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#ifdef _MSC_VER
# include "StdAfx.h"
#elif defined(_WIN32)
# include <windows.h>
#endif
#include "Net/UDPListener.h"
#include "Net/UDPConnection.h"
#include <stdarg.h>
#include <ctime>
#include <boost/bind.hpp>
#include <boost/format.hpp>
#include <boost/version.hpp>
#include <boost/ptr_container/ptr_deque.hpp>
#include <boost/ptr_container/ptr_map.hpp>
#include <boost/shared_ptr.hpp>
#include <deque>
#if defined DEDICATED || defined DEBUG
#include <iostream>
#endif
#include <stdlib.h> // why is this here?
#include "Net/Connection.h"
#include "mmgr.h"
#include "GameServer.h"
#ifndef NO_AVI
#include "Game.h"
#endif
#include "LogOutput.h"
#include "GameSetup.h"
#include "ClientSetup.h"
#include "Action.h"
#include "ChatMessage.h"
#include "CommandMessage.h"
#include "BaseNetProtocol.h"
#include "PlayerHandler.h"
#include "Net/LocalConnection.h"
#include "Net/UnpackPacket.h"
#include "DemoReader.h"
#ifdef DEDICATED
#include "DemoRecorder.h"
#endif
#include "AutohostInterface.h"
#include "Util.h"
#include "TdfParser.h"
#include "GlobalUnsynced.h" // for syncdebug
#include "Sim/Misc/GlobalConstants.h"
#include "ConfigHandler.h"
#include "FileSystem/CRC.h"
#include "Player.h"
#include "Server/GameParticipant.h"
#include "Server/GameSkirmishAI.h"
// This undef is needed, as somewhere there is a type interface specified,
// which we need not!
// (would cause problems in ExternalAI/Interface/SAIInterfaceLibrary.h)
#ifdef interface
#undef interface
#endif
#include "Sim/Misc/GlobalSynced.h"
#include "Server/MsgStrings.h"
using netcode::RawPacket;
/// frames until a syncchech will time out and a warning is given out
const unsigned SYNCCHECK_TIMEOUT = 300;
/// used to prevent msg spam
const unsigned SYNCCHECK_MSG_TIMEOUT = 400;
///msecs to wait until the game starts after all players are ready
const spring_duration gameStartDelay = spring_secs(4);
/// The time intervall in msec for sending player statistics to each client
const spring_duration playerInfoTime = spring_secs(2);
/// msecs to wait until the timeout condition (na active clients) activates
const spring_duration serverTimeout = spring_secs(30);
/// every n'th frame will be a keyframe (and contain the server's framenumber)
const unsigned serverKeyframeIntervall = 16;
const std::string commands[numCommands] = { "kick", "kickbynum", "setminspeed", "setmaxspeed",
"nopause", "nohelp", "cheat", "godmode", "globallos",
"nocost", "forcestart", "nospectatorchat", "nospecdraw",
"skip", "reloadcob", "devlua", "editdefs", "luagaia",
"singlestep" };
using boost::format;
namespace {
void SetBoolArg(bool& value, const std::string& str)
{
if (str.empty()) // toggle
{
value = !value;
}
else // set
{
const int num = atoi(str.c_str());
value = (num != 0);
}
}
}
CGameServer* gameServer=0;
CGameServer::CGameServer(const ClientSetup* settings, bool onlyLocal, const GameData* const newGameData, const CGameSetup* const mysetup)
: setup(mysetup)
{
assert(setup);
serverStartTime = spring_gettime();
lastUpdate = serverStartTime;
lastPlayerInfo = serverStartTime;
syncErrorFrame=0;
syncWarningFrame=0;
serverframenum=0;
timeLeft=0;
modGameTime = 0.0f;
quitServer=false;
hasLocalClient = false;
localClientNumber = 0;
isPaused = false;
userSpeedFactor = 1.0f;
internalSpeed = 1.0f;
gamePausable = true;
noHelperAIs = false;
allowSpecDraw = true;
cheating = false;
sentGameOverMsg = false;
spring_notime(gameStartTime);
spring_notime(gameEndTime);
spring_notime(readyTime);
medianCpu = 0.0f;
medianPing = 0;
// enforceSpeed - throttles speed based on:
// 0 : players (max cpu)
// 1 : players (median cpu)
enforceSpeed = configHandler->Get("EnforceGameSpeed", 0);
allowAdditionalPlayers = configHandler->Get("AllowAdditionalPlayers", false);
if (!onlyLocal)
UDPNet.reset(new netcode::UDPListener(settings->hostport));
if (settings->autohostport > 0) {
AddAutohostInterface(settings->autohostip, settings->autohostport);
}
rng.Seed(newGameData->GetSetup().length());
Message(str( format(ServerStart) %settings->hostport), false);
lastTick = spring_gettime();
maxUserSpeed = setup->maxSpeed;
minUserSpeed = setup->minSpeed;
noHelperAIs = (bool)setup->noHelperAIs;
{ // modify and save GameSetup text (remove passwords)
TdfParser parser(newGameData->GetSetup().c_str(), newGameData->GetSetup().length());
TdfParser::TdfSection* root = parser.GetRootSection();
for (TdfParser::TdfSection::sectionsMap::iterator it = root->sections.begin(); it != root->sections.end(); ++it)
{
if (it->first.substr(0, 6) == "PLAYER")
it->second->remove("Password");
}
std::ostringstream strbuf;
parser.print(strbuf);
std::string cleanedSetupText = strbuf.str();
GameData* newData = new GameData(*newGameData);
newData->SetSetup(cleanedSetupText);
gameData.reset(newData);
}
if (setup->hostDemo)
{
Message(str( format(PlayingDemo) %setup->demoName ));
demoReader.reset(new CDemoReader(setup->demoName, modGameTime+0.1f));
}
players.resize(setup->playerStartingData.size());
std::copy(setup->playerStartingData.begin(), setup->playerStartingData.end(), players.begin());
for (size_t a = 0; a < setup->GetSkirmishAIs().size(); ++a) {
const size_t skirmishAIId = ReserveNextAvailableSkirmishAIId();
ais[skirmishAIId] = setup->GetSkirmishAIs()[a];
}
teams.resize(setup->teamStartingData.size());
std::copy(setup->teamStartingData.begin(), setup->teamStartingData.end(), teams.begin());
commandBlacklist = std::set<std::string>(commands, commands+numCommands);
#ifdef DEDICATED
demoRecorder.reset(new CDemoRecorder());
demoRecorder->SetName(setup->mapName, setup->modName);
demoRecorder->WriteSetupText(gameData->GetSetup());
const netcode::RawPacket* ret = gameData->Pack();
demoRecorder->SaveToDemo(ret->data, ret->length, modGameTime);
delete ret;
#endif
// AIs do not join in here, so just set their teams as active
for (std::map<size_t, GameSkirmishAI>::const_iterator ai = ais.begin(); ai != ais.end(); ++ai) {
const int t = ai->second.team;
teams[t].active = true;
if (teams[t].leader < 0) { // CAUTION, default value is 0, not -1
teams[t].leader = ai->second.hostPlayer;
}
}
thread = new boost::thread(boost::bind<void, CGameServer, CGameServer*>(&CGameServer::UpdateLoop, this));
#ifdef STREFLOP_H
// Something in CGameServer::CGameServer borks the FPU control word
// maybe the threading, or something in CNet::InitServer() ??
