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unit UNetworkServer;
interface
uses
Classes, SysUtils{$IFDEF UNIX}, Generics.Collections, fpAsync, fpsock,
fphttpclient{$ENDIF}, Protocol;
{$IFDEF UNIX}
type
TNetworkServer = class;
TNetworkServerPlayer = class;
{ TTCPServerThread }
TTCPServerThread = class(TThread)
TCPServer: TTCPServer;
procedure Execute; override;
end;
{ TNetworkServerConnection }
TNetworkServerConnection = class
private
DataAvailableHandle: Pointer;
ReceiveBuffer: TMemoryStream;
procedure DisconnectExecute(Sender: TObject);
procedure DataAvailableSync;
procedure DataAvailableExecute(Sender: TObject);
public
NetworkServer: TNetworkServer;
Socket: TSocketStream;
ServerEventLoop: TEventLoop;
Player: TNetworkServerPlayer;
Connected: Boolean;
procedure Run;
constructor Create;
destructor Destroy; override;
end;
{ TNetworkServerPlayer }
TNetworkServerPlayer = class
private
Buffer: TMemoryStream;
public
NetworkServer: TNetworkServer;
Id: Integer;
Connection: TNetworkServerConnection;
constructor Create;
destructor Destroy; override;
procedure Client(Command: TCommand; Player: Integer; var Data);
function Server(Command: TCommand; Player, Subject: Integer; var Data): Integer;
end;
{ TNetworkServerPlayers }
TNetworkServerPlayers = class(TObjectList<TNetworkServerPlayer>)
function SearchById(Id: Integer): TNetworkServerPlayer;
end;
{ TNetworkServer }
TNetworkServer = class
private
Players: TNetworkServerPlayers;
Connections: TObjectList<TNetworkServerConnection>;
TCPServerThread: TTCPServerThread;
ServerEventLoop: TEventLoop;
procedure ConnectExecute(Sender: TConnectionBasedSocket; AStream: TSocketStream);
procedure Client(Command: TCommand; Player: integer; var Data);
public
TCPServer: TTCPServer;
Server: TServerCall;
constructor Create;
destructor Destroy; override;
end;
var
NetworkServer: TNetworkServer;
{$ENDIF}
procedure Client(Command, Player: integer; var Data); stdcall;
implementation
{$IFDEF UNIX}
uses
Global, UNetworkCommon;
{$ENDIF}
procedure Client(Command, Player: integer; var Data);
begin
{$IFDEF UNIX}
if not Assigned(NetworkServer) then begin
NetworkServer := TNetworkServer.Create;
end;
case TCommand(Command) of
cmReleaseModule: begin
FreeAndNil(NetworkServer);
end;
end;
NetworkServer.Client(TCommand(Command), Player, Data);
{$ENDIF}
end;
{$IFDEF UNIX}
{ TNetworkServerPlayers }
function TNetworkServerPlayers.SearchById(Id: Integer): TNetworkServerPlayer;
var
I: Integer;
begin
I := 0;
while (I < Count) and (Items[I].Id <> Id) do Inc(I);
if I < Count then Result := Items[I]
else Result := nil;
end;
{ TNetworkServerPlayer }
constructor TNetworkServerPlayer.Create;
begin
Buffer := TMemoryStream.Create;
end;
destructor TNetworkServerPlayer.Destroy;
begin
if Assigned(Connection) then Connection.Player := nil;
FreeAndNil(Buffer);
inherited;
end;
procedure TNetworkServerPlayer.Client(Command: TCommand; Player: Integer; var Data);
begin
if Assigned(Connection) then begin
with Connection.Socket do begin
if Buffer.Size > 0 then begin
Buffer.Position := 0;
CopyFrom(Buffer, Buffer.Size);
Buffer.Clear;
end;
WriteDWord(DWord(Command));
WriteDWord(DWord(Player));
if GetCommandDataSize(Command) > 0 then
Write(Data, GetCommandDataSize(Command));
end;
end else begin
with Buffer do begin
WriteDWord(DWord(Command));
WriteDWord(DWord(Player));
if GetCommandDataSize(Command) > 0 then
Write(Data, GetCommandDataSize(Command));
end;
end;
end;
function TNetworkServerPlayer.Server(Command: TCommand; Player,
Subject: Integer; var Data): Integer;
begin
Result := 0;
NetworkServer.Server(Integer(Command), Player, Subject, Data);
end;
{ TNetworkServerConnection }
procedure TNetworkServerConnection.DisconnectExecute(Sender: TObject);
begin
{Connected := False;
if Assigned(Player) then begin
Player.Connection := nil;
Player := nil;
end;
}
end;
procedure TNetworkServerConnection.DataAvailableSync;
var
Data: array of Byte;
ReadCount: Integer;
PlayerIndex: Integer;
Subject: Integer;
