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/*
$Id: netsession_client.cpp,v 1.12 2001/11/01 20:27:57 mbn Exp $
------------------------------------------------------------------------
ClanLib, the platform independent game SDK.
This library is distributed under the GNU LIBRARY GENERAL PUBLIC LICENSE
version 2. See COPYING for details.
For a total list of contributers see CREDITS.
------------------------------------------------------------------------
*/
#ifdef WIN32
#pragma warning (disable:4786)
#endif
#include <API/Core/System/error.h>
#include <API/Core/System/mutex.h>
#include <API/Network/netcomputer.h>
#include <API/Network/netgroup.h>
#include <API/Network/netmessage.h>
#include <API/Core/System/error.h>
#include <API/Core/System/thread.h>
#include <API/Core/System/cl_assert.h>
#include <API/Core/System/system.h>
#include <Network/Generic/network_delivery_impl.h>
#include <Network/Generic/netsession_client.h>
#include <Network/Generic/netsession_generic.h>
#include <Network/Generic/network_generic.h>
#include <Core/IOData/Generic/outputsource_memory_generic.h>
#include <Core/IOData/Generic/inputsource_memory_generic.h>
CL_NetSession_Client::CL_NetSession_Client(
int ip_addr,
int port,
const std::string &game_id,
CL_ConnectionProvider *provider)
: CL_NetSession_Generic(provider)
{
mutex = CL_Mutex::create();
tcp_connection = provider->create_tcp_connection(
ip_addr,
port);
if (tcp_connection == NULL)
{
throw CL_Error("Could not connect to host.");
}
udp_connection = NULL; // still no support for udp in client.
// client code currently only knows about the server.
server = CL_NetComputer(new CL_NetComputer_Server(this));
all.add(server);
// do "hello to you too" handshake.
CL_ConnectionPacket p = tcp_connection->receive();
while (p.size == 0) // wait until we get a hello packet.
{
provider->wait_for_connection_data(mutex);
p = tcp_connection->receive();
}
CL_InputSource_MemoryGeneric input(p.data, p.size, true);
if (input.read_int32() != Packet_Hello)
{
throw CL_Error("Protocol error. Didn't get a Hello.");
}
our_id = input.read_int32();
int size = input.read_int32();
if (size > 1000)
throw CL_Error("Protocol error. Game ID size above 1000.");
char *str = new char[size+1];
str[size] = 0; // null-terminate.
input.read(str, size);
if (game_id != str) // not same game_id. probably an other clanlib game.
{
delete[] str;
throw CL_Error("Wrong netsession id.");
}
delete[] str;
// say "HelloToYouToo" to officially join the netsession:
CL_OutputSource_MemoryGeneric output;
output.write_int32(Packet_Hello_ToYouToo);
tcp_connection->send(
CL_ConnectionPacket(
output.get_data(),
output.size()));
exit_thread = false;
thread = CL_Thread::create(this);
thread->start();
thread->set_priority(cl_priority_highest); // we need more power on the warp engines!
}
CL_NetSession_Client::~CL_NetSession_Client()
{
exit_thread = true;
thread->wait();
delete thread;
delete tcp_connection;
delete udp_connection;
// clean up connections to clients:
for (
std::list<CL_NetChannelQueue_Client*>::iterator it = netchannels.begin();
it != netchannels.end();
it++)
{
delete *it;
}
/*
should be enabled when the client knows about other clients...
while (leave_queue.empty() == false)
{
delete leave_queue.pop();
}
*/
delete mutex;
}
CL_NetComputer &CL_NetSession_Client::get_server()
{
return server;
}
CL_NetGroup &CL_NetSession_Client::get_all()
{
return all;
}
bool CL_NetSession_Client::peek(int channel) const
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *queue = find_queue(channel);
if (queue != NULL)
{
return !queue->empty();
}
return false;
}
CL_NetMessage CL_NetSession_Client::receive(int channel, int timeout)
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *queue = create_queue(channel);
while (queue->empty())
{
int s = timeout;
if (timeout < 0 || timeout > 20) s = 20;
mutex->leave();
CL_System::sleep(s);
mutex->enter();
if (timeout != -1)
{
timeout -= s;
if (timeout <= 0) break;
}
}
if (queue->empty()) throw CL_Error("No message to receive!");
CL_NetMessage msg = queue->front(); queue->pop();
check_trigger();
return msg;
}
void CL_NetSession_Client::send(
const int dest_channel,
const CL_NetGroup &dest,
const CL_NetMessage &message,
bool reliable /*= true*/)
{
CL_MutexSection mutex_section(mutex);
static bool warning = true;
if (warning && reliable == false)
{
cl_info(info_network, "cannot send data unreliable (udp): not implemented yet!");
warning = false;
}
/*
CL_NetChannelQueue_Client *queue = find_queue(dest_channel);
if (queue == NULL)
throw CL_Error("No write access to netchannel.");
if ((queue->access & ACCESS_CHANNEL_WRITE) != ACCESS_CHANNEL_WRITE)
throw CL_Error("No write access to netchannel.");
*/
// permissions ok, send message:
CL_OutputSource_MemoryGeneric output;
output.write_int32(Packet_NetChannel_Message_ToServer);
output.write_int32(dest_channel);
// todo: write the computer id's on destination computers here.
