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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cinttypes>
#include "Game/Game.h"
#include "GameServer.h"
#include "ExternalAI/EngineOutHandler.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Game/ClientData.h"
#include "Game/CommandMessage.h"
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Game/SelectedUnitsHandler.h"
#include "Game/ChatMessage.h"
#include "Game/WordCompletion.h"
#include "Game/IVideoCapturing.h"
#include "Game/InMapDraw.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Game/UI/GameSetupDrawer.h"
#include "Game/UI/MouseHandler.h"
#include "Lua/LuaHandle.h"
#include "Net/Protocol/NetProtocol.h"
#include "Rendering/GlobalRendering.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Path/IPathManager.h"
#include "Sim/Units/UnitHandler.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include "System/GlobalConfig.h"
#include "System/Log/ILog.h"
#include "System/SpringMath.h"
#include "System/TimeProfiler.h"
#include "System/LoadSave/DemoRecorder.h"
#include "System/Net/UnpackPacket.h"
#include "System/Sound/ISound.h"
CONFIG(bool, LogClientData).defaultValue(false);
#define LOG_SECTION_NET "Net"
LOG_REGISTER_SECTION_GLOBAL(LOG_SECTION_NET)
static spring::unordered_map<int32_t, uint32_t> localSyncChecksums;
void CGame::AddTraffic(int playerID, int packetCode, int length)
{
auto it = playerTraffic.find(playerID);
if (it == playerTraffic.end()) {
playerTraffic[playerID] = PlayerTrafficInfo();
it = playerTraffic.find(playerID);
}
PlayerTrafficInfo& pti = it->second;
pti.total += length;
const auto cit = pti.packets.find(packetCode);
if (cit == pti.packets.end()) {
pti.packets[packetCode] = length;
} else {
cit->second += length;
}
}
void CGame::SendClientProcUsage()
{
static spring_time lastProcUsageUpdateTime = spring_gettime();
if ((spring_gettime() - lastProcUsageUpdateTime).toMilliSecsf() >= 1000.0f) {
lastProcUsageUpdateTime = spring_gettime();
if (playing) {
const float simProcUsage = (profiler.GetTimePercentage("Sim"));
const float drawProcUsage = (profiler.GetTimePercentage("Draw") / std::max(1.0f, globalRendering->FPS)) * CGlobalUnsynced::minDrawFPS;
const float totalProcUsage = simProcUsage + drawProcUsage;
// take the minimum drawframes into account, too
clientNet->Send(CBaseNetProtocol::Get().SendCPUUsage(totalProcUsage));
} else {
// the CPU-load percentage is undefined prior to SimFrame()
clientNet->Send(CBaseNetProtocol::Get().SendCPUUsage(0.0f));
}
}
}
uint32_t CGame::GetNumQueuedSimFrameMessages(uint32_t maxFrames) const
{
// read ahead to find number of NETMSG_XXXFRAMES we still have to process
// this number is effectively a measure of current user network conditions
std::shared_ptr<const netcode::RawPacket> packet;
uint32_t numQueuedFrames = 0;
uint32_t packetPeekIndex = 0;
while ((packet = clientNet->Peek(packetPeekIndex))) {
switch (packet->data[0]) {
case NETMSG_PING: {
const spring_time pktSendTime = spring_msecs(*reinterpret_cast<const float*>(&packet->data[3]));
const spring_time pktRecvTime = spring_now();
// LOG_L(L_INFO, "[Game::%s][NETMSG_PING] tag=%u dt=%fms", __func__, packet->data[2], pktRecvTime.toMilliSecsf() - pktSendTime.toMilliSecsf());
eventHandler.Pong(packet->data[2], pktSendTime, pktRecvTime);
clientNet->DeleteBufferPacketAt(packetPeekIndex);
} break;
case NETMSG_GAME_FRAME_PROGRESS: {
// this special packet skips queue entirely, so gets processed here
// it's meant to indicate current game progress for clients fast-forwarding to current point the game
// NOTE: this event should be unsynced, since its time reference frame is not related to the current
// progress of the game from the client's point of view
eventHandler.GameProgress(*reinterpret_cast<int32_t*>(packet->data + 1));
clientNet->DeleteBufferPacketAt(packetPeekIndex);
} break;
case NETMSG_NEWFRAME:
case NETMSG_KEYFRAME:
numQueuedFrames += (numQueuedFrames < maxFrames);
default:
packetPeekIndex += 1;
}
}
return (numQueuedFrames);
}
void CGame::UpdateNumQueuedSimFrames()
{
// on any *incoming* ping-response, just process NETMSG_{PING, GAME_FRAME_PROGRESS}
// (even if host, self-ping processing time is useful to know for testing purposes)
if (clientNet->GetNumWaitingPingPackets() > 0)
GetNumQueuedSimFrameMessages(-1u);
// if host, we have no buffer
if (gameServer != nullptr)
return;
static spring_time lastUpdateTime = spring_gettime();
const spring_time currTime = spring_gettime();
const spring_time deltaTime = currTime - lastUpdateTime;
// update consumption-rate faster at higher game speeds
if (deltaTime.toMilliSecsf() < (500.0f / gs->speedFactor))
return;
// NOTE:
// unnecessary to scan entire queue *unless* joining a running game
// only reason in that case is to handle NETMSG_GAME_FRAME_PROGRESS
const uint32_t numQueuedFrames = GetNumQueuedSimFrameMessages(-1u);
if (globalConfig.useNetMessageSmoothingBuffer) {
if (numQueuedFrames < lastNumQueuedSimFrames) {
// conservative policy: take minimum of current and previous queue size
// we *NEVER* want the queue to run completely dry (by not keeping a few
// messages buffered) because this leads to micro-stutter which is WORSE
// than trading latency for smoothness (by trailing some extra number of
// simframes behind the server)
lastNumQueuedSimFrames = numQueuedFrames;
} else {
// trust the past more than the future
lastNumQueuedSimFrames = mix(lastNumQueuedSimFrames * 1.0f, numQueuedFrames * 1.0f, 0.1f);
}
// always stay a bit behind the actual server time
// at higher speeds we need to keep more distance!