Command: TCommand;
begin
StreamAppend(ReceiveBuffer, Socket);
while ReceiveBuffer.Size >= 3 * SizeOf(Integer) do begin
ReceiveBuffer.Position := 0;
Command := TCommand(ReceiveBuffer.ReadDWord);
PlayerIndex := ReceiveBuffer.ReadDWord;
Subject := ReceiveBuffer.ReadDWord;
SetLength(Data, GetCommandDataSize(TCommand(Command)));
if Length(Data) > 0 then begin
ReadCount := ReceiveBuffer.Read(Data[0], Length(Data));
SetLength(Data, ReadCount);
end;
if Assigned(Player) then begin
if Length(Data) > 0 then
Player.Server(Command, PlayerIndex, Subject, Data[0])
else Player.Server(Command, PlayerIndex, Subject, nil^);
end;
StreamRemoveRead(ReceiveBuffer);
end;
end;
procedure TNetworkServerConnection.DataAvailableExecute(Sender: TObject);
begin
NetworkServer.TCPServerThread.Synchronize(NetworkServer.TCPServerThread, DataAvailableSync);
Sleep(10); // TODO: How to reset this event
end;
procedure TNetworkServerConnection.Run;
begin
Socket.OnDisconnect := DisconnectExecute;
DataAvailableHandle := NetworkServer.TCPServer.EventLoop.SetDataAvailableNotify(Socket.Handle, DataAvailableExecute, nil);
Connected := True;
end;
constructor TNetworkServerConnection.Create;
begin
ReceiveBuffer := TMemoryStream.Create;
end;
destructor TNetworkServerConnection.Destroy;
begin
if Assigned(Player) then Player.Connection := nil;
if Assigned(DataAvailableHandle) then
NetworkServer.TCPServer.EventLoop.ClearDataAvailableNotify(DataAvailableHandle);
FreeAndNil(Socket);
NetworkServer.Connections.Remove(Self);
FreeAndNil(ReceiveBuffer);
inherited;
end;
{ TNetworkServer }
procedure TNetworkServer.ConnectExecute(Sender: TConnectionBasedSocket;
AStream: TSocketStream);
var
NewConnection: TNetworkServerConnection;
Player: TNetworkServerPlayer;
I: Integer;
InitModuleData: TInitModuleData;
begin
NewConnection := TNetworkServerConnection.Create;
NewConnection.Socket := AStream;
NewConnection.NetworkServer := Self;
Connections.Add(NewConnection);
NewConnection.Run;
// Search for player without connection
Player := nil;
for I := 0 to Players.Count - 1 do begin
if not Assigned(Players[I].Connection) then begin
Player := Players[I];
Break;
end;
end;
if Assigned(Player) then begin
NewConnection.Player := Player;
Player.Connection := NewConnection;
Player.Client(cmInitModule, Player.Id, InitModuleData);
end else AStream.Free;
end;
procedure TNetworkServer.Client(Command: TCommand; Player: integer; var Data);
var
Cmd: TCommand;
NewPlayer: TNetworkServerPlayer;
I: Integer;
ServerPlayer: TNetworkServerPlayer;
begin
if Player <> -1 then begin
NewPlayer := TNetworkServerPlayer.Create;
NewPlayer.Id := Player;
NewPlayer.NetworkServer := Self;
Players.Add(NewPlayer);
end;
Cmd := TCommand(Command);
case Cmd of
cmInitModule: begin
TInitModuleData(Data).Flags := aiThreaded;
Server := TInitModuleData(Data).Server;
end;
else begin
if Player = -1 then begin
// Send to all
for I := 0 to NetworkServer.Players.Count - 1 do
NetworkServer.Players[I].Client(Cmd, Player, Data);
end else begin
ServerPlayer := NetworkServer.Players.SearchById(Player);
if Assigned(ServerPlayer) then
ServerPlayer.Client(Cmd, Player, Data);
end;
end;
end;
end;
constructor TNetworkServer.Create;
begin
Players := TNetworkServerPlayers.Create;
ServerEventLoop := TEventLoop.Create;
Connections := TObjectList<TNetworkServerConnection>.Create;
TCPServer := TTCPServer.Create(nil);
with TCPServer do begin
EventLoop := ServerEventLoop;
Port := CevoNetworkPort;
OnConnect := ConnectExecute;
Active := True;
end;
TCPServerThread := TTCPServerThread.Create(True);
TCPServerThread.TCPServer := TCPServer;
TCPServerThread.Start;
end;
destructor TNetworkServer.Destroy;
begin
ServerEventLoop.Break;
FreeAndNil(TCPServerThread);
FreeAndNil(ServerEventLoop);
FreeAndNil(TCPServer);
FreeAndNil(Connections);
FreeAndNil(Players);
inherited;
end;
{ TTCPServerThread }
procedure TTCPServerThread.Execute;
begin
TCPServer.EventLoop.Run;
end;
{$ENDIF}
end.
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