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#ifndef _ServerFSM_h_
#define _ServerFSM_h_
#include "../network/Message.h"
#include <boost/mpl/list.hpp>
#include <boost/preprocessor/seq/for_each.hpp>
#include <boost/statechart/custom_reaction.hpp>
#include <boost/statechart/deferral.hpp>
#include <boost/statechart/event.hpp>
#include <boost/statechart/in_state_reaction.hpp>
#include <boost/statechart/state.hpp>
#include <boost/statechart/state_machine.hpp>
#include <boost/asio/high_resolution_timer.hpp>
#include <boost/asio/deadline_timer.hpp>
#include <memory>
#include <set>
#include <vector>
#include <unordered_set>
#include <chrono>
struct MultiplayerLobbyData;
class ServerApp;
struct SinglePlayerSetupData;
class PlayerConnection;
struct PlayerSaveGameData;
struct ServerSaveGameData;
class System;
typedef std::shared_ptr<PlayerConnection> PlayerConnectionPtr;
namespace sc = boost::statechart;
// Non-Message events
struct Disconnection : sc::event<Disconnection> {
Disconnection(PlayerConnectionPtr& player_connection);
PlayerConnectionPtr& m_player_connection;
};
struct LoadSaveFileFailed : sc::event<LoadSaveFileFailed> {};
struct CheckStartConditions : sc::event<CheckStartConditions> {};
struct CheckEndConditions : sc::event<CheckEndConditions> {};
struct CheckTurnEndConditions : sc::event<CheckTurnEndConditions> {};
struct ProcessTurn : sc::event<ProcessTurn> {};
struct DisconnectClients : sc::event<DisconnectClients> {};
struct ShutdownServer : sc::event<ShutdownServer> {};
struct Hostless : sc::event<Hostless> {}; // Empty event to move server into MPLobby state.
/** This is a Boost.Preprocessor list of all non MessageEventBase events. It is
* used to generate the unconsumed events message. */
#define NON_MESSAGE_SERVER_FSM_EVENTS \
(LoadSaveFileFailed) \
(CheckStartConditions) \
(CheckEndConditions) \
(CheckTurnEndConditions) \
(ProcessTurn) \
(DisconnectClients) \
(ShutdownServer) \
(Hostless)
// Message events
/** The base class for all state machine events that are based on Messages. */
struct MessageEventBase {
MessageEventBase(const Message& message, const PlayerConnectionPtr& player_connection);
Message m_message;
PlayerConnectionPtr m_player_connection;
};
// Define Boost.Preprocessor list of all Message events
#define MESSAGE_EVENTS \
(HostMPGame) \
(HostSPGame) \
(StartMPGame) \
(LobbyUpdate) \
(JoinGame) \
(LeaveGame) \
(SaveGameRequest) \
(TurnOrders) \
(TurnPartialOrders) \
(RevokeReadiness) \
(CombatTurnOrders) \
(RequestCombatLogs) \
(PlayerChat) \
(Diplomacy) \
(ModeratorAct) \
(AuthResponse) \
(EliminateSelf) \
(AutoTurn) \
(RevertOrders) \
(Error)
#define DECLARE_MESSAGE_EVENT(r, data, name) \
struct name : \
sc::event<name>, \
MessageEventBase \
{ \
name(const Message& message, const PlayerConnectionPtr& player_connection) : \
MessageEventBase(message, player_connection) \
{} \
};
BOOST_PP_SEQ_FOR_EACH(DECLARE_MESSAGE_EVENT, _, MESSAGE_EVENTS)
#undef DECLARE_MESSAGE_EVENT
// Top-level server states
struct Idle;
struct MPLobby;
struct WaitingForSPGameJoiners;
struct WaitingForMPGameJoiners;
struct PlayingGame;
struct ShuttingDownServer;
// Substates of PlayingGame
struct WaitingForTurnEnd;
struct ProcessingTurn;
#define SERVER_ACCESSOR private: ServerApp& Server() { return context<ServerFSM>().Server(); }
/** The finite state machine that represents the server's operation. */
struct ServerFSM : sc::state_machine<ServerFSM, Idle> {
ServerFSM(ServerApp &server);
void unconsumed_event(const sc::event_base &event);
ServerApp& Server() noexcept { return m_server; }
void HandleNonLobbyDisconnection(const Disconnection& d);
void UpdateIngameLobby();
bool EstablishPlayer(PlayerConnectionPtr player_connection,
std::string player_name, Networking::ClientType client_type,
std::string client_version_string, Networking::AuthRoles roles);
std::shared_ptr<MultiplayerLobbyData> m_lobby_data;
std::shared_ptr<SinglePlayerSetupData> m_single_player_setup_data;
std::vector<PlayerSaveGameData> m_player_save_game_data;
std::shared_ptr<ServerSaveGameData> m_server_save_game_data;
private:
ServerApp& m_server;
};
/** The server's initial state. */
struct Idle : sc::state<Idle, ServerFSM> {
typedef boost::mpl::list<
sc::custom_reaction<HostMPGame>,
sc::custom_reaction<HostSPGame>,
sc::custom_reaction<ShutdownServer>,
sc::custom_reaction<Error>,
sc::custom_reaction<Hostless>
> reactions;
Idle(my_context c);
~Idle();
sc::result react(const HostMPGame& msg);
sc::result react(const HostSPGame& msg);
sc::result react(const ShutdownServer& u);
sc::result react(const Error& msg);
sc::result react(const Hostless&);
SERVER_ACCESSOR
};
/** The server state in which the multiplayer lobby is active. */
struct MPLobby : sc::state<MPLobby, ServerFSM> {
typedef boost::mpl::list<
sc::custom_reaction<Disconnection>,
sc::custom_reaction<JoinGame>,
sc::custom_reaction<AuthResponse>,
sc::custom_reaction<LobbyUpdate>,
sc::custom_reaction<PlayerChat>,
sc::custom_reaction<StartMPGame>,
sc::custom_reaction<HostMPGame>,
sc::custom_reaction<HostSPGame>,
sc::custom_reaction<ShutdownServer>,
sc::custom_reaction<Hostless>,
sc::custom_reaction<Error>
> reactions;
MPLobby(my_context c);
~MPLobby();
sc::result react(const Disconnection& d);
sc::result react(const JoinGame& msg);
sc::result react(const AuthResponse& msg);
sc::result react(const LobbyUpdate& msg);
sc::result react(const PlayerChat& msg);
sc::result react(const StartMPGame& msg);
sc::result react(const HostMPGame& msg);
sc::result react(const HostSPGame& msg);
sc::result react(const ShutdownServer& u);
sc::result react(const Hostless& u);
sc::result react(const Error& msg);
std::shared_ptr<MultiplayerLobbyData> m_lobby_data;
std::vector<PlayerSaveGameData> m_player_save_game_data;
std::shared_ptr<ServerSaveGameData> m_server_save_game_data;
int m_ai_next_index;
private:
void EstablishPlayer(PlayerConnectionPtr player_connection,
std::string player_name, Networking::ClientType client_type,
std::string client_version_string, Networking::AuthRoles roles);
void ValidateClientLimits();
SERVER_ACCESSOR
};
/** The server state in which a new single-player game has been initiated, and
* the server is waiting for all players to join. */
struct WaitingForSPGameJoiners : sc::state<WaitingForSPGameJoiners, ServerFSM> {
typedef boost::mpl::list<
sc::in_state_reaction<Disconnection, ServerFSM, &ServerFSM::HandleNonLobbyDisconnection>,
sc::custom_reaction<JoinGame>,
sc::custom_reaction<CheckStartConditions>,
sc::custom_reaction<LoadSaveFileFailed>,
sc::custom_reaction<ShutdownServer>,
sc::custom_reaction<Error>
> reactions;
WaitingForSPGameJoiners(my_context c);
~WaitingForSPGameJoiners();
sc::result react(const JoinGame& msg);
sc::result react(const CheckStartConditions& u);
// in SP games, save data is loaded when setting up AI clients, in order to
// know which / how many to set up. Loading might fail.
sc::result react(const LoadSaveFileFailed& u);
sc::result react(const ShutdownServer& u);
sc::result react(const Error& msg);
std::shared_ptr<SinglePlayerSetupData> m_single_player_setup_data;
std::vector<PlayerSaveGameData> m_player_save_game_data;
std::shared_ptr<ServerSaveGameData> m_server_save_game_data;
std::map<std::string, int> m_expected_ai_names_and_ids;
int m_num_expected_players;
SERVER_ACCESSOR
};
/** The server state in which a multiplayer game has been initiated, and the
* server is waiting for all players to join. */
struct WaitingForMPGameJoiners : sc::state<WaitingForMPGameJoiners, ServerFSM> {
typedef boost::mpl::list<
sc::in_state_reaction<Disconnection, ServerFSM, &ServerFSM::HandleNonLobbyDisconnection>,
sc::custom_reaction<JoinGame>,
sc::custom_reaction<AuthResponse>,
sc::custom_reaction<CheckStartConditions>,
sc::custom_reaction<ShutdownServer>,
sc::custom_reaction<Hostless>,
sc::custom_reaction<Error>
> reactions;
WaitingForMPGameJoiners(my_context c);
~WaitingForMPGameJoiners();
sc::result react(const JoinGame& msg);
sc::result react(const AuthResponse& msg);
sc::result react(const CheckStartConditions& u);
// unlike in SP game setup, no save file data needs to be loaded in this
// state, as all the relevant info about AIs is provided by the lobby data.