// (because effect of network jitter is amplified)
consumeSpeedMult = GAME_SPEED * gs->speedFactor + lastNumQueuedSimFrames - (2 * gs->speedFactor);
} else {
// Modified SPRING95 behaviour
// Aim at staying 2 sim frames behind.
consumeSpeedMult = GAME_SPEED * gs->speedFactor + (numQueuedFrames / 2) - 1;
}
// await one sim frame if queue is dry
if (numQueuedFrames == 0)
msgProcTimeLeft = -1000.0f * gs->speedFactor;
lastUpdateTime = currTime;
}
void CGame::UpdateNetMessageProcessingTimeLeft()
{
// compute new msgProcTimeLeft to "smooth" out SimFrame() calls
if (gameServer == nullptr) {
const spring_time currentReadNetTime = spring_gettime();
const spring_time deltaReadNetTime = currentReadNetTime - lastReadNetTime;
if (skipping) {
msgProcTimeLeft = 10.0f;
} else {
// at <N> Hz we should consume one simframe message every (1000/N) ms
//
// <dt> since last call will typically be some small fraction of this
// so we eat through the queue at a rate proportional to that fraction
// (the amount of processing time is weighted by dt and also increases
// when more messages are waiting)
msgProcTimeLeft += (consumeSpeedMult * deltaReadNetTime.toMilliSecsf());
}
lastReadNetTime = currentReadNetTime;
} else {
// ensure ClientReadNet returns at least every 15 simframes
// so CGame can process keyboard input, and render etc.
msgProcTimeLeft = (GAME_SPEED / float(CGlobalUnsynced::minDrawFPS) * gs->wantedSpeedFactor) * 1000.0f;
}
}
float CGame::GetNetMessageProcessingTimeLimit() const
{
// balance the time spent in simulation & drawing (esp. when reconnecting)
// use the following algo: i.e. with gu->reconnectSimDrawBalance = 0.2f
// -> try to spend minimum 20% of the time in drawing
// -> use remaining 80% for reconnecting
// (maxSimFPS / minDrawFPS) is desired number of simframes per drawframe
const float maxSimFPS = (1.0f - CGlobalUnsynced::reconnectSimDrawBalance) * 1000.0f / std::max(0.01f, gu->avgSimFrameTime);
const float minDrawFPS = CGlobalUnsynced::reconnectSimDrawBalance * 1000.0f / std::max(0.01f, gu->avgDrawFrameTime);
const float simDrawRatio = maxSimFPS / minDrawFPS;
return Clamp(simDrawRatio * gu->avgSimFrameTime, 5.0f, 1000.0f / CGlobalUnsynced::minDrawFPS);
}
void CGame::ClientReadNet()
{
// first look ahead so we can adapt consumeSpeedMult to network fluctuations
// (smooths simframes across each full second, and balances the time spent in
// sim & drawing)
UpdateNumQueuedSimFrames();
UpdateNetMessageProcessingTimeLeft();
const spring_time msgProcEndTime = spring_gettime() + spring_msecs(GetNetMessageProcessingTimeLimit());
const bool haveServerDemo = (gameServer != nullptr && gameServer->GetDemoReader() != nullptr);
const bool haveClientDemo = (clientNet->GetDemoRecorder() != nullptr);
// now really process the messages
while (true) {
if (msgProcTimeLeft <= 0.0f)
break;
if (spring_gettime() > msgProcEndTime)
break;
lastNetPacketProcessTime = spring_gettime();
{
// DemoFromDemo option only makes sense in combination with god-mode
// however any sync-responses recorded in the original demo would be
// written to the copy as-is by clientNet->GetData even though player
// is locally desyncing the replayed game state via new orders
//
// when playing the copied demo this would cause desync warning spam,
// so alter all source demo response packets before saving them again
std::shared_ptr<const netcode::RawPacket> peekPacket = clientNet->Peek(0);
if (peekPacket != nullptr && peekPacket->data[0] == NETMSG_SYNCRESPONSE) {
if (haveServerDemo && haveClientDemo && gs->godMode != 0) {
assert(configHandler->GetBool("DemoFromDemo"));
const int32_t syncFrameNum = *reinterpret_cast<const int32_t*>(peekPacket->data + sizeof(uint8_t) + sizeof(uint8_t));
const uint32_t syncCheckSum = localSyncChecksums[syncFrameNum];
memcpy(peekPacket->data + sizeof(uint8_t) + sizeof(uint8_t) + sizeof(int32_t), &syncCheckSum, sizeof(syncCheckSum));
}
}
}
// get netpacket from the queue
std::shared_ptr<const netcode::RawPacket> packet = clientNet->GetData(gs->frameNum);
if (packet == nullptr)
break;
lastReceivedNetPacketTime = spring_gettime();
const uint8_t* inbuf = packet->data;
const uint32_t dataLength = packet->length;
const uint8_t packetCode = inbuf[0];
switch (packetCode) {
case NETMSG_QUIT: {
try {
netcode::UnpackPacket pckt(packet, 3);
std::string message;
pckt >> message;
LOG("%s", message.c_str());
GameEnd({});
AddTraffic(-1, packetCode, dataLength);
clientNet->Close(true);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_QUIT] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_PLAYERLEFT: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PLAYERLEFT] invalid player-number %i", __func__, playerNum);
break;
}
playerHandler.PlayerLeft(playerNum, inbuf[2]);
eventHandler.PlayerRemoved(playerNum, inbuf[2]);
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_STARTPLAYING: {
const uint32_t timeToStart = *reinterpret_cast<const uint32_t*>(inbuf + 1);
if (timeToStart > 0) {
GameSetupDrawer::StartCountdown(timeToStart);
} else {
StartPlaying();
}
AddTraffic(-1, packetCode, dataLength);
} break;
case NETMSG_PLAYERSTAT: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PLAYERSTAT] invalid player-number %i", __func__, playerNum);
break;
}
CPlayer* player = playerHandler.Player(playerNum);
player->currentStats = *reinterpret_cast<const PlayerStatistics*>(&inbuf[2]);