output.write_int32(message.data.size());
output.write(message.data.data(), message.data.size());
CL_ConnectionPacket packet;
packet.size = output.size();
packet.data = output.get_data();
tcp_connection->send(packet);
}
CL_NetComputer CL_NetSession_Client::receive_computer_leave()
{
throw CL_Error("Computer leave queue empty.");
}
CL_NetComputer CL_NetSession_Client::receive_computer_join()
{
throw CL_Error("Computer join queue empty.");
}
CL_NetComputer CL_NetSession_Client::receive_computer_rejoin()
{
throw CL_Error("Computer rejoin queue empty.");
}
bool CL_NetSession_Client::receive_session_closed()
{
CL_MutexSection mutex_section(mutex);
return tcp_connection->connection_lost();
}
int CL_NetSession_Client::access_status(int channel) const
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *queue = find_queue(channel);
return (queue == NULL) ? 0 : queue->access;
}
bool CL_NetSession_Client::is_writable(int channel) const
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *queue = find_queue(channel);
if (queue == NULL) return false;
return (queue->access & ACCESS_CHANNEL_WRITE) == ACCESS_CHANNEL_WRITE;
}
bool CL_NetSession_Client::is_readable(int channel) const
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *queue = find_queue(channel);
if (queue == NULL) return false;
return (queue->access & ACCESS_CHANNEL_READ) == ACCESS_CHANNEL_READ;
}
// Client side only:
int CL_NetSession_Client::receive_access_changed()
{
CL_MutexSection mutex_section(mutex);
if (access_queue.empty()) return -1;
int id = access_queue.front()->channel_id;
access_queue.pop();
check_trigger();
return id;
}
// Server side only:
void CL_NetSession_Client::set_access(
int channel,
const CL_NetComputer &computer,
int access_rights)
{
throw CL_Error("We are not the network server. Cannot change access.");
}
void CL_NetSession_Client::set_access(
int channel,
const CL_NetGroup &group,
int access_rights)
{
throw CL_Error("We are not the network server. Cannot change access.");
}
void CL_NetSession_Client::keep_alive()
{
CL_MutexSection mutex_section(mutex);
if (tcp_connection->connection_lost())
{
provider->remove_connection(tcp_connection);
return;
}
while (tcp_connection->peek())
{
if (exit_thread) return;
CL_ConnectionPacket msg = tcp_connection->receive();
CL_InputSource_MemoryGeneric input(msg.data, msg.size, true);
switch (input.read_int32())
{
case Packet_NetChannel_AccessChange:
{
CL_NetChannelQueue_Client *queue = create_queue(input.read_int32());
queue->access = input.read_int32();
access_queue.push(queue);
trigger.set_flag();
}
break;
case Packet_NetChannel_Message_ToClient:
{
CL_NetChannelQueue_Client *queue = create_queue(input.read_int32());
CL_NetMessage game_msg;
int size = input.read_int32();
char *data = new char[size];
game_msg.from = server;
input.read(data, size);
game_msg.data.append(data, size);
queue->push(game_msg);
trigger.set_flag();
}
break;
default:
cl_info(info_network, "Network Protocol error!");
cl_assert(false);
}
}
}
CL_NetChannelQueue_Client *CL_NetSession_Client::find_queue(int netchannel) const
{
CL_MutexSection mutex_section(mutex);
// Note: This really should be a STL map, not a list. Too lazy to fix it now -- mbn.
for (
std::list<CL_NetChannelQueue_Client*>::const_iterator it = netchannels.begin();
it != netchannels.end();
it++)
{
if ((*it)->channel_id == netchannel) return *it;
}
return NULL;
}
CL_NetChannelQueue_Client *CL_NetSession_Client::create_queue(int netchannel)
{
CL_MutexSection mutex_section(mutex);
CL_NetChannelQueue_Client *found = find_queue(netchannel);
if (found != NULL) return found;
CL_NetChannelQueue_Client *c = new CL_NetChannelQueue_Client;
c->channel_id = netchannel;
c->access = 0;
netchannels.push_back(c);
return c;
}
void CL_NetSession_Client::run()
{
while (exit_thread == false)
{
keep_alive();
provider->wait_for_connection_data(mutex);
}
}
void CL_NetSession_Client::check_trigger()
{
bool queues_empty = access_queue.empty();
std::list<CL_NetChannelQueue_Client*>::iterator it;
for (it = netchannels.begin(); it != netchannels.end(); it++)
{
if (!(*it)->empty()) queues_empty = false;
}
if (queues_empty) trigger.reset();
}
/////////////////////////////////////////////////////////////////////////////
// CL_NetComputer_Server
CL_NetComputer_Server::CL_NetComputer_Server(CL_NetSession_Client *session)
: CL_NetComputer_Generic(session)
{
}
CL_NetComputer_Server::~CL_NetComputer_Server()
{
}
unsigned long CL_NetComputer_Server::get_address() const
{
return get_session()->tcp_connection->get_peer_address();
}
unsigned short CL_NetComputer_Server::get_port() const
{
return get_session()->tcp_connection->get_peer_port();
}
void CL_NetComputer_Server::disconnect()
{
get_session()->tcp_connection->disconnect();
}
CL_NetSession_Client *CL_NetComputer_Server::get_session() const
{
return static_cast<CL_NetSession_Client*>(CL_NetComputer_Generic::get_session());
}
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