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session);
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/**
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* Internal script context for (de)serializing script messages,
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* and for storing game attributes.
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* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
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* we should just forward messages blindly and efficiently.)
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*/
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ScriptInterface* m_ScriptInterface;
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PlayerAssignmentMap m_PlayerAssignments;
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/**
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* Stores the most current game attributes.
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*/
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DefPersistentRooted<JS::Value> m_GameAttributes;
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int m_AutostartPlayers;
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ENetHost* m_Host;
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std::vector<CNetServerSession*> m_Sessions;
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CNetStatsTable* m_Stats;
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NetServerState m_State;
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CStrW m_ServerName;
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CStrW m_WelcomeMessage;
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u32 m_NextHostID;
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CNetServerTurnManager* m_ServerTurnManager;
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/**
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* A copy of all simulation commands received so far, indexed by
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* turn number, to simplify support for rejoining etc.
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* TODO: verify this doesn't use too much RAM.
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*/
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std::vector<std::vector<CSimulationMessage> > m_SavedCommands;
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/**
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* The latest copy of the simulation state, received from an existing
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* client when a new client has asked to rejoin the game.
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*/
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std::string m_JoinSyncFile;
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private:
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// Thread-related stuff:
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#if CONFIG2_MINIUPNPC
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/**
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* Try to find a UPnP root on the network and setup port forwarding.
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*/
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static void* SetupUPnP(void*);
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pthread_t m_UPnPThread;
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#endif
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static void* RunThread(void* data);
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void Run();
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bool RunStep();
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pthread_t m_WorkerThread;
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CMutex m_WorkerMutex;
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bool m_Shutdown; // protected by m_WorkerMutex
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// Queues for messages sent by the game thread:
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std::vector<std::pair<int, CStr> > m_AssignPlayerQueue; // protected by m_WorkerMutex
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std::vector<bool> m_StartGameQueue; // protected by m_WorkerMutex
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std::vector<std::pair<CStr, int> > m_PlayerReadyQueue; // protected by m_WorkerMutex
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std::vector<bool> m_PlayerResetReadyQueue; // protected by m_WorkerMutex
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std::vector<std::string> m_GameAttributesQueue; // protected by m_WorkerMutex
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std::vector<u32> m_TurnLengthQueue; // protected by m_WorkerMutex
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};
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/// Global network server for the standard game
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extern CNetServer *g_NetServer;
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#endif // NETSERVER_H
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