CDemoRecorder* record = clientNet->GetDemoRecorder();
if (record != nullptr)
record->SetPlayerStats(playerNum, player->currentStats);
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_PAUSE: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PAUSE] invalid player-number %i", __func__, playerNum);
break;
}
gs->paused = !!inbuf[2];
LOG("%s %s the game", playerHandler.Player(playerNum)->name.c_str(), (gs->paused ? "paused" : "unpaused"));
eventHandler.GamePaused(playerNum, gs->paused);
AddTraffic(playerNum, packetCode, dataLength);
lastReadNetTime = spring_gettime();
} break;
case NETMSG_INTERNAL_SPEED: {
sound->PitchAdjust(gs->speedFactor = *reinterpret_cast<const float*>(&inbuf[1]));
AddTraffic(-1, packetCode, dataLength);
} break;
case NETMSG_USER_SPEED: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum) && playerNum != SERVER_PLAYER) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_USER_SPEED] invalid player-number %i", __func__, playerNum);
break;
}
const char* pName = (playerNum == SERVER_PLAYER)? "server": playerHandler.Player(playerNum)->name.c_str();
gs->wantedSpeedFactor = *reinterpret_cast<const float*>(&inbuf[2]);
LOG("Speed set to %.1f [%s]", gs->wantedSpeedFactor, pName);
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_CPU_USAGE: {
LOG_L(L_WARNING, "[Game::%s][NETMSG_CPU_USAGE] clients should not get this", __func__);
AddTraffic(-1, packetCode, dataLength);
} break;
case NETMSG_PLAYERINFO: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PLAYERINFO] invalid player-number %i", __func__, playerNum);
break;
}
CPlayer* p = playerHandler.Player(playerNum);
p->cpuUsage = *reinterpret_cast<const float*>(&inbuf[2]);
p->ping = *reinterpret_cast<const uint32_t*>(&inbuf[6]);
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_PLAYERNAME: {
try {
netcode::UnpackPacket pckt(packet, 2);
uint8_t playerID;
pckt >> playerID;
if (!playerHandler.IsValidPlayer(playerID))
throw netcode::UnpackPacketException("Invalid player number");
CPlayer* player = playerHandler.Player(playerID);
pckt >> player->name;
player->SetReadyToStart(gameSetup->startPosType != CGameSetup::StartPos_ChooseInGame);
player->active = true;
wordCompletion.AddWord(player->name, false, false, false); // required?
AddTraffic(playerID, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PLAYERNAME] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_CHAT: {
try {
const ChatMessage msg(packet);
HandleChatMsg(msg);
AddTraffic(msg.fromPlayer, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_CHAT] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_SYSTEMMSG: {
try {
netcode::UnpackPacket pckt(packet, 4);
std::string sysMsg;
pckt >> sysMsg;
LOG("%s", sysMsg.c_str());
AddTraffic(-1, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_SYSTEMMSG] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_STARTPOS: {
const uint8_t playerID = inbuf[1];
const uint8_t teamID = inbuf[2];
if (!playerHandler.IsValidPlayer(playerID) && playerID != SERVER_PLAYER) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_STARTPOS] invalid player-number %i", __func__, playerID);
break;
}
if (!teamHandler.IsValidTeam(teamID)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_STARTPOS] invalid team-number %i", __func__, teamID);
break;
}
const uint8_t rdyState = inbuf[3];
float3 rawPickPos(*reinterpret_cast<const float*>(&inbuf[4]), *reinterpret_cast<const float*>(&inbuf[8]), *reinterpret_cast<const float*>(&inbuf[12]));
float3 clampedPos(rawPickPos);
CTeam* team = teamHandler.Team(teamID);
team->ClampStartPosInStartBox(&clampedPos);
if (eventHandler.AllowStartPosition(playerID, teamID, rdyState, clampedPos, rawPickPos)) {
team->SetStartPos(clampedPos);
if (playerID != SERVER_PLAYER)
playerHandler.Player(playerID)->SetReadyToStart(rdyState != CPlayer::PLAYER_RDYSTATE_UPDATED);
}
AddTraffic(playerID, packetCode, dataLength);
} break;
case NETMSG_RANDSEED: {
gsRNG.SetSeed(*((uint32_t*)&inbuf[1]), true);
AddTraffic(-1, packetCode, dataLength);
} break;
case NETMSG_GAMEID: {
const uint8_t* p = &inbuf[1];
CDemoRecorder* record = clientNet->GetDemoRecorder();
if (record != nullptr)
record->SetGameID(p);
memcpy(gameID, p, sizeof(gameID));
LOG("GameID: "
"%02x%02x%02x%02x%02x%02x%02x%02x"
"%02x%02x%02x%02x%02x%02x%02x%02x",
p[ 0], p[ 1], p[ 2], p[ 3], p[ 4], p[ 5], p[ 6], p[ 7],
p[ 8], p[ 9], p[10], p[11], p[12], p[13], p[14], p[15]);
AddTraffic(-1, packetCode, dataLength);
eventHandler.GameID(gameID, sizeof(gameID));
} break;
case NETMSG_PATH_CHECKSUM: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_PATH_CHECKSUM] invalid player-number %i", __func__, playerNum);
break;
}
if (pathManager->GetPathFinderType() == NOPFS_TYPE)
break;
const std::uint32_t playerCheckSum = *reinterpret_cast<const std::uint32_t*>(&inbuf[2]);
const std::uint32_t localCheckSum = pathManager->GetPathCheckSum();
const CPlayer* player = playerHandler.Player(playerNum);
const char* pName = player->name.c_str();
const char* pType = player->IsSpectator()? "spectator": "player";
const char* fmtStrs[2] = {
"[DESYNC WARNING] path-checksum for %s %d (%s) is 0; non-writable PathEstimator-cache?",
"[DESYNC WARNING] path-checksum %08x for %s %d (%s) does not match local checksum %08x; stale PathEstimator-cache?",
};
// XXX maybe use a "Desync" section here?