// Set single precision floating point math.
streflop_init<streflop::Simple>();
#endif
}
CGameServer::~CGameServer()
{
quitServer=true;
thread->join();
delete thread;
#ifdef DEDICATED
// TODO: move this to a method in CTeamHandler
// Figure out who won the game.
int numTeams = (int)setup->teamStartingData.size();
if (setup->useLuaGaia) {
--numTeams;
}
int winner = -1;
/*for (int i = 0; i < numTeams; ++i) {
if (teams[i] && !teamHandler->Team(i)->isDead) {
winner = teamHandler->AllyTeam(i);
break;
}
}*/ //TODO figure out who won
// Finally pass it on to the CDemoRecorder.
demoRecorder->SetTime(serverframenum / 30, spring_tomsecs(spring_gettime()-serverStartTime)/1000);
demoRecorder->InitializeStats(players.size(), numTeams, winner);
for (size_t i = 0; i < players.size(); ++i) {
demoRecorder->SetPlayerStats(i, players[i].lastStats);
}
/*for (size_t i = 0; i < ais.size(); ++i) {
demoRecorder->SetSkirmishAIStats(i, ais[i].lastStats);
}*/
/*for (int i = 0; i < numTeams; ++i) {
record->SetTeamStats(i, teamHandler->Team(i)->statHistory);
}*/ //TODO add
#endif // DEDICATED
}
void CGameServer::AddLocalClient(const std::string& myName, const std::string& myVersion)
{
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex);
assert(!hasLocalClient);
hasLocalClient = true;
localClientNumber = BindConnection(myName, "", myVersion, true, boost::shared_ptr<netcode::CConnection>(new netcode::CLocalConnection()));
}
void CGameServer::AddAutohostInterface(const std::string& autohostip, const int remotePort)
{
if (!hostif)
{
hostif.reset(new AutohostInterface(autohostip, remotePort));
hostif->SendStart();
Message(str(format(ConnectAutohost) %remotePort), false);
}
}
void CGameServer::PostLoad(unsigned newlastTick, int newserverframenum)
{
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex);
#if SPRING_TIME
lastTick = newlastTick;
#else
//lastTick = boost::some_time; FIXME
#endif
serverframenum = newserverframenum;
std::vector<GameParticipant>::iterator it;
for (it = players.begin(); it != players.end(); ++it) {
it->lastFrameResponse = newserverframenum;
}
}
void CGameServer::SkipTo(int targetframe)
{
if (targetframe > serverframenum && demoReader)
{
CommandMessage msg(str( boost::format("skip start %d") %targetframe ), SERVER_PLAYER);
Broadcast(boost::shared_ptr<const netcode::RawPacket>(msg.Pack()));
// fast-read and send demo data
while (serverframenum < targetframe && demoReader)
{
modGameTime = demoReader->GetNextReadTime()+0.1f; // skip time
SendDemoData(true);
if (serverframenum % 20 == 0 && UDPNet)
UDPNet->Update(); // send some data (otherwise packets will grow too big)
}
CommandMessage msg2("skip end", SERVER_PLAYER);
Broadcast(boost::shared_ptr<const netcode::RawPacket>(msg2.Pack()));
if (UDPNet)
UDPNet->Update();
lastUpdate = spring_gettime();
isPaused = true;
}
else
{
// allready passed
}
}
std::string CGameServer::GetPlayerNames(const std::vector<int>& indices) const
{
std::string playerstring;
std::vector<int>::const_iterator p = indices.begin();
for (; p != indices.end(); ++p) {
if (!playerstring.empty())
playerstring += ", ";
playerstring += players[*p].name;
}
return playerstring;
}
void CGameServer::SendDemoData(const bool skipping)
{
netcode::RawPacket* buf = 0;
while ( (buf = demoReader->GetData(modGameTime)) )
{
unsigned msgCode = buf->data[0];
if (msgCode == NETMSG_NEWFRAME || msgCode == NETMSG_KEYFRAME)
{
// we can't use CreateNewFrame() here
lastTick = spring_gettime();
serverframenum++;
#ifdef SYNCCHECK
if (!skipping)
outstandingSyncFrames.push_back(serverframenum);
CheckSync();
#endif
Broadcast(boost::shared_ptr<const RawPacket>(buf));
}
else if (msgCode == NETMSG_GAMEOVER)
{
sentGameOverMsg = true;
Broadcast(boost::shared_ptr<const RawPacket>(buf));
}
else if ( msgCode != NETMSG_GAMEDATA &&
msgCode != NETMSG_SETPLAYERNUM &&
msgCode != NETMSG_USER_SPEED &&
msgCode != NETMSG_INTERNAL_SPEED &&
msgCode != NETMSG_PAUSE) // dont send these from demo
{
Broadcast(boost::shared_ptr<const RawPacket>(buf));
}
}
if (demoReader->ReachedEnd()) {
demoReader.reset();
Message(DemoEnd);
gameEndTime = spring_gettime();
}
}
void CGameServer::Broadcast(boost::shared_ptr<const netcode::RawPacket> packet)
{
for (size_t p = 0; p < players.size(); ++p)
{
players[p].SendData(packet);
}
if (allowAdditionalPlayers || !spring_istime(gameStartTime))
{
packetCache.push_back(packet);
}
#ifdef DEDICATED
if (demoRecorder) {
demoRecorder->SaveToDemo(packet->data, packet->length, modGameTime);
}
#endif
}
void CGameServer::Message(const std::string& message, bool broadcast)
{
if (broadcast) {
Broadcast(CBaseNetProtocol::Get().SendSystemMessage(SERVER_PLAYER, message));
}
else if (hasLocalClient)
{
// host should see
players[localClientNumber].SendData(CBaseNetProtocol::Get().SendSystemMessage(SERVER_PLAYER, message));
}
if (hostif) {
hostif->Message(message);
}
#if defined DEDICATED
std::cout << message << std::endl;
#endif
}
void CGameServer::PrivateMessage(int playernum, const std::string& message) {
players[playernum].SendData(CBaseNetProtocol::Get().SendSystemMessage(SERVER_PLAYER, message));
}
void CGameServer::CheckSync()
{
#ifdef SYNCCHECK
// Check sync
std::deque<int>::iterator f = outstandingSyncFrames.begin();
while (f != outstandingSyncFrames.end()) {
unsigned correctChecksum = 0;
bool bGotCorrectChecksum = false;
if (hasLocalClient)
{
// dictatorship
std::map<int, unsigned>::iterator it = players[localClientNumber].syncResponse.find(*f);
if (it != players[localClientNumber].syncResponse.end())
{
correctChecksum = it->second;
bGotCorrectChecksum = true;
}
}
else
{
// democracy
typedef std::vector< std::pair<unsigned, unsigned> > chkList;
chkList checksums;
unsigned checkMaxCount = 0;
for (size_t a = 0; a < players.size(); ++a)
{
if (!players[a].link)
continue;
std::map<int, unsigned>::const_iterator it = players[a].syncResponse.find(*f);
if (it != players[a].syncResponse.end())
{
bool found = false;
for (chkList::iterator it2 = checksums.begin(); it2 != checksums.end(); ++it2)
{
if (it2->first == it->second)
{
found = true;
it2->second++;
if (checkMaxCount < it2->second)
{
checkMaxCount = it2->second;
correctChecksum = it2->first;
}
}
}
if (!found)
{
checksums.push_back(std::pair<unsigned, unsigned>(it->second, 1));
if (checkMaxCount == 0)
{
checkMaxCount = 1;
correctChecksum = it->second;
}
}
}
}
bGotCorrectChecksum = (checkMaxCount > 0);
}
std::vector<int> noSyncResponse;
// maps incorrect checksum to players with that checksum
std::map<unsigned, std::vector<int> > desyncGroups;
std::map<int, unsigned> desyncSpecs;
bool bComplete = true;
for (size_t a = 0; a < players.size(); ++a) {
if (!players[a].link) {
continue;
}
std::map<int, unsigned>::iterator it = players[a].syncResponse.find(*f);
if (it == players[a].syncResponse.end()) {
if (*f >= serverframenum - static_cast<int>(SYNCCHECK_TIMEOUT))
bComplete = false;
else if (*f < players[a].lastFrameResponse)
noSyncResponse.push_back(a);
} else {
if (bGotCorrectChecksum && it->second != correctChecksum)
{
players[a].desynced = true;
if(demoReader || !players[a].spectator)
desyncGroups[it->second].push_back(a);
else
desyncSpecs[a] = it->second;
}
else
players[a].desynced = false;
}
}
if (!noSyncResponse.empty()) {
if (!syncWarningFrame || (*f - syncWarningFrame > static_cast<int>(SYNCCHECK_MSG_TIMEOUT))) {
syncWarningFrame = *f;
std::string playernames = GetPlayerNames(noSyncResponse);
Message(str(format(NoSyncResponse) %playernames %(*f)));
}
}
// If anything's in it, we have a desync.
// TODO take care of !bComplete case?
