thug/Code/Gel/Net/Server/netserv.cpp

571 lines
17 KiB
C++
Raw Normal View History

2016-02-13 21:39:12 +00:00
/*****************************************************************************
** **
** Neversoft Entertainment **
** **
** Copyright (C) 1999 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: GEL (Game Engine Library) **
** **
** Module: Net (OBJ) **
** **
** File name: net.cpp **
** **
** Created: 01/29/01 - spg **
** **
** Description: Network Manager code **
** **
*****************************************************************************/
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <stdlib.h>
#include <string.h>
#include <core/defines.h>
#include <core/thread.h>
#include <sys/timer.h>
#include <gel/net/net.h>
#include <gel/net/server/netserv.h>
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** Defines **
*****************************************************************************/
/*****************************************************************************
** DBG Defines **
*****************************************************************************/
namespace Net
{
/*****************************************************************************
** Private Types **
*****************************************************************************/
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
bool Server::init( void )
{
m_Timestamp = 0;
m_connected = false;
m_max_connections = 0;
if( App::init() == false )
{
return false;
}
#ifdef __PLAT_XBOX__
//DWORD dwStatus = XNetGetEthernetLinkStatus();
//if( dwStatus == 0 )
//{
//return false;
//}
// Get host XNADDR (asynchronous).
while( XNetGetTitleXnAddr/*XNetGetDebugXnAddr*/( &m_XboxAddr ) == XNET_GET_XNADDR_PENDING )
{
// Can do other work/rendering here ...
}
// Create session key and register the session with the SNL.
XNetCreateKey( &m_XboxKeyId, &m_XboxKey );
XNetRegisterKey( &m_XboxKeyId, &m_XboxKey ); // != NO_ERROR
#endif
m_Dispatcher.AddHandler( MSG_ID_CONNECTION_REQ, handle_connection_request,
mHANDLE_FOREIGN | mHANDLE_LATE,
NULL,
HIGHEST_PRIORITY );
m_Dispatcher.AddHandler( MSG_ID_TIMESTAMP, handle_timestamp, mHANDLE_LATE | mHANDLE_FOREIGN );
m_Dispatcher.AddHandler( MSG_ID_DISCONN_REQ, handle_disconn_req,mHANDLE_LATE,
NULL, HIGHEST_PRIORITY );
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Server::deinit( void )
{
#ifdef USE_ALIASES
int i;
for( i = 0; i < vNUM_ALIASES; i++ )
{
if( m_alias_table[i] )
{
delete [] m_alias_table[i];
}
}
#endif
App::deinit();
#ifdef __PLAT_XBOX__
XNetUnregisterKey( &m_XboxKeyId );
#endif
}
/*****************************************************************************
** Public Functions **
*****************************************************************************/
/******************************************************************/
/* Server's send function */
/* */
/******************************************************************/
void Server::SendEnqueuedMessages( Conn* conn )
{
int buf_len;
MsgPacketStamp msg;
int num_resends;
MsgDesc timestamp_msg_desc;
bool buffer_full;
// Should we send this frame?
if( ShouldSendThisFrame( conn ) == false )
{
return;
}
buffer_full = false;
while( !buffer_full && MessagesToSend( conn ) && !BandwidthExceeded( conn ))
{
// Send Latency Tests/Responses if applicable
if( ( conn->IsRemote()) &&
( conn->IsForeign() == false ) &&
( m_flags.TestMask( App::mDYNAMIC_RESEND )))
{
MsgDesc msg_desc;
MsgTimestamp latency_msg;
unsigned int cur_time;
cur_time = m_Timestamp;
latency_msg.m_Timestamp = cur_time;
// send out a new latency test, keeping track of the time at which
// we sent it
if( ( conn->m_latency_test.m_SendTime == 0 ) ||
( ( cur_time - conn->m_latency_test.m_SendTime ) > App::MAX_LATENCY ))
{
// If we never got a response, simulate an increased latency
if( conn->m_latency_test.m_SendTime > conn->m_latency_test.m_ReceiveTime )
{
unsigned int latency_value;
latency_value = conn->GetAveLatency();
latency_value += 100;
if( latency_value > App::MAX_LATENCY )
{
latency_value = App::MAX_LATENCY;
}
conn->m_latency_test.InputLatencyValue( latency_value );
}
#ifdef __PLAT_NGPS__
SignalSema( m_send_semaphore_id );
#endif
conn->m_latency_test.m_SendTime = cur_time;
msg_desc.m_Data = &latency_msg;
msg_desc.m_Length = sizeof( MsgTimestamp );
msg_desc.m_Id = MSG_ID_PING_TEST;
EnqueueMessage( conn->GetHandle(), &msg_desc );
#ifdef __PLAT_NGPS__
WaitSema( m_send_semaphore_id );
#endif
}
}
#ifdef __PLAT_NGPS__
SignalSema( m_send_semaphore_id );
#endif
msg.m_Packetstamp = (unsigned short) conn->m_latest_sent_packet_stamp;
//msg.m_Handle = conn->GetHandle();
timestamp_msg_desc.m_Data = &msg;
timestamp_msg_desc.m_Length = sizeof( MsgPacketStamp );
timestamp_msg_desc.m_Id = MSG_ID_TIMESTAMP;
timestamp_msg_desc.m_Priority = HIGHEST_PRIORITY;
EnqueueMessage( conn->GetHandle(), &timestamp_msg_desc );
#ifdef __PLAT_NGPS__
WaitSema( m_send_semaphore_id );
#endif
num_resends = conn->GetNumResends();
if( !BuildMsgStream( conn, QUEUE_DEFAULT ))
{
buffer_full = true;
}
// First, use up our bandwidth with re-sends or else they might remain un-sent
// indefinitely, causing a bad backup on the client if he's waiting on
// one particular sequence
if( !BuildMsgStream( conn, QUEUE_SEQUENCED, true ))
{
buffer_full = true;
}
if( !BuildMsgStream( conn, QUEUE_IMPORTANT, true ))
{
buffer_full = true;
}
if( !BuildMsgStream( conn, QUEUE_SEQUENCED ))
{
buffer_full = true;
}
if( !BuildMsgStream( conn, QUEUE_IMPORTANT ))
{
buffer_full = true;
}
// If we had to resend some messages this frame, affect the latency for this client
// so that we don't expect so much from their connection.