if (playerCheckSum == 0) {
LOG_L(L_WARNING, fmtStrs[0], pType, playerNum, pName);
} else {
if (playerCheckSum != localCheckSum) {
LOG_L(L_WARNING, fmtStrs[1], playerCheckSum, pType, playerNum, pName, localCheckSum);
pathManager->RemoveCacheFiles();
}
}
} break;
case NETMSG_KEYFRAME: {
if (!gameOver) {
const int32_t serverFrameNum = *(int32_t*)(inbuf + 1);
if (gs->frameNum != (serverFrameNum - 1)) {
LOG_L(L_ERROR, "[Game::%s] keyframe difference: %i (client: %d, server: %d)", __func__, gs->frameNum - (serverFrameNum - 1), gs->frameNum, serverFrameNum);
break;
}
// fall-through and run SimFrame() iff this message really came from the server
clientNet->Send(CBaseNetProtocol::Get().SendKeyFrame(serverFrameNum));
}
}
case NETMSG_NEWFRAME: {
msgProcTimeLeft -= 1000.0f;
lastSimFrameNetPacketTime = spring_gettime();
SimFrame();
#ifdef SYNCCHECK
// both NETMSG_SYNCRESPONSE and NETMSG_NEWFRAME are used for ping calculation by server
ASSERT_SYNCED(gs->frameNum);
ASSERT_SYNCED(CSyncChecker::GetChecksum());
clientNet->Send(CBaseNetProtocol::Get().SendSyncResponse(gu->myPlayerNum, gs->frameNum, CSyncChecker::GetChecksum()));
// buffer all checksums, so we can check sync later between demo & local
if (haveServerDemo)
localSyncChecksums[gs->frameNum] = CSyncChecker::GetChecksum();
// reset checksum every 4096 frames =~ 2.5 minutes
if ((gs->frameNum & 4095) == 0)
CSyncChecker::NewFrame();
#endif
AddTraffic(-1, packetCode, dataLength);
} break;
case NETMSG_SYNCRESPONSE: {
#if (defined(SYNCCHECK))
if (haveServerDemo) {
// NOTE:
// this packet is also sent during live games,
// during which we should just ignore it (the
// server does sync-checking for us)
netcode::UnpackPacket pckt(packet, 1);
uint8_t playerNum; pckt >> playerNum;
int32_t frameNum; pckt >> frameNum;
uint32_t checkSum; pckt >> checkSum;
const uint32_t ourCheckSum = localSyncChecksums[frameNum];
// check if our checksum for this frame matches what
// player <playerNum> sent to the server at the same
// frame in the original game (in case of a demo)
if (playerNum == gu->myPlayerNum)
break;
if (checkSum == ourCheckSum)
break;
const CPlayer* player = playerHandler.Player(playerNum);
const char* pName = player->name.c_str();
const char* pType = player->IsSpectator()? "spectator": "player";
const char* fmtStr = "[DESYNC WARNING] checksum %x from demo %s %d (%s) does not match our checksum %x for frame-number %d";
LOG_L(L_ERROR, fmtStr, checkSum, pType, playerNum, pName, ourCheckSum, frameNum);
}
#endif
} break;
case NETMSG_COMMAND: {
try {
netcode::UnpackPacket pckt(packet, 1);
uint16_t packetSize; pckt >> packetSize;
uint8_t playerNum; pckt >> playerNum;
if (!playerHandler.IsValidPlayer(playerNum))
throw netcode::UnpackPacketException("Invalid player number");
int32_t cmdID;
int32_t cmdTimeOut;
uint8_t cmdOptions;
uint32_t numParams;
pckt >> cmdID;
pckt >> cmdTimeOut;
pckt >> cmdOptions;
pckt >> numParams;
Command c(cmdID, cmdOptions);
c.SetTimeOut(cmdTimeOut);
for (uint32_t a = 0; a < numParams; ++a) {
float param; pckt >> param;
c.PushParam(param);
}
selectedUnitsHandler.NetOrder(c, playerNum);
AddTraffic(playerNum, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_COMMAND] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_SELECT: {
try {
netcode::UnpackPacket pckt(packet, 1);
std::vector<int32_t> selectedUnitIDs;
uint16_t packetSize; pckt >> packetSize;
uint8_t playerNum; pckt >> playerNum;
const uint32_t numUnitIDs = (packetSize - 4) / sizeof(int16_t);
if (!playerHandler.IsValidPlayer(playerNum))
throw netcode::UnpackPacketException("Invalid player number");
const CPlayer* netPlayer = playerHandler.Player(playerNum);
const CUnit* unit = nullptr;
selectedUnitIDs.reserve(numUnitIDs);
for (uint32_t a = 0; a < numUnitIDs; ++a) {
int16_t unitID; pckt >> unitID;
// unit was destroyed in simulation (without its ID being recycled)
// after sending a command but before receiving it back, more likely
// to happen in high-latency situations
// LOG_L(L_WARNING, "[NETMSG_SELECT] invalid unitID (%i) from player %i", unitID, playerNum);
if ((unit = unitHandler.GetUnit(unitID)) == nullptr)
continue;
// if in (full) godMode, this is always true for any player
if (netPlayer->CanControlTeam(unit->team))
selectedUnitIDs.push_back(unitID);
}
selectedUnitsHandler.NetSelect(selectedUnitIDs, playerNum);
AddTraffic(playerNum, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_SELECT] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_AICOMMAND:
case NETMSG_AICOMMAND_TRACKED: {
try {
netcode::UnpackPacket pckt(packet, 1);
int16_t pcktSize; pckt >> pcktSize;
uint8_t playerID; pckt >> playerID;
uint8_t aiInstID; pckt >> aiInstID;
uint8_t aiTeamID; pckt >> aiTeamID;
int16_t unitID; pckt >> unitID;
if (!playerHandler.IsValidPlayer(playerID))
throw netcode::UnpackPacketException("Invalid player number");
if (unitID < 0 || static_cast<size_t>(unitID) >= unitHandler.MaxUnits())
throw netcode::UnpackPacketException("Invalid unit ID");
int32_t cmdID;
int32_t cmdTimeOut;
uint8_t cmdOptions;
uint32_t numParams;
pckt >> cmdID;
pckt >> cmdTimeOut;
pckt >> cmdOptions;
pckt >> numParams;
Command c(cmdID, cmdOptions);
c.SetTimeOut(cmdTimeOut);
if (packetCode == NETMSG_AICOMMAND_TRACKED) {
pckt >> cmdID;
c.SetAICmdID(cmdID);
}
// insert the command parameters