// Should we start resync then immediately or wait for the missing packets (while paused)?
if ( /*bComplete && */ (!desyncGroups.empty() || !desyncSpecs.empty())) {
if (!syncErrorFrame || (*f - syncErrorFrame > static_cast<int>(SYNCCHECK_MSG_TIMEOUT))) {
syncErrorFrame = *f;
// TODO enable this when we have resync
//serverNet->SendPause(SERVER_PLAYER, true);
#ifdef SYNCDEBUG
CSyncDebugger::GetInstance()->ServerTriggerSyncErrorHandling(serverframenum);
Broadcast(CBaseNetProtocol::Get().SendPause(gu->myPlayerNum, true));
isPaused = true;
Broadcast(CBaseNetProtocol::Get().SendSdCheckrequest(serverframenum));
#endif
// For each group, output a message with list of player names in it.
// TODO this should be linked to the resync system so it can roundrobin
// the resync checksum request packets to multiple clients in the same group.
std::map<unsigned, std::vector<int> >::const_iterator g = desyncGroups.begin();
for (; g != desyncGroups.end(); ++g) {
std::string playernames = GetPlayerNames(g->second);
Message(str(format(SyncError) %playernames %(*f) %(g->first ^ correctChecksum)));
}
// send spectator desyncs as private messages to reduce spam
for(std::map<int, unsigned>::const_iterator s = desyncSpecs.begin(); s != desyncSpecs.end(); ++s) {
int playernum = s->first;
PrivateMessage(playernum, str(format(SyncError) %players[playernum].name %(*f) %(s->second ^ correctChecksum)));
}
}
}
// Remove complete sets (for which all player's checksums have been received).
if (bComplete) {
// Message(str ( boost::format("Succesfully purged outstanding sync frame %d from the deque") %(*f)));
for (size_t a = 0; a < players.size(); ++a) {
if (players[a].myState < GameParticipant::DISCONNECTED)
players[a].syncResponse.erase(*f);
}
f = outstandingSyncFrames.erase(f);
} else
++f;
}
#else
// Make it clear this build isn't suitable for release.
if (!syncErrorFrame || (serverframenum - syncErrorFrame > SYNCCHECK_MSG_TIMEOUT)) {
syncErrorFrame = serverframenum;
Message(NoSyncCheck);
}
#endif
}
void CGameServer::Update()
{
if (!isPaused && spring_istime(gameStartTime))
{
modGameTime += float(spring_tomsecs(spring_gettime() - lastUpdate)) * 0.001f * internalSpeed;
}
lastUpdate = spring_gettime();
if(lastPlayerInfo < (spring_gettime() - playerInfoTime)){
lastPlayerInfo = spring_gettime();
if (serverframenum > 0) {
//send info about the players
std::vector<float> cpu;
std::vector<int> ping;
float refCpu = 0.0f;
for (size_t a = 0; a < players.size(); ++a) {
if (players[a].myState == GameParticipant::INGAME) {
Broadcast(CBaseNetProtocol::Get().SendPlayerInfo(a, players[a].cpuUsage, (serverframenum - players[a].lastFrameResponse)));
if(demoReader ? !players[a].isFromDemo : !players[a].spectator)
{
if (players[a].cpuUsage > refCpu) {
refCpu = players[a].cpuUsage;
}
cpu.push_back(players[a].cpuUsage);
ping.push_back(serverframenum - players[a].lastFrameResponse);
}
}
}
medianCpu = 0.0f;
medianPing = 0;
if(enforceSpeed > 0 && cpu.size() > 0) {
std::sort(cpu.begin(), cpu.end());
std::sort(ping.begin(), ping.end());
int midpos = cpu.size() / 2;
medianCpu = cpu[midpos];
medianPing = ping[midpos];
if(midpos * 2 == cpu.size()) {
medianCpu = (medianCpu + cpu[midpos - 1]) / 2.0f;
medianPing = (medianPing + ping[midpos - 1]) / 2;
}
refCpu = medianCpu;
}
if (refCpu > 0.0f) {
// aim for 60% cpu usage if median is used as reference and 75% cpu usage if max is the reference
float wantedCpu = (enforceSpeed > 0) ? 0.6f + (1 - internalSpeed / userSpeedFactor) * 0.5f : 0.75f + (1 - internalSpeed / userSpeedFactor) * 0.5f;
float newSpeed = internalSpeed * wantedCpu / refCpu;
// float speedMod=1+wantedCpu-refCpu;
// logOutput.Print("Speed REF %f MED %f WANT %f SPEEDM %f NSPEED %f",refCpu,medianCpu,wantedCpu,speedMod,newSpeed);
newSpeed = (newSpeed + internalSpeed) * 0.5f;
newSpeed = std::max(newSpeed, (enforceSpeed > 0) ? userSpeedFactor * 0.8f : userSpeedFactor * 0.5f);
if(newSpeed > userSpeedFactor)
newSpeed = userSpeedFactor;
if(newSpeed < 0.1f)
newSpeed = 0.1f;
if(newSpeed != internalSpeed)
InternalSpeedChange(newSpeed);
}
}
else {
for (size_t a = 0; a < players.size(); ++a) {
if (players[a].myState == GameParticipant::CONNECTED) { // send pathing status
if(players[a].cpuUsage > 0)
Broadcast(CBaseNetProtocol::Get().SendPlayerInfo(a, players[a].cpuUsage, PATHING_FLAG));
}
else {
Broadcast(CBaseNetProtocol::Get().SendPlayerInfo(a, 0, 0)); // reset status
}
}
}
}
if (!spring_istime(gameStartTime))
{
CheckForGameStart();
}
else if (serverframenum > 0 || demoReader)
{
CreateNewFrame(true, false);
if (serverframenum > GAME_SPEED && !sentGameOverMsg && !demoReader)
CheckForGameEnd();
}
if (hostif)
{
std::string msg = hostif->GetChatMessage();
if (!msg.empty())
{
if (msg.at(0) != '/') // normal chat message
{
GotChatMessage(ChatMessage(SERVER_PLAYER, ChatMessage::TO_EVERYONE, msg));
}
else if (msg.at(0) == '/' && msg.size() > 1 && msg.at(1) == '/') // chatmessage with prefixed '/'
{
GotChatMessage(ChatMessage(SERVER_PLAYER, ChatMessage::TO_EVERYONE, msg.substr(1)));
}
else if (msg.size() > 1) // command
{
Action buf(msg.substr(1));
PushAction(buf);
}
}
}
if (spring_gettime() > serverStartTime + serverTimeout || spring_istime(gameStartTime))
{
bool hasPlayers = false;
for (size_t i = 0; i < players.size(); ++i)
{
if (players[i].link)
{
hasPlayers = true;
break;
}
}
if (!hasPlayers)
{
Message(NoClientsExit);
quitServer = true;
}
}
}
/// has to be consistent with Game.cpp/CPlayerHandler
static std::vector<int> getPlayersInTeam(const std::vector<GameParticipant>& players, const int teamId) {
std::vector<int> playersInTeam;
for (size_t p = 0; p < players.size(); ++p) {
// do not count spectators, or demos will desync
if (!players[p].spectator && (players[p].team == teamId)) {
playersInTeam.push_back(p);
}
}
return playersInTeam;
}
/**
* Duplicates functionality of CPlayerHandler::ActivePlayersInTeam(int teamId)
* as playerHandler is not available on the server
*/
static int countNumPlayersInTeam(const std::vector<GameParticipant>& players, const int teamId) {
return getPlayersInTeam(players, teamId).size();
}
/// has to be consistent with Game.cpp/CSkirmishAIHandler
static std::vector<size_t> getSkirmishAIIds(const std::map<size_t, GameSkirmishAI>& ais, const int teamId, const int hostPlayer = -2) {
