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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <memory>
// NOTE: these _must_ be included before NetProtocol.h due to some ambiguity in
// Boost hash_float.hpp ("call of overloaded ‘ldexp(float&, int&)’ is ambiguous")
#include "System/Net/UDPConnection.h"
#include "System/Net/LocalConnection.h"
#include "NetProtocol.h"
#include "Game/GlobalUnsynced.h"
#include "Sim/Misc/GlobalConstants.h"
#include "System/Net/UnpackPacket.h"
#include "System/LoadSave/DemoRecorder.h"
#include "System/Platform/Threading.h"
#include "System/Config/ConfigHandler.h"
#include "System/GlobalConfig.h"
#include "System/Log/ILog.h"
CONFIG(int, SourcePort).defaultValue(0);
CNetProtocol* clientNet = nullptr;
CNetProtocol::CNetProtocol() : keepUpdating(false)
{
demoRecorder.reset(nullptr);
}
CNetProtocol::~CNetProtocol()
{
// when the client-server connection is deleted, make sure
// the server cleans up its corresponding connection to the
// client
Send(CBaseNetProtocol::Get().SendQuit(__FUNCTION__));
Close(true);
LOG("%s", serverConn->Statistics().c_str());
}
void CNetProtocol::InitClient(const char* server_addr, unsigned portnum, const std::string& myName, const std::string& myPasswd, const std::string& myVersion)
{
userName = myName;
userPasswd = myPasswd;
serverConn.reset(new netcode::UDPConnection(configHandler->GetInt("SourcePort"), server_addr, portnum));
serverConn->Unmute();
serverConn->SendData(CBaseNetProtocol::Get().SendAttemptConnect(userName, userPasswd, myVersion, globalConfig->networkLossFactor));
serverConn->Flush(true);
LOG("[NetProto::%s] connecting to IP %s on port %i using name %s", __func__, server_addr, portnum, myName.c_str());
}
void CNetProtocol::InitLocalClient()
{
serverConn.reset(new netcode::CLocalConnection());
serverConn->Flush();
LOG("[NetProto::%s] connecting to local server", __func__);
}
void CNetProtocol::AttemptReconnect(const std::string& myVersion)
{
netcode::UDPConnection conn(*serverConn);
conn.Unmute();
conn.SendData(CBaseNetProtocol::Get().SendAttemptConnect(userName, userPasswd, myVersion, globalConfig->networkLossFactor, true));
conn.Flush(true);
LOG("[NetProto::%s] reconnecting to server... %ds", __func__, dynamic_cast<netcode::UDPConnection&>(*serverConn).GetReconnectSecs());
}
bool CNetProtocol::NeedsReconnect() {
return serverConn->NeedsReconnect();
}
bool CNetProtocol::CheckTimeout(int nsecs, bool initial) const {
return serverConn->CheckTimeout(nsecs, initial);
}
bool CNetProtocol::Connected() const
{
return (serverConn->GetDataReceived() > 0);
}
std::string CNetProtocol::ConnectionStr() const
{
return serverConn->GetFullAddress();
}
std::shared_ptr<const netcode::RawPacket> CNetProtocol::Peek(unsigned ahead) const
{
return serverConn->Peek(ahead);
}
void CNetProtocol::DeleteBufferPacketAt(unsigned index)
{
return serverConn->DeleteBufferPacketAt(index);
}
float CNetProtocol::GetPacketTime(int frameNum) const
{
// startTime is not yet defined pre-simframe
if (frameNum < 0)
return gu->gameTime;
return (gu->startTime + frameNum / (1.0f * GAME_SPEED));
}
std::shared_ptr<const netcode::RawPacket> CNetProtocol::GetData(int frameNum)
{
std::shared_ptr<const netcode::RawPacket> ret = serverConn->GetData();
if (ret.get() == nullptr)
return ret;
if (ret->data[0] == NETMSG_GAMEDATA)
return ret;
if (demoRecorder.get() != nullptr)
demoRecorder->SaveToDemo(ret->data, ret->length, GetPacketTime(frameNum));
return ret;
}
void CNetProtocol::Send(std::shared_ptr<const netcode::RawPacket> pkt)
{
serverConn->SendData(pkt);
}
void CNetProtocol::Send(const netcode::RawPacket* pkt)
{
std::shared_ptr<const netcode::RawPacket> ptr(pkt);
Send(ptr);
}
__FORCE_ALIGN_STACK__
void CNetProtocol::UpdateLoop()
{
Threading::SetThreadName("heartbeat");
while (keepUpdating) {
Update();
spring_msecs(100).sleep();
}
}
void CNetProtocol::Update()
{
serverConn->Update();
}
void CNetProtocol::Close(bool flush)
{
serverConn->Close(flush);
}
void CNetProtocol::SetDemoRecorder(CDemoRecorder* r) { demoRecorder.reset(r); }
CDemoRecorder* CNetProtocol::GetDemoRecorder() const { return demoRecorder.get(); }
unsigned int CNetProtocol::GetNumWaitingServerPackets() const { return (serverConn.get())->GetPacketQueueSize(); }
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