for (uint32_t a = 0; a < numParams; ++a) {
float param;
pckt >> param;
c.PushParam(param);
}
// command originating from SkirmishAI or LuaUnsyncedCtrl
selectedUnitsHandler.AINetOrder(unitID, aiTeamID, playerID, c);
AddTraffic(playerID, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_AICOMMAND*] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_AICOMMANDS: {
try {
netcode::UnpackPacket pckt(packet, 3);
uint8_t playerID;
uint8_t aiInstID;
uint8_t pairwise;
uint32_t sameCmdID;
uint8_t sameCmdOpt;
uint16_t sameCmdParamSize;
int16_t unitCount;
int16_t commandCount;
pckt >> playerID;
if (!playerHandler.IsValidPlayer(playerID))
throw netcode::UnpackPacketException("Invalid player number");
pckt >> aiInstID;
pckt >> pairwise;
pckt >> sameCmdID;
pckt >> sameCmdOpt;
pckt >> sameCmdParamSize;
std::vector<int32_t> unitIDs;
std::vector<Command> commands;
// parse the unit list
pckt >> unitCount;
unitIDs.reserve(unitCount);
for (int16_t u = 0; u < unitCount; u++) {
int16_t unitID;
pckt >> unitID;
unitIDs.push_back(unitID);
}
// parse the command list
pckt >> commandCount;
commands.reserve(commandCount);
for (int16_t c = 0; c < commandCount; c++) {
int32_t cmdID;
uint8_t cmdOpt;
uint16_t paramCount = 0;
if ((cmdID = sameCmdID) == 0)
pckt >> cmdID;
if ((cmdOpt = sameCmdOpt) == 0xFF)
pckt >> cmdOpt;
if ((paramCount = sameCmdParamSize) == 0xFFFF)
pckt >> paramCount;
Command cmd(cmdID, cmdOpt);
for (uint16_t p = 0; p < paramCount; p++) {
float param;
pckt >> param;
cmd.PushParam(param);
}
commands.push_back(cmd);
}
assert(aiInstID == MAX_AIS);
// apply the "AI" commands (which actually originate from LuaUnsyncedCtrl)
if (pairwise) {
for (int16_t x = 0; x < std::min(unitCount, commandCount); ++x) {
selectedUnitsHandler.AINetOrder(unitIDs[x], aiInstID, playerID, commands[x]);
}
} else {
for (int16_t c = 0; c < commandCount; c++) {
for (int16_t u = 0; u < unitCount; u++) {
selectedUnitsHandler.AINetOrder(unitIDs[u], aiInstID, playerID, commands[c]);
}
}
}
AddTraffic(playerID, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_AICOMMANDS] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_AISHARE: {
try {
netcode::UnpackPacket pckt(packet, 1);
int16_t numBytes;
uint8_t player;
uint8_t aiID;
uint8_t srcTeamID;
uint8_t dstTeamID;
float metalShare;
float energyShare;
pckt >> numBytes;
pckt >> player;
if (!playerHandler.IsValidPlayer(player))
throw netcode::UnpackPacketException("Invalid player number");
// total message length
constexpr int32_t fixedLen = (1 + sizeof(short) + 3 + (2 * sizeof(float)));
const int32_t variableLen = numBytes - fixedLen;
const int32_t numUnitIDs = variableLen / sizeof(short); // each unitID is two bytes
pckt >> aiID;
pckt >> srcTeamID;
pckt >> dstTeamID;
pckt >> metalShare;
pckt >> energyShare;
CTeam* srcTeam = teamHandler.Team(srcTeamID);
CTeam* dstTeam = teamHandler.Team(dstTeamID);
if (metalShare > 0.0f) {
if (eventHandler.AllowResourceTransfer(srcTeamID, dstTeamID, "m", metalShare)) {
srcTeam->res.metal -= metalShare;
srcTeam->resSent.metal += metalShare;
srcTeam->GetCurrentStats().metalSent += metalShare;
dstTeam->res.metal += metalShare;
dstTeam->resReceived.metal += metalShare;
dstTeam->GetCurrentStats().metalReceived += metalShare;
}
}
if (energyShare > 0.0f) {
if (eventHandler.AllowResourceTransfer(srcTeamID, dstTeamID, "e", energyShare)) {
srcTeam->res.energy -= energyShare;
srcTeam->resSent.energy += energyShare;
srcTeam->GetCurrentStats().energySent += energyShare;
dstTeam->res.energy += energyShare;
dstTeam->resReceived.energy += energyShare;
dstTeam->GetCurrentStats().energyReceived += energyShare;
}
}
for (int32_t i = 0, j = fixedLen; i < numUnitIDs; i++, j += sizeof(short)) {
int16_t unitID;
pckt >> unitID;
CUnit* u = unitHandler.GetUnit(unitID);
if (u == nullptr)
throw netcode::UnpackPacketException("Invalid unit ID");
// ChangeTeam() handles the AllowUnitTransfer() LuaRule
if (u->team == srcTeamID && !u->beingBuilt) {
u->ChangeTeam(dstTeamID, CUnit::ChangeGiven);
}
}
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_AISHARE] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_LOGMSG: {
try {
netcode::UnpackPacket unpack(packet, sizeof(uint8_t));
std::uint16_t packetSize;
std::uint8_t playerNum;
std::uint8_t logLevel;
std::string logString;
unpack >> packetSize;
if (packetSize != packet->length)
throw netcode::UnpackPacketException("invalid size");
unpack >> playerNum;
if (!playerHandler.IsValidPlayer(playerNum))
throw netcode::UnpackPacketException("invalid player number");
unpack >> logLevel;
unpack >> logString;
const CPlayer* player = playerHandler.Player(playerNum);
const char* fmtStr = "[Game::%s][LOGMSG] sender=\"%s\" string=\"%s\"";
const char* logStr = logString.c_str();
switch (logLevel) {
case LOG_LEVEL_INFO : { LOG_L(L_INFO , fmtStr, __func__, player->name.c_str(), logStr); } break;
case LOG_LEVEL_DEBUG : { LOG_L(L_DEBUG , fmtStr, __func__, player->name.c_str(), logStr); } break;
case LOG_LEVEL_ERROR : { LOG_L(L_ERROR , fmtStr, __func__, player->name.c_str(), logStr); } break;
case LOG_LEVEL_FATAL : { LOG_L(L_FATAL , fmtStr, __func__, player->name.c_str(), logStr); } break;
case LOG_LEVEL_NOTICE : { LOG_L(L_NOTICE , fmtStr, __func__, player->name.c_str(), logStr); } break;
case LOG_LEVEL_WARNING: { LOG_L(L_WARNING, fmtStr, __func__, player->name.c_str(), logStr); } break;
