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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
// included first due to "WinSock.h has already been included" error on Windows
#include "System/Net/UDPConnection.h"
#include "System/Net/LocalConnection.h"
#include "NetProtocol.h"
#include "Game/ClientSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Sim/Misc/GlobalConstants.h"
#include "System/LoadSave/DemoRecorder.h"
// #include "System/Net/LocalConnection.h"
// #include "System/Net/UDPConnection.h"
#include "System/Net/UnpackPacket.h"
#include "System/Platform/Threading.h"
#include "System/Config/ConfigHandler.h"
#include "System/GlobalConfig.h"
#include "System/Log/ILog.h"
#include "System/SafeUtil.h"
CONFIG(int, SourcePort).defaultValue(0);
CNetProtocol* clientNet = nullptr;
CNetProtocol::CNetProtocol() {
static_assert(sizeof(serverConnMem) >= sizeof(netcode::UDPConnection), "");
static_assert(sizeof(serverConnMem) >= sizeof(netcode::CLocalConnection), "");
static_assert(sizeof(demoRecordMem) >= sizeof(CDemoRecorder), "");
memset(serverConnMem, 0, sizeof(serverConnMem));
memset(demoRecordMem, 0, sizeof(demoRecordMem));
demoRecordPtr = new (demoRecordMem) CDemoRecorder();
}
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(__func__));
Close(true);
LOG("[NetProto::%s] %s",__func__, serverConnPtr->Statistics().c_str());
spring::SafeDestruct(serverConnPtr);
spring::SafeDestruct(demoRecordPtr);
}
void CNetProtocol::InitClient(std::shared_ptr<ClientSetup> clientSetup, const std::string& clientVersion, const std::string& clientPlatform)
{
userName = clientSetup->myPlayerName;
userPasswd = clientSetup->myPasswd;
serverConnPtr = new (serverConnMem) netcode::UDPConnection(configHandler->GetInt("SourcePort"), clientSetup->hostIP, clientSetup->hostPort);
serverConnPtr->Unmute();
serverConnPtr->SendData(CBaseNetProtocol::Get().SendAttemptConnect(userName, userPasswd, clientVersion, clientPlatform, globalConfig.networkLossFactor));
serverConnPtr->Flush(true);
LOG("[NetProto::%s] connecting to IP %s on port %i using name %s", __func__, clientSetup->hostIP.c_str(), clientSetup->hostPort, userName.c_str());
}
void CNetProtocol::InitLocalClient()
{
serverConnPtr = new (serverConnMem) netcode::CLocalConnection();
serverConnPtr->Flush();
LOG("[NetProto::%s] connecting to local server", __func__);
}
void CNetProtocol::AttemptReconnect(const std::string& myVersion, const std::string& myPlatform)
{
netcode::UDPConnection conn(*serverConnPtr);
conn.Unmute();
conn.SendData(CBaseNetProtocol::Get().SendAttemptConnect(userName, userPasswd, myVersion, myPlatform, globalConfig.networkLossFactor, true));
conn.Flush(true);
LOG("[NetProto::%s] reconnecting to server... %ds", __func__, dynamic_cast<decltype(conn)*>(serverConnPtr)->GetReconnectSecs());
}
bool CNetProtocol::NeedsReconnect() {
return serverConnPtr->NeedsReconnect();
}
bool CNetProtocol::CheckTimeout(int nsecs, bool initial) const {
return serverConnPtr->CheckTimeout(nsecs, initial);
}
bool CNetProtocol::Connected() const
{
return (serverConnPtr->GetDataReceived() > 0);
}
std::string CNetProtocol::ConnectionStr() const
{
return serverConnPtr->GetFullAddress();
}
std::shared_ptr<const netcode::RawPacket> CNetProtocol::Peek(unsigned ahead) const
{
// not called while client is loading
// std::lock_guard<spring::spinlock> lock(serverConnMutex);
return serverConnPtr->Peek(ahead);
}
void CNetProtocol::DeleteBufferPacketAt(unsigned index)
{
// not called while client is loading
// std::lock_guard<spring::spinlock> lock(serverConnMutex);
return serverConnPtr->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::lock_guard<spring::spinlock> lock(serverConnMutex);
std::shared_ptr<const netcode::RawPacket> ret = serverConnPtr->GetData();
if (ret == nullptr)
return ret;
if (ret->data[0] == NETMSG_GAMEDATA)
return ret;
if (demoRecordPtr->IsValid())
demoRecordPtr->SaveToDemo(ret->data, ret->length, GetPacketTime(frameNum));
return ret;
}
void CNetProtocol::Send(const netcode::RawPacket* pkt) { Send(std::shared_ptr<const netcode::RawPacket>(pkt)); }
void CNetProtocol::Send(std::shared_ptr<const netcode::RawPacket> pkt)
{
std::lock_guard<spring::spinlock> lock(serverConnMutex);
serverConnPtr->SendData(pkt);
}
__FORCE_ALIGN_STACK__
void CNetProtocol::UpdateLoop()
{
Threading::SetThreadName("heartbeat");
while (keepUpdating) {
Update();
spring_msecs(100).sleep();
}
}
void CNetProtocol::Update()
{
// any call to clientNet->Send is unsafe while heartbeat thread exists, i.e. during loading
std::lock_guard<spring::spinlock> lock(serverConnMutex);
serverConnPtr->Update();
}
void CNetProtocol::Close(bool flush)
{
std::lock_guard<spring::spinlock> lock(serverConnMutex);
serverConnPtr->Close(flush);
}
// NOTE: has to use swap rather than assign because of Reset
void CNetProtocol::SetDemoRecorder(CDemoRecorder&& r) { std::swap(*demoRecordPtr, r); }
void CNetProtocol::ResetDemoRecorder() { SetDemoRecorder({}); }
unsigned int CNetProtocol::GetNumWaitingServerPackets() const { return (serverConnPtr->GetPacketQueueSize()); }
unsigned int CNetProtocol::GetNumWaitingPingPackets() const { return (serverConnPtr->GetNumQueuedPings()); }
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