std::vector<size_t> skirmishAIIds;
for (std::map<size_t, GameSkirmishAI>::const_iterator ai = ais.begin(); ai != ais.end(); ++ai) {
if ((ai->second.team == teamId) && ((hostPlayer == -2) || (ai->second.hostPlayer == hostPlayer))) {
skirmishAIIds.push_back(ai->first);
}
}
return skirmishAIIds;
}
/**
* Duplicates functionality of CSkirmishAIHandler::GetSkirmishAIsInTeam(const int teamId)
* as skirmishAIHandler is not available on the server
*/
static int countNumSkirmishAIsInTeam(const std::map<size_t, GameSkirmishAI>& ais, const int teamId) {
return getSkirmishAIIds(ais, teamId).size();
}
void CGameServer::ProcessPacket(const unsigned playernum, boost::shared_ptr<const netcode::RawPacket> packet)
{
const boost::uint8_t* inbuf = packet->data;
const unsigned a = playernum;
switch (inbuf[0]){
case NETMSG_KEYFRAME:
{
const int frameNum = *(int*)&inbuf[1];
players[a].lastFrameResponse = frameNum;
break;
}
case NETMSG_PAUSE:
if(inbuf[1]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
if (!inbuf[2]) // reset sync checker
syncErrorFrame = 0;
if(gamePausable || players[a].isLocal) // allow host to pause even if nopause is set
{
if (!players[a].isLocal && players[a].spectator && !demoReader)
{
PrivateMessage(a, "Spectators cannot pause the game" );
}
else if (enforceSpeed > 0 && !isPaused &&
(players[a].spectator || (enforceSpeed > 0 &&
(players[a].cpuUsage - medianCpu > std::min(0.2f, std::max(0.0f, 0.8f - medianCpu) ) ||
(serverframenum - players[a].lastFrameResponse) - medianPing > internalSpeed * GAME_SPEED / 2)))) {
PrivateMessage(a, "Pausing rejected (cpu load or ping is too high)");
}
else
{
timeLeft=0;
if (isPaused != !!inbuf[2]) {
isPaused = !isPaused;
}
Broadcast(CBaseNetProtocol::Get().SendPause(a, inbuf[2]));
}
}
}
break;
case NETMSG_USER_SPEED: {
if (!players[a].isLocal && players[a].spectator && !demoReader)
{
PrivateMessage(a, "Spectators cannot change game speed");
}
else
{
float speed = *((float*) &inbuf[2]);
UserSpeedChange(speed, a);
}
} break;
case NETMSG_CPU_USAGE:
players[a].cpuUsage = *((float*)&inbuf[1]);
break;
case NETMSG_QUIT: {
Message(str(format(PlayerLeft) %players[a].GetType() %players[a].name %" normal quit"));
Broadcast(CBaseNetProtocol::Get().SendPlayerLeft(a, 1));
players[a].Kill("User exited");
if (hostif)
{
hostif->SendPlayerLeft(a, 1);
}
break;
}
case NETMSG_PLAYERNAME: {
unsigned playerNum = inbuf[2];
if(playerNum!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %playerNum));
} else {
players[playerNum].name = (std::string)((char*)inbuf+3);
players[playerNum].myState = GameParticipant::INGAME;
Broadcast(CBaseNetProtocol::Get().SendPlayerInfo(a, 0, 0)); // reset pathing display
Message(str(format(PlayerJoined) %players[playerNum].GetType() %players[playerNum].name), false);
Broadcast(CBaseNetProtocol::Get().SendPlayerName(playerNum, players[playerNum].name));
if (hostif)
{
hostif->SendPlayerJoined(playerNum, players[playerNum].name);
}
}
break;
}
case NETMSG_CHAT: {
ChatMessage msg(packet);
if (static_cast<unsigned>(msg.fromPlayer) != a ) {
Message(str(format(WrongPlayer) %(unsigned)NETMSG_CHAT %a %(unsigned)msg.fromPlayer));
} else {
GotChatMessage(msg);
}
break;
}
case NETMSG_SYSTEMMSG:
if(inbuf[3]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[3]));
} else {
Broadcast(CBaseNetProtocol::Get().SendSystemMessage(inbuf[3], (char*)(&inbuf[4])));
}
break;
case NETMSG_STARTPOS: {
const unsigned player = inbuf[1];
if (player != a) {
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else if (setup->startPosType == CGameSetup::StartPos_ChooseInGame) {
const unsigned team = (unsigned)inbuf[2];
if (team >= teams.size()) {
Message(str( boost::format("Invalid teamID %d in NETMSG_STARTPOS from player %d") %team %player ));
} else if (getSkirmishAIIds(ais, team, player).empty() && ((team != players[player].team) || (players[player].spectator))) {
Message(str( boost::format("Player %d sent spoofed NETMSG_STARTPOS with teamID %d") %player %team ));
} else {
teams[team].startPos = float3(*((float*)&inbuf[4]), *((float*)&inbuf[8]), *((float*)&inbuf[12]));
if (inbuf[3] == 1) {
players[player].readyToStart = static_cast<bool>(inbuf[3]);
}
Broadcast(CBaseNetProtocol::Get().SendStartPos(inbuf[1],team, inbuf[3], *((float*)&inbuf[4]), *((float*)&inbuf[8]), *((float*)&inbuf[12]))); //forward data
if (hostif) {
hostif->SendPlayerReady(a, inbuf[3]);
}
}
}
else
{
Message(str(format(NoStartposChange) %a));
}
break;
}
case NETMSG_COMMAND:
if(inbuf[3]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[3]));
} else {
if (!demoReader)
Broadcast(packet); //forward data
}
break;
case NETMSG_SELECT:
if(inbuf[3]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[3]));
} else {
if (!demoReader)
Broadcast(packet); //forward data
}
break;
case NETMSG_AICOMMAND: {
if (inbuf[3] != a) {
Message(str(format(WrongPlayer) %(unsigned) inbuf[0] %a %(unsigned) inbuf[3]));
}
else if (noHelperAIs) {
Message(str(format(NoHelperAI) %players[a].name %a));
}
else if (!demoReader) {
Broadcast(packet); //forward data
}
} break;
case NETMSG_AICOMMANDS: {
if (inbuf[3] != a) {
Message(str(format(WrongPlayer) %(unsigned) inbuf[0] %a %(unsigned) inbuf[3]));
}
else if (noHelperAIs) {
Message(str(format(NoHelperAI) %players[a].name %a));
}
else if (!demoReader) {
Broadcast(packet); //forward data
}
} break;
case NETMSG_AISHARE: {
if (inbuf[3] != a) {
Message(str(format(WrongPlayer) %(unsigned) inbuf[0] %a %(unsigned) inbuf[3]));
} else if (noHelperAIs) {
Message(str(format(NoHelperAI) %players[a].name %a));
} else if (!demoReader) {
Broadcast(packet); //forward data
}
} break;
case NETMSG_LUAMSG:
if(inbuf[3]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[3]));
}
else if (!demoReader) {
Broadcast(packet); //forward data
if (hostif)
hostif->SendLuaMsg(packet->data, packet->length);
}
break;
case NETMSG_SYNCRESPONSE: {
#ifdef SYNCCHECK
int frameNum = *(int*)&inbuf[1];
if (outstandingSyncFrames.empty() || frameNum >= outstandingSyncFrames.front())
players[a].syncResponse[frameNum] = *(unsigned*)&inbuf[5];
// update players' ping (if !defined(SYNCCHECK) this is done in NETMSG_KEYFRAME)
players[a].lastFrameResponse = frameNum;
#endif