}
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_LOGMSG] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_LUAMSG: {
try {
netcode::UnpackPacket unpack(packet, sizeof(uint8_t));
std::uint16_t packetSize;
std::uint8_t playerNum;
std::uint16_t script;
std::uint8_t mode;
std::vector<std::uint8_t> data;
unpack >> packetSize;
if (packetSize != packet->length)
throw netcode::UnpackPacketException("invalid packet-size");
unpack >> playerNum;
if (!playerHandler.IsValidPlayer(playerNum))
throw netcode::UnpackPacketException("invalid player number");
data.resize(packetSize - (1 + sizeof(packetSize) + sizeof(playerNum) + sizeof(script) + sizeof(mode)));
unpack >> script;
unpack >> mode;
unpack >> data;
CLuaHandle::HandleLuaMsg(playerNum, script, mode, data);
AddTraffic(playerNum, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_LUAMSG] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_SHARE: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_SHARE] invalid player-number %i", __func__, playerNum);
break;
}
const int32_t srcTeamID = playerHandler.Player(playerNum)->team;
const uint8_t dstTeamID = inbuf[2];
CTeam* srcTeam = teamHandler.Team(srcTeamID);
CTeam* dstTeam = teamHandler.Team(dstTeamID);
const float metalShare = Clamp(*reinterpret_cast<const float*>(&inbuf[4]), 0.0f, srcTeam->res.metal);
const float energyShare = Clamp(*reinterpret_cast<const float*>(&inbuf[8]), 0.0f, srcTeam->res.energy);
if (metalShare > 0.0f) {
if (eventHandler.AllowResourceTransfer(srcTeamID, dstTeamID, "m", metalShare)) {
srcTeam->res.metal -= metalShare;
srcTeam->resSent.metal += metalShare;
srcTeam->GetCurrentStats().metalSent += metalShare;
dstTeam->res.metal += metalShare;
dstTeam->resReceived.metal += metalShare;
dstTeam->GetCurrentStats().metalReceived += metalShare;
}
}
if (energyShare > 0.0f) {
if (eventHandler.AllowResourceTransfer(srcTeamID, dstTeamID, "e", energyShare)) {
srcTeam->res.energy -= energyShare;
srcTeam->resSent.energy += energyShare;
srcTeam->GetCurrentStats().energySent += energyShare;
dstTeam->res.energy += energyShare;
dstTeam->resReceived.energy += energyShare;
dstTeam->GetCurrentStats().energyReceived += energyShare;
}
}
if (static_cast<bool>(inbuf[3])) {
// share units
std::vector<int32_t >& netSelUnits = selectedUnitsHandler.netSelected[playerNum];
for (const int32_t unitID: netSelUnits) {
CUnit* unit = unitHandler.GetUnit(unitID);
if (unit == nullptr)
continue;
if (unit->UnderFirstPersonControl())
continue;
// in godmode we can have units selected that are not ours
if (unit->team != srcTeamID)
continue;
if (unit->isDead)
continue;
if (unit->IsCrashing())
continue;
unit->ChangeTeam(dstTeamID, CUnit::ChangeGiven);
}
netSelUnits.clear();
}
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_SETSHARE: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_SETSHARE] invalid player-number %i", __func__, playerNum);
break;
}
const uint8_t teamNum = inbuf[2];
if (!teamHandler.IsValidTeam(teamNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_SETSHARE] invalid team-number %i", __func__, teamNum);
break;
}
CTeam* team = teamHandler.Team(teamNum);
const float metalShare = *reinterpret_cast<const float*>(&inbuf[3]);
const float energyShare = *reinterpret_cast<const float*>(&inbuf[7]);
if (eventHandler.AllowResourceLevel(teamNum, "m", metalShare))
team->resShare.metal = metalShare;
if (eventHandler.AllowResourceLevel(teamNum, "e", energyShare))
team->resShare.energy = energyShare;
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_MAPDRAW: {
const int32_t playerNum = inMapDrawer->GotNetMsg(packet);
if (playerNum >= 0)
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_TEAM: {
const uint8_t playerNum = inbuf[1];
const uint8_t teamAction = inbuf[2];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_TEAM] invalid player-number %i", __func__, playerNum);
break;
}
CPlayer* player = playerHandler.Player(playerNum);
switch (teamAction) {
case TEAMMSG_GIVEAWAY: {
const uint8_t toTeam = inbuf[3];
const uint8_t giverTeam = inbuf[4];
if (!teamHandler.IsValidTeam(toTeam) || !teamHandler.IsValidTeam(giverTeam)) {
LOG_L(L_ERROR, "[Game::%s][TEAMMSG_GIVEWAY] invalid team-numbers {%i,%i}", __func__, toTeam, giverTeam);
break;
}
const size_t numPlayersInGiverTeam = playerHandler.NumActivePlayersInTeam(giverTeam);
const size_t numTotAIsInGiverTeam = skirmishAIHandler.GetSkirmishAIsInTeam(giverTeam).size();
const size_t numControllersInGiverTeam = numPlayersInGiverTeam + numTotAIsInGiverTeam;
bool giveAwayOk = false;
if ((giveAwayOk = (giverTeam == player->team))) {
// player is giving stuff from his own team
if (numPlayersInGiverTeam == 1) {
teamHandler.Team(giverTeam)->GiveEverythingTo(toTeam);
} else {
player->StartSpectating();
}
selectedUnitsHandler.ClearNetSelect(playerNum);
} else {
// player is giving stuff from one of his AI teams
giveAwayOk = (numPlayersInGiverTeam == 0);
}
if (giveAwayOk && (numControllersInGiverTeam == 1)) {
// team has no controller left now
teamHandler.Team(giverTeam)->GiveEverythingTo(toTeam);
teamHandler.Team(giverTeam)->SetLeader(-1);
}
CPlayer::UpdateControlledTeams();
} break;
case TEAMMSG_RESIGN: {
if (!playing)
break;
player->StartSpectating();
// update all teams of which the player is leader
for (size_t t = 0; t < teamHandler.ActiveTeams(); ++t) {