// Also, reduce their estimated bandwidth
if( conn->GetNumResends() > num_resends )
{
conn->m_latency_test.InputLatencyValue( App::MAX_LATENCY );
conn->SetBandwidth( conn->GetBandwidth() - 500 );
// Make sure that we'll still be able to send at least one large (max-size) packet.
// Otherwise, we might get deadlocked.
if( conn->GetBandwidth() < ( MAX_UDP_PACKET_SIZE + vUDP_PACKET_OVERHEAD ))
{
conn->SetBandwidth( MAX_UDP_PACKET_SIZE + vUDP_PACKET_OVERHEAD );
}
}
buf_len = conn->m_write_ptr - conn->m_write_buffer;
// If there is data to send
if( ( buf_len > 0 ) &&
( conn->IsRemote()))
{
#ifdef NET_DEBUG_MESSAGES
/*Dbg_Printf( "(%d) Conn %d: Sending pstamp %d at time %d\n",
m_FrameCounter,
conn->GetHandle(),
conn->m_latest_sent_packet_stamp,
m_Timestamp );*/
#endif
if ( SendTo( conn->GetIP(), conn->GetPort(), conn->m_write_buffer, buf_len, 0 ))
{
m_TotalBytesOut += buf_len;
conn->GetOutboundMetrics()->AddPacket( buf_len + vUDP_PACKET_OVERHEAD, m_Timestamp );
conn->SetForceSendThisFrame( false );
conn->m_last_send_time = m_Timestamp;
}
else
{
// If it didn't send the messages properly, flag them for resend next frame
conn->FlagMessagesForResending( conn->m_latest_sent_packet_stamp );
conn->m_write_ptr = conn->m_write_buffer;
break;
}
conn->m_write_ptr = conn->m_write_buffer;
}
conn->m_latest_sent_packet_stamp++;
}
// If we're successfully sending data at/near the connection's estimated max bandwidth and there
// are no problems, try ramping up the estimated bandwidth for this connection
if( BandwidthExceeded( conn ) && ( conn->GetNumResends() == 0 ))
{
conn->SetBandwidth( conn->GetBandwidth() + 1000 );
}
}
/******************************************************************/
/* Server's Receive function */
/* */
/******************************************************************/
void Server::ReceiveData( void )
{
Conn *conn;
struct sockaddr from_address;
struct sockaddr_in *client_address;
int num_bytes, actual_data_len;
#ifdef __PLAT_NGC__
from_address.len = sizeof( sockaddr );
#else
int addr_len = sizeof( from_address );
#endif
// Local servers (i.e. non-network play) never really receive. Their data is automatically
// "received" when the local client writes its data into the server's receive buffer transparently
if( IsLocal())
{
return;
}
do
{
num_bytes = recvfrom( m_socket, m_in_packet_buffer,
Manager::vMAX_PACKET_SIZE, 0, &from_address, &addr_len );
if ( num_bytes < 0 )// == SOCKET_ERROR )
{
#if defined( __PLAT_WN32__ ) || defined( __PLAT_XBOX__ )
if( WSAGetLastError() != WSAEWOULDBLOCK )
#else
#ifdef __PLAT_NGPS__
if( sn_errno( m_socket ) != EWOULDBLOCK )
#else
#ifdef __PLAT_NGC__
if( num_bytes != SO_EWOULDBLOCK )
#endif
#endif
#endif
{
#ifdef NET_DEBUG_MESSAGES
Dbg_Printf( "Server Receive Error: " );
ReportError();
#endif
}
break;
}
else
{
#ifdef __PLAT_NGPS__
WaitSema( m_receive_semaphore_id );
#endif // __PLAT_NGPS__
m_TotalBytesIn += num_bytes;
if( m_flags & App::mSECURE )
{
actual_data_len = num_bytes - sizeof( unsigned short ); // subtract size of CRC
}
else
{
actual_data_len = num_bytes;
}
client_address = (struct sockaddr_in*) &from_address;
//Dbg_Printf( "**** Received data from client 0x%x : %d, addr_len : %d\n", client_address->sin_addr.s_addr,
//client_address->sin_port, addr_len );
conn = GetConnectionByAddress( client_address->sin_addr.s_addr,
ntohs( client_address->sin_port ));
if( conn )
{
if( conn->IsValid() || (( m_flags & App::mSECURE ) == 0 ))
{
if( ( conn->m_read_ptr + actual_data_len ) < ( conn->m_read_buffer + Conn::vREAD_BUFFER_LENGTH ))