}
break;
case NETMSG_SHARE:
if(inbuf[1]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
if (!demoReader)
Broadcast(CBaseNetProtocol::Get().SendShare(inbuf[1], inbuf[2], inbuf[3], *((float*)&inbuf[4]), *((float*)&inbuf[8])));
}
break;
case NETMSG_SETSHARE:
if(inbuf[1]!= a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
if (!demoReader)
Broadcast(CBaseNetProtocol::Get().SendSetShare(inbuf[1], inbuf[2], *((float*)&inbuf[3]), *((float*)&inbuf[7])));
}
break;
case NETMSG_PLAYERSTAT:
if(inbuf[1]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
players[a].lastStats = *(PlayerStatistics*)&inbuf[2];
Broadcast(packet); //forward data
}
break;
case NETMSG_MAPDRAW:
if(inbuf[2] != a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[2]));
}
else if (!players[playernum].spectator || allowSpecDraw)
{
Broadcast(packet); //forward data
}
break;
case NETMSG_DIRECT_CONTROL:
if(inbuf[1]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
if (!demoReader)
Broadcast(CBaseNetProtocol::Get().SendDirectControl(inbuf[1]));
}
break;
case NETMSG_DC_UPDATE:
if(inbuf[1]!=a){
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)inbuf[1]));
} else {
if (!demoReader)
Broadcast(CBaseNetProtocol::Get().SendDirectControlUpdate(inbuf[1], inbuf[2], *((short*)&inbuf[3]), *((short*)&inbuf[5])));
}
break;
case NETMSG_STARTPLAYING:
{
if (players[a].isLocal && spring_istime(gameStartTime))
CheckForGameStart(true);
break;
}
case NETMSG_TEAM:
{
//TODO update players[] and teams[] and send all to hostif
const unsigned player = (unsigned)inbuf[1];
if (player != a)
{
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)player));
}
else
{
const unsigned action = inbuf[2];
const unsigned fromTeam = players[player].team;
switch (action)
{
case TEAMMSG_GIVEAWAY: {
const unsigned toTeam = inbuf[3];
// may be the players team or a team controlled by one of his AIs
const unsigned fromTeam_g = inbuf[4];
const int numPlayersInTeam_g = countNumPlayersInTeam(players, fromTeam_g);
const std::vector<size_t> totAIsInTeam_g = getSkirmishAIIds(ais, fromTeam_g);
const std::vector<size_t> myAIsInTeam_g = getSkirmishAIIds(ais, fromTeam_g, player);
const size_t numControllersInTeam_g = numPlayersInTeam_g + totAIsInTeam_g.size();
const bool isLeader_g = (teams[fromTeam_g].leader == player);
const bool isOwnTeam_g = (fromTeam_g == fromTeam);
const bool isSpec = players[player].spectator;
const bool hasAIs_g = (myAIsInTeam_g.size() > 0);
const bool isAllied_g = (teams[fromTeam_g].teamAllyteam != teams[fromTeam].teamAllyteam);
const char* playerType = players[player].GetType();
const bool isSinglePlayer = (players.size() <= 1);
if (!isSinglePlayer &&
(isSpec ||
(!isOwnTeam_g && !isLeader_g) ||
(hasAIs_g && (isAllied_g && !cheating))))
{
Message(str( boost::format("%s %s tried to hack the game (spoofed TEAMMSG_GIVEAWAY)") %playerType %players[player].name), true);
break;
}
Broadcast(CBaseNetProtocol::Get().SendGiveAwayEverything(player, toTeam, fromTeam_g));
bool giveAwayOk = false;
if (isOwnTeam_g) {
// player is giving stuff from his own team
giveAwayOk = true;
//players[player].team = 0;
players[player].spectator = true;
if (hostif) hostif->SendPlayerDefeated(player);
} else {
// player is giving stuff from one of his AI teams
if (numPlayersInTeam_g == 0) {
// kill the first AI
ais.erase(myAIsInTeam_g[0]);
giveAwayOk = true;
} else {
Message(str( boost::format("%s %s can not give away stuff of team %i (still has human players left)") %playerType %players[player].name %fromTeam_g), true);
}
}
if (giveAwayOk && (numControllersInTeam_g == 1)) {
// team has no controller left now
teams[fromTeam_g].active = false;
teams[fromTeam_g].leader = -1;
std::ostringstream givenAwayMsg;
givenAwayMsg << players[player].name << " gave everything to " << players[teams[toTeam].leader].name;
Broadcast(CBaseNetProtocol::Get().SendSystemMessage(SERVER_PLAYER, givenAwayMsg.str()));
}
break;
}
case TEAMMSG_RESIGN: {
const bool isSpec = players[player].spectator;
const bool isSinglePlayer = (players.size() <= 1);
if (isSpec && !isSinglePlayer)
{
Message(str(boost::format("Spectator %s tried to hack the game (spoofed TEAMMSG_RESIGN)") %players[player].name), true);
break;
}
Broadcast(CBaseNetProtocol::Get().SendResign(player));
//players[player].team = 0;
players[player].spectator = true;
// actualize all teams of which the player is leader
for (size_t t = 0; t < teams.size(); ++t) {
if (teams[t].leader == player) {
const std::vector<int> teamPlayers = getPlayersInTeam(players, t);
const std::vector<size_t> teamAIs = getSkirmishAIIds(ais, t);
if ((teamPlayers.size() + teamAIs.size()) == 0) {
// no controllers left in team
teams[t].active = false;
teams[t].leader = -1;
} else if (teamPlayers.size() == 0) {
// no human player left in team
teams[t].leader = ais[teamAIs[0]].hostPlayer;
} else {
// still human controllers left in team
teams[t].leader = teamPlayers[0];
}
}
}
if (hostif) hostif->SendPlayerDefeated(player);
break;
}
case TEAMMSG_JOIN_TEAM: {
const unsigned newTeam = inbuf[3];
const bool isNewTeamValid = (newTeam < teams.size());
const bool isSinglePlayer = (players.size() <= 1);
if (isNewTeamValid && (isSinglePlayer || cheating)) {
// joining the team is ok
} else {
Message(str(format(NoTeamChange) %players[player].name %player));
break;
}
Broadcast(CBaseNetProtocol::Get().SendJoinTeam(player, newTeam));
players[player].team = newTeam;
players[player].spectator = false;
if (teams[newTeam].leader == -1) {
teams[newTeam].leader = player;
}
break;
}
case TEAMMSG_TEAM_DIED: { // don't send to clients, they don't need it
const unsigned team = inbuf[3];
#ifndef DEDICATED
if (players[player].isLocal) // currently only host is allowed
#else
if (!players[player].desynced)
#endif
{
teams[team].active = false;
teams[team].leader = -1;
// convert all the teams players to spectators
for (size_t p = 0; p < players.size(); ++p) {
if ((players[p].team == team) && !(players[p].spectator)) {
// are now spectating if this was their team
//players[p].team = 0;
players[p].spectator = true;
if (hostif) hostif->SendPlayerDefeated(p);
}
}
// The teams Skirmish AIs destruction process
// is being initialized from the client they
// run on. No need to do anything here.