CTeam* team = teamHandler.Team(t);
if (team->GetLeader() != playerNum)
continue;
const std::vector<int32_t>& teamPlayers = playerHandler.ActivePlayersInTeam(t);
const std::vector<uint8_t>& teamAIs = skirmishAIHandler.GetSkirmishAIsInTeam(t);
if ((teamPlayers.size() + teamAIs.size()) == 0) {
// no controllers left in team
//team.active = false;
team->SetLeader(-1);
} else if (teamPlayers.empty()) {
// no human player left in team
team->SetLeader(skirmishAIHandler.GetSkirmishAI(teamAIs[0])->hostPlayer);
} else {
// still human controllers left in team
team->SetLeader(teamPlayers[0]);
}
}
LOG_L(L_DEBUG, "Player %i (%s) resigned and is now spectating!", playerNum, player->name.c_str());
selectedUnitsHandler.ClearNetSelect(playerNum);
CPlayer::UpdateControlledTeams();
} break;
case TEAMMSG_JOIN_TEAM: {
const uint8_t newTeamNum = inbuf[3];
if (!teamHandler.IsValidTeam(newTeamNum)) {
LOG_L(L_ERROR, "[Game::%s][TEAMMSG_JOIN_TEAM] invalid team-number %i", __func__, newTeamNum);
break;
}
teamHandler.Team(newTeamNum)->AddPlayer(playerNum);
} break;
case TEAMMSG_TEAM_DIED: {
// silently drop since we can calculate this ourselves, although useful to store in replays
} break;
default: {
LOG_L(L_ERROR, "[Game::%s][NETMSG_TEAM] unknown team-action %i from player %i", __func__, teamAction, playerNum);
}
}
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_GAMEOVER: {
// silently drop since we can calculate this ourselves, although useful to store in replays
AddTraffic(inbuf[1], packetCode, dataLength);
} break;
case NETMSG_TEAMSTAT: { /* LadderBot (dedicated client) only */ } break;
case NETMSG_REQUEST_TEAMSTAT: { /* LadderBot (dedicated client) only */ } break;
case NETMSG_AI_CREATED: {
try {
netcode::UnpackPacket pckt(packet, 2);
std::string aiName;
uint8_t playerNum;
uint8_t aiNum;
uint8_t aiTeamNum;
pckt >> playerNum;
pckt >> aiNum;
pckt >> aiTeamNum;
pckt >> aiName;
CTeam* aiTeam = teamHandler.Team(aiTeamNum);
if (playerNum == gu->myPlayerNum) {
// local player
const SkirmishAIData& aiData = *(skirmishAIHandler.GetLocalSkirmishAIInCreation(aiTeamNum));
if (skirmishAIHandler.IsActiveSkirmishAI(aiNum)) {
#ifdef DEBUG
// we will end up here for AIs defined in the start script
const SkirmishAIData* curAIData = skirmishAIHandler.GetSkirmishAI(aiNum);
assert((aiData.team == curAIData->team) && (aiData.name == curAIData->name) && (aiData.hostPlayer == curAIData->hostPlayer));
#endif
} else {
// we will end up here for local AIs defined mid-game, eg. with /aicontrol
wordCompletion.AddWord(aiData.name + " ", false, false, false);
skirmishAIHandler.AddSkirmishAI(aiData, aiNum);
}
} else {
SkirmishAIData aiData;
aiData.hostPlayer = playerNum;
aiData.team = aiTeamNum;
aiData.name = aiName;
aiData.shortName = "n/a"; // determines validity for GetSkirmishAI
wordCompletion.AddWord(aiData.name + " ", false, false, false);
skirmishAIHandler.AddSkirmishAI(aiData, aiNum);
}
if (!aiTeam->HasLeader())
aiTeam->SetLeader(playerNum);
CPlayer::UpdateControlledTeams();
eventHandler.PlayerChanged(playerNum);
if (playerNum == gu->myPlayerNum) {
LOG("[Game::%s] local skirmish AI being created for team %i ...", __func__, aiTeamNum);
eoh->CreateSkirmishAI(aiNum);
}
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_AI_CREATED] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_AI_STATE_CHANGED: {
const uint8_t playerNum = inbuf[1];
const uint8_t aiNum = inbuf[2];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_AI_STATE_CHANGED] invalid player-number %i", __func__, playerNum);
break;
}
SkirmishAIData* aiData = skirmishAIHandler.GetSkirmishAI(aiNum);
const ESkirmishAIStatus newState = (ESkirmishAIStatus) inbuf[3];
const ESkirmishAIStatus oldState = aiData->status;
const uint32_t aiTeamId = aiData->team;
const bool isLuaAI = aiData->isLuaAI;
const bool isLocal = (aiData->hostPlayer == gu->myPlayerNum);
const size_t numPlayersInAITeam = playerHandler.NumActivePlayersInTeam(aiTeamId);
const size_t numAIsInAITeam = skirmishAIHandler.GetSkirmishAIsInTeam(aiTeamId).size();
CTeam* aiTeam = teamHandler.Team(aiTeamId);
aiData->status = newState;
constexpr const char* types[] = {"remote", "local"};
if (isLocal && !isLuaAI && ((newState == SKIRMAISTATE_DIEING) || (newState == SKIRMAISTATE_RELOADING))) {
eoh->DestroySkirmishAI(aiNum);
continue;
}
if (newState == SKIRMAISTATE_DEAD) {
if (oldState == SKIRMAISTATE_RELOADING) {
if (isLocal) {
LOG("[Game::%s] %s skirmish AI \"%s\" being created for team %i", __func__, types[true], aiData->name.c_str(), aiTeamId);
eoh->CreateSkirmishAI(aiNum);
}
} else {
// this could be done in the above function as well, team has no controller left now
if ((numPlayersInAITeam + numAIsInAITeam) == 1)
aiTeam->SetLeader(-1);
LOG("[Game::%s] %s skirmish AI \"%s\" (ID: %i) being removed from team %i", __func__, types[isLocal], aiData->name.c_str(), aiNum, aiTeamId);
wordCompletion.RemoveWord(aiData->name + " ");
skirmishAIHandler.RemoveSkirmishAI(aiNum);
CPlayer::UpdateControlledTeams();
eventHandler.PlayerChanged(playerNum);
}
continue;
}
if (newState == SKIRMAISTATE_ALIVE) {
// short-name and version of the AI is unsynced data, only available on the AI host
LOG(
"[Game::%s] %s skirmish AI \"%s\" (ID: %i, Short-Name: \"%s\", Version: \"%s\") took over control of team %i",