{
if( !validate_and_copy_stream( m_in_packet_buffer, conn->m_read_ptr, num_bytes ))
{
#ifdef __PLAT_NGPS__
SignalSema( m_receive_semaphore_id );
#endif // __PLAT_NGPS__
// If the game would like to handle this foreign data, allow it to do so now
if( m_foreign_handler )
{
m_foreign_handler( conn->m_read_ptr, num_bytes, &from_address );
}
continue;
}
conn->m_read_ptr += actual_data_len;
conn->GetInboundMetrics()->AddPacket( num_bytes + vUDP_PACKET_OVERHEAD, m_Timestamp );
conn->m_last_comm_time = Tmr::GetTime();
}
}
}
else
{
Conn* foreign_conn;
// Foreign connection. Create temporary connection to process this foreign message
foreign_conn = NewConnection( client_address->sin_addr.s_addr,
ntohs( client_address->sin_port ),
Conn::mREMOTE |
Conn::mFOREIGN );
if( foreign_conn )
{
foreign_conn->m_app = this;
if( !validate_and_copy_stream( m_in_packet_buffer, foreign_conn->m_read_ptr, num_bytes ))
{
#ifdef __PLAT_NGPS__
SignalSema( m_receive_semaphore_id );
#endif // __PLAT_NGPS__
// If the game would like to handle this foreign data, allow it to do so now
if( m_foreign_handler )
{
m_foreign_handler( m_in_packet_buffer, num_bytes, &from_address );
}
delete foreign_conn;
continue;
}
foreign_conn->m_read_ptr = foreign_conn->m_read_buffer + actual_data_len;
foreign_conn->Invalidate();
}
}
#ifdef __PLAT_NGPS__
SignalSema( m_receive_semaphore_id );
#endif // __PLAT_NGPS__
}
} while( num_bytes > 0 );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
#ifdef USE_ALIASES
void Server::AllocateAliasTables( void )
{
int i;
Dbg_Assert( m_max_connections > 0 );
for( i = 0; i < vNUM_ALIASES; i++ )
{
m_alias_table[i] = new AliasEntry[ m_max_connections ];
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Server::ClearAliasTables( void )
{
int i, j;
for( i = 0; i < m_max_connections; i++ )
{
for( j = 0; j < vNUM_ALIASES; j++ )
{
m_alias_table[j][i].m_Id = ~0;
m_alias_table[j][i].m_Expiration = -1;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Server::ClearAliasTable( int handle )
{
int i;
for( i = 0; i < vNUM_ALIASES; i++ )
{
m_alias_table[i][handle].m_Id = 0;
m_alias_table[i][handle].m_Expiration = -1;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
unsigned char Server::GetObjectAlias( int handle, int obj_id, int cur_time )
{
int hash, i;
bool quit;
hash = obj_id & 0xff; // mask off all but lowest byte and use as a hash into the table
hash %= vNUM_ALIASES;
quit = false;
i = hash;
do
{
if( m_alias_table[i][handle].m_Id == obj_id )
{
if( ( m_alias_table[i][handle].m_Expiration == -1 ) ||
( cur_time > m_alias_table[i][handle].m_Expiration ))
{
return (unsigned char) vNO_ALIAS;
}
return (unsigned char) i;
}
i = ( i + 1 ) % vNUM_ALIASES;
if( i == hash ) // complete revolution
{
break;
}
} while( !quit );
return (unsigned char) vNO_ALIAS;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Server::SetObjectAlias( int handle, unsigned char alias, int obj_id, int expiration )
{
m_alias_table[alias][handle].m_Id = obj_id;
m_alias_table[alias][handle].m_Expiration = expiration;
}
#endif // USE_ALIASES
/******************************************************************/
/* */
/* */
/******************************************************************/
Server::Server( int flags )
: App( flags )
{
m_send_network_data_task = new Tsk::Task< App > ( send_network_data, *this,
Tsk::BaseTask::Node::vLOGIC_TASK_PRIORITY_SERVER_SEND_NETWORK_DATA );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace Net