}
break;
}
default: {
Message(str(format(UnknownTeammsg) %action %player));
}
}
break;
}
}
case NETMSG_AI_CREATED: {
const unsigned char playerId = inbuf[2];
//const unsigned skirmAIId_rec = *((unsigned int*)&inbuf[3]); // 4 bytes; should be -1, as we have to create the real one
const unsigned char aiTeamId = inbuf[7];
const char* aiName = (const char*) (&inbuf[8]);
const unsigned char playerTeamId = players[playerId].team;
GameTeam* tpl = &teams[playerTeamId];
GameTeam* tai = &teams[aiTeamId];
//const int numPlayersInAITeam = countNumPlayersInTeam(players, aiTeam);
//const int numAIsInAITeam = countNumSkirmishAIsInTeam(ais, aiTeam);
const bool weAreLeader = (tai->leader == playerId);
const bool weAreAllied = (tpl->teamAllyteam == tai->teamAllyteam);
const bool singlePlayer = (players.size() <= 1);
const bool noLeader = (tai->leader == -1);
if (weAreLeader || singlePlayer || (weAreAllied && (cheating || noLeader))) {
// creating the AI is ok
} else {
Message(str(format(NoAICreated) %players[playerId].name %(int)playerId %(int)aiTeamId));
break;
}
const size_t skirmishAIId = ReserveNextAvailableSkirmishAIId();
Broadcast(CBaseNetProtocol::Get().SendAICreated(playerId, skirmishAIId, aiTeamId, aiName));
/*
#ifdef SYNCDEBUG
if (myId != skirmishAIId) {
Message(str(format("Sync Error, Skirmish AI ID from player %s (%i) does not match the one on the server (%i).") %players[playerId].name %skirmishAIId %myId));
}
#endif // SYNCDEBUG
*/
ais[skirmishAIId].team = aiTeamId;
ais[skirmishAIId].name = aiName;
ais[skirmishAIId].hostPlayer = playerId;
if (tai->leader == -1) {
tai->leader = ais[skirmishAIId].hostPlayer;
tai->active = true;
}
break;
}
case NETMSG_AI_STATE_CHANGED: {
const unsigned char playerId = inbuf[1];
const unsigned int skirmishAIId = *((unsigned int*)&inbuf[2]); // 4 bytes
const ESkirmishAIStatus newState = (ESkirmishAIStatus) inbuf[6];
const bool skirmishAIId_valid = (ais.find(skirmishAIId) != ais.end());
if (!skirmishAIId_valid) {
Message(str(format(NoAIChangeState) %players[playerId].name %(int)playerId %skirmishAIId %(-1) %(int)newState));
break;
}
const unsigned aiTeamId = ais[skirmishAIId].team;
const unsigned playerTeamId = players[playerId].team;
const size_t numPlayersInAITeam = countNumPlayersInTeam(players, aiTeamId);
const size_t numAIsInAITeam = countNumSkirmishAIsInTeam(ais, aiTeamId);
GameTeam* tpl = &teams[playerTeamId];
GameTeam* tai = &teams[aiTeamId];
const bool weAreAIHost = (ais[skirmishAIId].hostPlayer == playerId);
const bool weAreLeader = (tai->leader == playerId);
const bool weAreAllied = (tpl->teamAllyteam == tai->teamAllyteam);
const bool singlePlayer = (players.size() <= 1);
const ESkirmishAIStatus oldState = ais[skirmishAIId].status;
if (!(weAreAIHost || weAreLeader || singlePlayer || (weAreAllied && cheating))) {
Message(str(format(NoAIChangeState) %players[playerId].name %(int)playerId %skirmishAIId %(int)aiTeamId %(int)newState));
break;
}
Broadcast(packet); // forward data
ais[skirmishAIId].status = newState;
if (newState == SKIRMAISTATE_DEAD) {
if (oldState == SKIRMAISTATE_RELOADING) {
// skip resetting this AIs management state,
// as it will be reinitialized instantly
} else {
ais.erase(skirmishAIId);
FreeSkirmishAIId(skirmishAIId);
if ((numPlayersInAITeam + numAIsInAITeam) == 1) {
// team has no controller left now
tai->active = false;
tai->leader = -1;
}
}
}
break;
}
case NETMSG_ALLIANCE: {
const unsigned char player = inbuf[1];
const int whichAllyTeam = inbuf[2];
const unsigned char allied = inbuf[3];
if (player != a)
{
Message(str(format(WrongPlayer) %(unsigned)inbuf[0] %a %(unsigned)player));
}
else if (whichAllyTeam == teams[players[a].team].teamAllyteam)
{
Message(str(format("Player %s tried to send spoofed alliance message") %players[a].name));
}
else
{
if (!setup->fixedAllies)
{
Broadcast(CBaseNetProtocol::Get().SendSetAllied(player, whichAllyTeam, allied));
}
else
{ // not allowed
}
}
break;
}
case NETMSG_CCOMMAND: {
CommandMessage msg(packet);
if (static_cast<unsigned>(msg.player) == a)
{
if ((commandBlacklist.find(msg.action.command) != commandBlacklist.end()) && players[a].isLocal)
{
// command is restricted to server but player is allowed to execute it
PushAction(msg.action);
}
else if (commandBlacklist.find(msg.action.command) == commandBlacklist.end())
{
// command is save
Broadcast(packet);
}
else
{
// hack!
Message(str(boost::format(CommandNotAllowed) %msg.player %msg.action.command.c_str()));
}
}
break;
}
case NETMSG_TEAMSTAT: {
if (hostif)
hostif->Send(packet->data, packet->length);
break;
}
case NETMSG_REGISTER_NETMSG: {
const unsigned char player = inbuf[1];
const unsigned char msg = inbuf[2];
MsgToForwardMap::iterator itor = relayingMessagesMap.find( msg );
if ( itor != relayingMessagesMap.end() ) { // one entry already exists in the map
PlayersToForwardMsgvec &toForward = itor->second;
if ( toForward.find( player ) == toForward.end() ) {
toForward.insert( player );
}
}
else {
PlayersToForwardMsgvec toForward;
toForward.insert( player );
relayingMessagesMap[msg] = toForward;
}
break;
}
case NETMSG_UNREGISTER_NETMSG: {
const unsigned char player = inbuf[1];
const unsigned char msg = inbuf[2];
MsgToForwardMap::iterator itor = relayingMessagesMap.find( msg );
if ( itor == relayingMessagesMap.end() ) { // no entry already exists in the map
break;
}
PlayersToForwardMsgvec& toForward = itor->second;
if ( toForward.find( player ) != toForward.end() ) {
toForward.erase( player );
if ( toForward.size() == 0 ) {
relayingMessagesMap.erase( itor );
}
}
break;
}
#ifdef SYNCDEBUG
case NETMSG_SD_CHKRESPONSE:
case NETMSG_SD_BLKRESPONSE:
CSyncDebugger::GetInstance()->ServerReceived(inbuf);
break;
case NETMSG_SD_CHKREQUEST:
case NETMSG_SD_BLKREQUEST:
case NETMSG_SD_RESET:
Broadcast(packet);
break;
#endif
// CGameServer should never get these messages
//case NETMSG_GAMEID:
//case NETMSG_INTERNAL_SPEED:
//case NETMSG_ATTEMPTCONNECT:
//case NETMSG_GAMEDATA:
//case NETMSG_RANDSEED:
default:
{
Message(str(format(UnknownNetmsg) %(unsigned)inbuf[0] %a));
}
break;
}
// forward special messages to the players that request them
size_t playersSize = players.size();
MsgToForwardMap::iterator toRelay = relayingMessagesMap.find( inbuf[0] );
if ( toRelay != relayingMessagesMap.end() ) {
PlayersToForwardMsgvec& toRelaySet = toRelay->second;
for ( PlayersToForwardMsgvec::iterator playerToRelay = toRelaySet.begin(); playerToRelay != toRelaySet.end(); playerToRelay++ ) {
if ( *playerToRelay < playersSize ) {
players[*playerToRelay].SendData(packet);
}
}
}
}
void CGameServer::ServerReadNet()
{
// handle new connections
while (UDPNet && UDPNet->HasIncomingConnections())
{
boost::shared_ptr<netcode::UDPConnection> prev = UDPNet->PreviewConnection().lock();
boost::shared_ptr<const RawPacket> packet = prev->GetData();
if (packet && packet->length >= 3 && packet->data[0] == NETMSG_ATTEMPTCONNECT)
{
netcode::UnpackPacket msg(packet, 3);
std::string name, passwd, version;
msg >> name;
msg >> passwd;
msg >> version;
BindConnection(name, passwd, version, false, UDPNet->AcceptConnection());
}
else
{
if (packet && packet->length >= 3) {
Message(str(format(ConnectionReject) %packet->data[0] %packet->data[2] %packet->length));
}
else {
Message("Connection attempt rejected: Packet too short");
}
UDPNet->RejectConnection();
}
}
for(size_t a=0; a < players.size(); a++)
{
if (!players[a].link)
continue; // player not connected
if (players[a].link->CheckTimeout())
{
Message(str(format(PlayerLeft) %players[a].GetType() %players[a].name %" timeout")); //this must happen BEFORE the reset!
Broadcast(CBaseNetProtocol::Get().SendPlayerLeft(a, 0));
players[a].Kill("User timeout");
if (hostif)
{
hostif->SendPlayerLeft(a, 0);
}
continue;
}
boost::shared_ptr<const RawPacket> packet;
while (players[a].link && (packet = players[a].link->GetData()))
{
ProcessPacket(a, packet);
}
}
#ifdef SYNCDEBUG
CSyncDebugger::GetInstance()->ServerHandlePendingBlockRequests();
#endif
}
void CGameServer::GenerateAndSendGameID()
{
// This is where we'll store the ID temporarily.
union {
unsigned char charArray[16];
unsigned int intArray[4];
} gameID;
// First and second dword are time based (current time and load time).
gameID.intArray[0] = (unsigned) time(NULL);
for (int i = 4; i < 12; ++i)
gameID.charArray[i] = rng();
// Third dword is CRC of setupText.