__func__, types[isLocal],
isLocal? aiData->name.c_str(): "n/a", aiNum,
isLocal? aiData->shortName.c_str(): "n/a",
isLocal? aiData->version.c_str(): "n/a", aiTeamId
);
}
} break;
case NETMSG_ALLIANCE: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s] invalid player number %i in NETMSG_ALLIANCE", __func__, playerNum);
break;
}
const bool allied = static_cast<bool>(inbuf[3]);
const uint8_t whichAllyTeam = inbuf[2];
const uint8_t fromAllyTeam = teamHandler.AllyTeam(playerHandler.Player(playerNum)->team);
if (teamHandler.IsValidAllyTeam(whichAllyTeam) && fromAllyTeam != whichAllyTeam) {
// FIXME NETMSG_ALLIANCE need to reset unit allyTeams
// FIXME NETMSG_ALLIANCE need a call-in for AIs
teamHandler.SetAlly(fromAllyTeam, whichAllyTeam, allied);
// inform the players
std::ostringstream msg;
if (fromAllyTeam == gu->myAllyTeam) {
msg << "Alliance: you have " << (allied ? "allied" : "unallied") << " allyteam " << whichAllyTeam << ".";
} else if (whichAllyTeam == gu->myAllyTeam) {
msg << "Alliance: allyteam " << whichAllyTeam << " has " << (allied ? "allied" : "unallied") << " with you.";
} else {
msg << "Alliance: allyteam " << whichAllyTeam << " has " << (allied ? "allied" : "unallied") << " with allyteam " << fromAllyTeam << ".";
}
LOG("%s", msg.str().c_str());
// stop attacks against former foe
if (allied) {
for (CUnit* u: unitHandler.GetActiveUnits()) {
if (teamHandler.Ally(u->allyteam, whichAllyTeam)) {
u->StopAttackingAllyTeam(whichAllyTeam);
}
}
}
eventHandler.TeamChanged(playerHandler.Player(playerNum)->team);
} else {
LOG_L(L_WARNING, "Alliance: Player %i sent out wrong allyTeam index in alliance message", playerNum);
}
} break;
case NETMSG_CCOMMAND: {
try {
CommandMessage msg(packet);
ActionReceived(msg.GetAction(), msg.GetPlayerID());
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_CCOMMAND] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_DIRECT_CONTROL: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_DIRECT_CONTROL] invalid player-number %i", __func__, playerNum);
break;
}
CPlayer* sender = playerHandler.Player(playerNum);
if (sender->spectator || !sender->active)
break;
sender->StartControllingUnit();
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_DC_UPDATE: {
const uint8_t playerNum = inbuf[1];
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "Invalid player number (%i) in NETMSG_DC_UPDATE", playerNum);
break;
}
CPlayer* sender = playerHandler.Player(playerNum);
sender->fpsController.RecvStateUpdate(inbuf);
AddTraffic(playerNum, packetCode, dataLength);
} break;
case NETMSG_SETPLAYERNUM:
case NETMSG_ATTEMPTCONNECT: {
AddTraffic(-1, packetCode, dataLength);
} break;
// server sends this second to let us know about new clients that join midgame
case NETMSG_CREATE_NEWPLAYER: {
try {
netcode::UnpackPacket pckt(packet, 3);
std::string name;
uint8_t spectator;
uint8_t team;
uint8_t playerNum;
// since the >> operator uses dest size to extract data from the packet, we need to use temp variables
// of the same size of the packet, then convert to dest variable
pckt >> playerNum;
pckt >> spectator;
pckt >> team;
pckt >> name;
CPlayer player;
player.name = name;
player.spectator = spectator;
player.team = team;
player.playerNum = playerNum;
// add the new player
playerHandler.AddPlayer(player);
eventHandler.PlayerAdded(player.playerNum);
LOG("[Game::%s] added new player %s with number %d to team %d", __func__, name.c_str(), player.playerNum, player.team);
if (!player.spectator)
eventHandler.TeamChanged(player.team);
CDemoRecorder* record = clientNet->GetDemoRecorder();
if (record != nullptr)
record->AddNewPlayer(player.name, playerNum);
AddTraffic(-1, packetCode, dataLength);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[Game::%s][NETMSG_CREATE_NEWPLAYER] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_CLIENTDATA: {
if (!configHandler->GetBool("LogClientData"))
break;
constexpr uint8_t fixedSize = sizeof(uint8_t) + sizeof(uint16_t) + sizeof(uint8_t);
netcode::UnpackPacket pckt(packet, 1);
std::vector<std::uint8_t> blob;
uint16_t totalSize;
uint8_t playerNum;
pckt >> totalSize;
pckt >> playerNum;
if (!playerHandler.IsValidPlayer(playerNum)) {
LOG_L(L_ERROR, "Invalid player number (%i) in NETMSG_CLIENTDATA", playerNum);
break;
}
blob.resize(totalSize - fixedSize);
pckt >> blob;
const std::string clientData = ClientData::GetUncompressed(blob);
if (clientData.empty()) {
LOG_L(L_ERROR, "Corrupt Client Data received from player %d", playerNum);
break;
}
CPlayer* sender = playerHandler.Player(playerNum);
LOG("[Game::%s] Client Data for player %d (%s): \n%s", __func__, playerNum, sender->name.c_str(), clientData.c_str());
AddTraffic(-1, packetCode, dataLength);
} break;
// if we received this packet here we are the local host player
// (for which GetNumQueuedSimFrameMessages is not called where
// it would normally be processed), so discard it
case NETMSG_PING:
case NETMSG_GAME_FRAME_PROGRESS: {
} break;
default: {
#ifdef SYNCDEBUG
if (!CSyncDebugger::GetInstance()->ClientReceived(inbuf))
#endif
{
LOG_L(L_ERROR, "Unknown net msg received, packet code is %d."
" A likely cause of this is network instability,"
" which may happen in a WLAN, for example.",
packetCode);
}
AddTraffic(-1, packetCode, dataLength);
} break;
}
}
}
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