// as such, no file load error handling reaction is needed in this state.
sc::result react(const ShutdownServer& u);
sc::result react(const Hostless& u);
sc::result react(const Error& msg);
std::shared_ptr<MultiplayerLobbyData> m_lobby_data;
std::vector<PlayerSaveGameData> m_player_save_game_data;
std::shared_ptr<ServerSaveGameData> m_server_save_game_data;
std::set<std::string> m_expected_ai_player_names;
SERVER_ACCESSOR
};
/** The server state in which a game has been started, and is actually being
* played. */
struct PlayingGame : sc::state<PlayingGame, ServerFSM, WaitingForTurnEnd> {
typedef boost::mpl::list<
sc::in_state_reaction<Disconnection, ServerFSM, &ServerFSM::HandleNonLobbyDisconnection>,
sc::custom_reaction<PlayerChat>,
sc::custom_reaction<Diplomacy>,
sc::custom_reaction<ModeratorAct>,
sc::custom_reaction<RequestCombatLogs>,
sc::custom_reaction<ShutdownServer>,
sc::custom_reaction<Hostless>,
sc::custom_reaction<JoinGame>,
sc::custom_reaction<AuthResponse>,
sc::custom_reaction<EliminateSelf>,
sc::custom_reaction<AutoTurn>,
sc::custom_reaction<Error>,
sc::custom_reaction<LobbyUpdate>
> reactions;
PlayingGame(my_context c);
~PlayingGame();
sc::result react(const PlayerChat& msg);
sc::result react(const Diplomacy& msg);
sc::result react(const ModeratorAct& msg);
sc::result react(const ShutdownServer& u);
sc::result react(const Hostless& u);
sc::result react(const RequestCombatLogs& msg);
sc::result react(const JoinGame& msg);
sc::result react(const AuthResponse& msg);
sc::result react(const EliminateSelf& msg);
sc::result react(const AutoTurn& msg);
sc::result react(const Error& msg);
sc::result react(const LobbyUpdate& msg);
void EstablishPlayer(PlayerConnectionPtr player_connection,
std::string player_name, Networking::ClientType client_type,
std::string client_version_string, Networking::AuthRoles roles);
void TurnTimedoutHandler(boost::system::error_code error);
boost::asio::deadline_timer m_turn_timeout;
std::chrono::high_resolution_clock::time_point m_start;
SERVER_ACCESSOR
};
/** The substate of PlayingGame in which players are playing their turns and
* the server is waiting for all players to finish their moves, after which
* the server will process the turn. */
struct WaitingForTurnEnd : sc::state<WaitingForTurnEnd, PlayingGame> {
typedef boost::mpl::list<
sc::custom_reaction<TurnOrders>,
sc::custom_reaction<TurnPartialOrders>,
sc::custom_reaction<RevertOrders>,
sc::custom_reaction<RevokeReadiness>,
sc::custom_reaction<CheckTurnEndConditions>,
sc::custom_reaction<SaveGameRequest>
> reactions;
WaitingForTurnEnd(my_context c);
~WaitingForTurnEnd();
sc::result react(const TurnOrders& msg);
sc::result react(const TurnPartialOrders& msg);
sc::result react(const RevertOrders& msg);
sc::result react(const RevokeReadiness& msg);
sc::result react(const CheckTurnEndConditions& c);
sc::result react(const SaveGameRequest& msg);
void SaveTimedoutHandler(const boost::system::error_code& error);
std::string m_save_filename;
boost::asio::high_resolution_timer m_timeout;
std::chrono::high_resolution_clock::time_point m_start;
SERVER_ACCESSOR
};
/** The substate of PlayingGame in which the server has received turn orders
* from players and is determining what happens between turns. This includes
* executing orders, resolving combat, various steps in determining what
* happens before and after combats occur, and updating players on changes in
* the Universe. */
struct ProcessingTurn : sc::state<ProcessingTurn, PlayingGame> {
typedef boost::mpl::list<
sc::custom_reaction<ProcessTurn>,
sc::deferral<SaveGameRequest>,
sc::deferral<TurnOrders>,
sc::deferral<TurnPartialOrders>,
sc::deferral<RevokeReadiness>,
sc::deferral<Diplomacy>,
sc::custom_reaction<CheckTurnEndConditions>
> reactions;
ProcessingTurn(my_context c);
~ProcessingTurn();
sc::result react(const ProcessTurn& u);
sc::result react(const CheckTurnEndConditions& c);
std::chrono::high_resolution_clock::time_point m_start;
SERVER_ACCESSOR
};
/** The server state in which the server is shutting down and waiting for AIs to exit. */
struct ShuttingDownServer : sc::state<ShuttingDownServer, ServerFSM> {
using Clock = std::chrono::high_resolution_clock;
typedef boost::mpl::list<
sc::in_state_reaction<Disconnection>,
sc::custom_reaction<LeaveGame>,
sc::custom_reaction<CheckEndConditions>,
sc::custom_reaction<DisconnectClients>,
sc::custom_reaction<Error>
> reactions;
ShuttingDownServer(my_context c);
~ShuttingDownServer();
sc::result react(const LeaveGame& msg);
sc::result react(const CheckEndConditions& u);
[[noreturn]] sc::result react(const DisconnectClients&);
sc::result react(const Disconnection& d);
sc::result react(const Error& msg);
std::unordered_set<int> m_player_id_ack_expected;
boost::asio::high_resolution_timer m_timeout;
SERVER_ACCESSOR
};
#undef SERVER_ACCESSOR
#endif
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