CRC crc;
crc.Update(setup->gameSetupText.c_str(), setup->gameSetupText.length());
gameID.intArray[2] = crc.GetDigest();
CRC entropy;
entropy.Update(spring_tomsecs(lastTick-serverStartTime));
gameID.intArray[3] = entropy.GetDigest();
Broadcast(CBaseNetProtocol::Get().SendGameID(gameID.charArray));
#ifdef DEDICATED
demoRecorder->SetGameID(gameID.charArray);
#endif
}
void CGameServer::CheckForGameStart(bool forced)
{
assert(!spring_istime(gameStartTime));
bool allReady = true;
for (size_t a = static_cast<size_t>(setup->numDemoPlayers); a < players.size(); a++)
{
if (players[a].myState == GameParticipant::UNCONNECTED && serverStartTime + spring_secs(30) < spring_gettime())
{
// autostart the game when 45 seconds have passed and everyone who managed to connect is ready
continue;
}
else if (players[a].myState < GameParticipant::INGAME)
{
allReady = false;
break;
} else if (!players[a].spectator && teams[players[a].team].active && !players[a].readyToStart && !demoReader)
{
allReady = false;
break;
}
}
if (allReady || forced)
{
if (!spring_istime(readyTime)) {
readyTime = spring_gettime();
rng.Seed(spring_tomsecs(readyTime-serverStartTime));
Broadcast(CBaseNetProtocol::Get().SendStartPlaying(spring_tomsecs(gameStartDelay)));
}
}
if (spring_istime(readyTime) && (spring_gettime() - readyTime) > gameStartDelay)
{
StartGame();
}
}
void CGameServer::StartGame()
{
gameStartTime = spring_gettime();
if (!allowAdditionalPlayers)
packetCache.clear(); // free memory
if (UDPNet && !allowAdditionalPlayers)
UDPNet->Listen(false); // don't accept new connections
// make sure initial game speed is within allowed range and sent a new speed if not
UserSpeedChange(userSpeedFactor, SERVER_PLAYER);
if (demoReader) {
// the client told us to start a demo
// no need to send startPos and startplaying since its in the demo
Message(DemoStart);
return;
}
GenerateAndSendGameID();
std::vector<bool> teamStartPosSent(teams.size(), false);
// send start position for player controlled teams
for (size_t a = 0; a < players.size(); ++a)
{
if (!players[a].spectator)
{
const unsigned aTeam = players[a].team;
Broadcast(CBaseNetProtocol::Get().SendStartPos(a, (int)aTeam, players[a].readyToStart, teams[aTeam].startPos.x, teams[aTeam].startPos.y, teams[aTeam].startPos.z));
teamStartPosSent[aTeam] = true;
}
}
// send start position for all other teams
for (size_t a = 0; a < teams.size(); ++a) {
if (!teamStartPosSent[a]) {
// teams which aren't player controlled are always ready
Broadcast(CBaseNetProtocol::Get().SendStartPos(SERVER_PLAYER, a, true, teams[a].startPos.x, teams[a].startPos.y, teams[a].startPos.z));
}
}
Broadcast(CBaseNetProtocol::Get().SendRandSeed(rng()));
Broadcast(CBaseNetProtocol::Get().SendStartPlaying(0));
if (hostif)
{
hostif->SendStartPlaying();
}
timeLeft=0;
lastTick = spring_gettime() - spring_msecs(1);
CreateNewFrame(true, false);
}
void CGameServer::SetGamePausable(const bool arg)
{
gamePausable = arg;
}
void CGameServer::PushAction(const Action& action)
{
if (action.command == "kickbynum")
{
if (!action.extra.empty())
{
const int playerNum = atoi(action.extra.c_str());
KickPlayer(playerNum);
}
}
else if (action.command == "kick")
{
if (!action.extra.empty())
{
std::string name = action.extra;
StringToLowerInPlace(name);
for (size_t a=0; a < players.size();++a)
{
std::string playerLower = StringToLower(players[a].name);
if (playerLower.find(name)==0)
{ // can kick on substrings of name
if (!players[a].isLocal) // do not kick host
KickPlayer(a);
}
}
}
}
else if (action.command == "nopause")
{
SetBoolArg(gamePausable, action.extra);
}
else if (action.command == "nohelp")
{
SetBoolArg(noHelperAIs, action.extra);
// sent it because clients have to do stuff when this changes
CommandMessage msg(action, SERVER_PLAYER);
Broadcast(boost::shared_ptr<const RawPacket>(msg.Pack()));
}
else if (action.command == "nospecdraw")
{
SetBoolArg(allowSpecDraw, action.extra);
// sent it because clients have to do stuff when this changes
CommandMessage msg(action, SERVER_PLAYER);
Broadcast(boost::shared_ptr<const RawPacket>(msg.Pack()));
}
else if (action.command == "setmaxspeed" && !action.extra.empty())
{
float newUserSpeed = std::max(static_cast<float>(atof(action.extra.c_str())), minUserSpeed);
if (newUserSpeed > 0.2)
{
maxUserSpeed = newUserSpeed;
UserSpeedChange(userSpeedFactor, SERVER_PLAYER);
}
}
else if (action.command == "setminspeed" && !action.extra.empty())
{
minUserSpeed = std::min(static_cast<float>(atof(action.extra.c_str())), maxUserSpeed);
UserSpeedChange(userSpeedFactor, SERVER_PLAYER);
}
else if (action.command == "forcestart")
{
if (!spring_istime(gameStartTime))
CheckForGameStart(true);
}
else if (action.command == "skip")
{
if (demoReader)
{
const std::string timeStr = action.extra;
int endFrame;
// parse the skip time
if (timeStr[0] == 'f') { // skip to frame
endFrame = atoi(timeStr.c_str() + 1);
} else if (timeStr[0] == '+') { // relative time
endFrame = serverframenum + (GAME_SPEED * atoi(timeStr.c_str() + 1));
} else { // absolute time
endFrame = GAME_SPEED * atoi(timeStr.c_str());
}
SkipTo(endFrame);
}
}
else if (action.command == "cheat")
{
SetBoolArg(cheating, action.extra);
CommandMessage msg(action, SERVER_PLAYER);
Broadcast(boost::shared_ptr<const RawPacket>(msg.Pack()));
}
else if (action.command == "singlestep")
{
if (isPaused && !demoReader)
CreateNewFrame(true, true);
}
#ifdef DEDICATED // we already have a quit command in the client
else if (action.command == "kill")
{
quitServer = true;
}
else if (action.command == "pause")
{
isPaused = !isPaused;
}
#endif
else
{
// only forward to players (send over network)
CommandMessage msg(action, SERVER_PLAYER);
Broadcast(boost::shared_ptr<const RawPacket>(msg.Pack()));
}
}
bool CGameServer::HasFinished() const
{
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex);
return quitServer;
}
void CGameServer::CheckForGameEnd()
{
if (spring_istime(gameEndTime)) {
if (gameEndTime < spring_gettime() - spring_secs(2)) {
Message(GameEnd);
Broadcast(CBaseNetProtocol::Get().SendGameOver());
if (hostif) {
hostif->SendGameOver();
}
sentGameOverMsg = true;
}
return;
}
if (setup->gameMode == GameMode::OpenEnd)
return;
int numActiveAllyTeams = 0;
std::vector<int> numActiveTeams(teams.size(), 0); // active teams per ally team
for (size_t a = 0; a < teams.size(); ++a)
{
bool hasController = false;
for (size_t b = 0; b < players.size() && !hasController; ++b) {
if (!players[b].spectator && players[b].team == (int)a) {
hasController = true;
}
}
for (std::map<size_t, GameSkirmishAI>::const_iterator ai = ais.begin(); ai != ais.end() && !hasController; ++ai) {
if (ai->second.team == a) {
hasController = true;
}
}
if (teams[a].active && hasController) {
++numActiveTeams[teams[a].teamAllyteam];
}
}
for (size_t a = 0; a < numActiveTeams.size(); ++a) {
if (numActiveTeams[a] != 0) {
++numActiveAllyTeams;
}
}
if (numActiveAllyTeams <= 1)
{
gameEndTime = spring_gettime();
Broadcast(CBaseNetProtocol::Get().SendSendPlayerStat());
}
}
void CGameServer::CreateNewFrame(bool fromServerThread, bool fixedFrameTime)
{
if (!demoReader) // use NEWFRAME_MSGes from demo otherwise
{
#if BOOST_VERSION >= 103500
if (!fromServerThread)
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex, boost::defer_lock);
else
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex);
#else
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex, !fromServerThread);
#endif
CheckSync();
int newFrames = 1;
if(!fixedFrameTime){
spring_time currentTick = spring_gettime();
spring_duration timeElapsed = currentTick - lastTick;
if (timeElapsed > spring_msecs(200)) {
timeElapsed = spring_msecs(200);
}
timeLeft += GAME_SPEED * internalSpeed * float(spring_tomsecs(timeElapsed)) * 0.001f;
lastTick=currentTick;
newFrames = (timeLeft > 0)? int(ceil(timeLeft)): 0;
timeLeft -= newFrames;
if (hasLocalClient)
{
// needs to set lastTick and stuff, otherwise we will get all the left out NEWFRAME's at once when client has catched up
if (players[localClientNumber].lastFrameResponse + GAME_SPEED*2 <= serverframenum)
return;
}
}
bool rec = false;
#ifndef NO_AVI
rec = game && game->creatingVideo;
#endif
bool normalFrame = !isPaused && !rec;
bool videoFrame = !isPaused && fixedFrameTime;
bool singleStep = fixedFrameTime && !rec;
if(normalFrame || videoFrame || singleStep){
for(int i=0; i < newFrames; ++i){
assert(!demoReader);
++serverframenum;
//Send out new frame messages.
if (0 == (serverframenum % serverKeyframeIntervall))
Broadcast(CBaseNetProtocol::Get().SendKeyFrame(serverframenum));
else
Broadcast(CBaseNetProtocol::Get().SendNewFrame());
#ifdef SYNCCHECK
outstandingSyncFrames.push_back(serverframenum);
#endif
}
}
}
else
{
CheckSync();
SendDemoData();
}
}
void CGameServer::UpdateLoop()
{
while (!quitServer)
{
spring_sleep(spring_msecs(10));
if (UDPNet)
UDPNet->Update();
boost::recursive_mutex::scoped_lock scoped_lock(gameServerMutex);
ServerReadNet();
Update();
}
if (hostif)
hostif->SendQuit();
Broadcast(CBaseNetProtocol::Get().SendQuit("Server shutdown"));
}
bool CGameServer::WaitsOnCon() const
{
return (UDPNet && UDPNet->Listen());
}
bool CGameServer::GameHasStarted() const
{
return (spring_istime(gameStartTime));
}
void CGameServer::KickPlayer(const int playerNum)
{
if (players[playerNum].link) // only kick connected players
{
Message(str(format(PlayerLeft) %players[playerNum].GetType() %players[playerNum].name %"kicked"));
Broadcast(CBaseNetProtocol::Get().SendPlayerLeft(playerNum, 2));
players[playerNum].Kill("Kicked from the battle");
if (hostif)
{
hostif->SendPlayerLeft(playerNum, 2);
}
}
else
Message(str( format("Attempt to kick player %d who is not connected") %playerNum ));
}
unsigned CGameServer::BindConnection(std::string name, const std::string& passwd, const std::string& version, bool isLocal, boost::shared_ptr<netcode::CConnection> link)
{
Message(str(format("Connection attempt from %s") %name));
Message(str(format(" -> Version: %s") %version));
Message(str(format(" -> Address: %s") %link->GetFullAddress()), false);
size_t hisNewNumber = players.size();
for (size_t i = 0; i < players.size(); ++i)
{
if (!players[i].isFromDemo && name == players[i].name)
{
if (players[i].myState == GameParticipant::UNCONNECTED || players[i].myState == GameParticipant::DISCONNECTED)
{
hisNewNumber = i;
break;
}
else
{
Message(str(format(" -> %s is already ingame") %name));
name += "_";
}
}
else if (name == players[i].name)
{
Message(str(format(" -> %s (%i) duplicated in the demo") %name %i));
name += "_";
}
}
if (hisNewNumber >= players.size())
{
if (demoReader || allowAdditionalPlayers)
{
GameParticipant buf;
buf.isFromDemo = false;
buf.name = name;
buf.spectator = true;
buf.team = 0;
players.push_back(buf);
}
else
{
// player not found
Message(str(format(" -> %s not found in script, rejecting connection attempt") %name));
link->SendData(CBaseNetProtocol::Get().SendQuit(str(format("Unknown playername: %s") %name)));
return 0;
}
}
GameParticipant::customOpts::const_iterator it = players[hisNewNumber].GetAllValues().find("Password");
if (it != players[hisNewNumber].GetAllValues().end() && !isLocal)
{
if (passwd != it->second)
{
Message(str(format(" -> rejected because of wrong password")));
link->SendData(CBaseNetProtocol::Get().SendQuit(str(format("Wrong passkey: %s") %name)));
return 0;
};
}
GameParticipant& newGuy = players[hisNewNumber];
newGuy.Connected(link, isLocal);
newGuy.SendData(boost::shared_ptr<const RawPacket>(gameData->Pack()));
newGuy.SendData(CBaseNetProtocol::Get().SendSetPlayerNum((unsigned char)hisNewNumber));
// after gamedata and playernum, the player can start loading
for (std::list< boost::shared_ptr<const netcode::RawPacket> >::const_iterator it = packetCache.begin(); it != packetCache.end(); ++it)
{
newGuy.SendData(*it); // throw at him all stuff he missed until now
}
if (!demoReader || setup->demoName.empty()) // gamesetup from demo?
{
const unsigned hisTeam = setup->playerStartingData[hisNewNumber].team;
if (!players[hisNewNumber].spectator && !teams[hisTeam].active) // create new team
{
players[hisNewNumber].readyToStart = (setup->startPosType != CGameSetup::StartPos_ChooseInGame);
teams[hisTeam].active = true;
}
players[hisNewNumber].team = hisTeam;
if (!setup->playerStartingData[hisNewNumber].spectator)
Broadcast(CBaseNetProtocol::Get().SendJoinTeam(hisNewNumber, hisTeam));
}
Message(str(format(" -> connection established (given id %i)") %hisNewNumber));
link->Flush(true);
return hisNewNumber;
}
void CGameServer::GotChatMessage(const ChatMessage& msg)
{
if (!msg.msg.empty()) // silently drop empty chat messages
{
Broadcast(boost::shared_ptr<const RawPacket>(msg.Pack()));
if (hostif && msg.fromPlayer >= 0 && static_cast<unsigned int>(msg.fromPlayer) != SERVER_PLAYER) {
// do not echo packets to the autohost
hostif->SendPlayerChat(msg.fromPlayer, msg.destination, msg.msg);
}
}
}
void CGameServer::InternalSpeedChange(float newSpeed)
{
if (internalSpeed == newSpeed) {
// TODO some error here
}
Broadcast(CBaseNetProtocol::Get().SendInternalSpeed(newSpeed));
internalSpeed = newSpeed;
}
void CGameServer::UserSpeedChange(float newSpeed, int player)
{
if (enforceSpeed > 0 &&
player >= 0 && static_cast<unsigned int>(player) != SERVER_PLAYER &&
!players[player].isLocal && !isPaused &&
(players[player].spectator || (enforceSpeed > 0 &&
(players[player].cpuUsage - medianCpu > std::min(0.2f, std::max(0.0f, 0.8f - medianCpu) ) ||
(serverframenum - players[player].lastFrameResponse) - medianPing > internalSpeed * GAME_SPEED / 2)))) {
PrivateMessage(player, "Speed change rejected (cpu load or ping is too high)");
return; // disallow speed change by players who cannot keep up gamespeed
}
newSpeed = std::min(maxUserSpeed, std::max(newSpeed, minUserSpeed));
if (userSpeedFactor != newSpeed)
{
if (internalSpeed > newSpeed || internalSpeed == userSpeedFactor) // insta-raise speed when not slowed down
InternalSpeedChange(newSpeed);
Broadcast(CBaseNetProtocol::Get().SendUserSpeed(player, newSpeed));
userSpeedFactor = newSpeed;
}
}
size_t CGameServer::ReserveNextAvailableSkirmishAIId() {
size_t skirmishAIId = 0;
// find a free id
std::list<size_t>::iterator it;
for (it = usedSkirmishAIIds.begin(); it != usedSkirmishAIIds.end(); ++it, skirmishAIId++) {
if (*it != skirmishAIId) {
break;
}
}
usedSkirmishAIIds.insert(it, skirmishAIId);
return skirmishAIId;
}
void CGameServer::FreeSkirmishAIId(const size_t skirmishAIId) {
usedSkirmishAIIds.remove(skirmishAIId);
}
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