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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #ifndef _NETCONNECTION_H_
- #define _NETCONNECTION_H_
- #ifndef _MPOINT3_H_
- #include "math/mPoint3.h"
- #endif
- #ifndef _NETOBJECT_H_
- #include "sim/netObject.h"
- #endif
- #ifndef _NETSTRINGTABLE_H_
- #include "sim/netStringTable.h"
- #endif
- #ifndef _DNET_H_
- #include "core/dnet.h"
- #endif
- #ifndef _H_CONNECTIONSTRINGTABLE
- #include "sim/connectionStringTable.h"
- #endif
- class NetConnection;
- class NetObject;
- class BitStream;
- class ResizeBitStream;
- class Stream;
- class Point3F;
- struct GhostInfo;
- struct SubPacketRef; // defined in NetConnection subclass
- //#define DEBUG_NET
- #ifdef TORQUE_DEBUG_NET
- #define DEBUG_LOG(x) if(mLogging){Con::printf x;}
- #else
- #define DEBUG_LOG(x)
- #endif
- DECLARE_SCOPE( NetAPI );
- //----------------------------------------------------------------------------
- class NetEvent;
- struct NetEventNote
- {
- NetEvent *mEvent;
- S32 mSeqCount;
- NetEventNote *mNextEvent;
- };
- /// An event to be sent over the network.
- ///
- /// @note Torque implements two methods of network data passing; this is one of them.
- /// See NetConnection for details of the other, which is referred to as ghosting.
- ///
- /// Torque's network layer lets you pass events to/from the server. There are three
- /// types of events:
- /// - <b>Unguaranteed events</b> are events which are sent once. If they don't
- /// make it through the link, they are not resent. This is good for quick,
- /// frequent status updates which are of transient interest, like position
- /// updates or voice communication.
- /// - <b>Guaranteed events</b> are events which are guaranteed to be
- /// delivered. If they don't make it through the link, they are sent as
- /// needed. This is good for important, one-time information,
- /// like which team a user wants to play on, or the current weather.
- /// - <b>GuaranteedOrdered events</b> are events which are guaranteed not
- /// only to be delivered, but to be delivered in order. This is good for
- /// information which is not only important, but also order-critical, like
- /// chat messages.
- ///
- /// There are 6 methods that you need to implement if you want to make a
- /// basic NetEvent subclass, and 2 macros you need to call.
- ///
- /// @code
- /// // A simple NetEvent to transmit a string over the network.
- /// // This is based on the code in netTest.cc
- /// class SimpleMessageEvent : public NetEvent
- /// {
- /// typedef NetEvent Parent;
- /// char *msg;
- /// public:
- /// SimpleMessageEvent(const char *message = NULL);
- /// ~SimpleMessageEvent();
- ///
- /// virtual void pack (NetConnection *conn, BitStream *bstream);
- /// virtual void write (NetConnection *conn, BitStream *bstream);
- /// virtual void unpack (NetConnection *conn, BitStream *bstream);
- /// virtual void process(NetConnection *conn);
- ///
- /// DECLARE_CONOBJECT(SimpleMessageEvent);
- /// };
- ///
- /// IMPLEMENT_CO_NETEVENT_V1(SimpleMessageEvent);
- /// @endcode
- ///
- /// Notice the two macros which we call. The first, DECLARE_CONOBJECT() is there
- /// because we're a ConsoleObject. The second, IMPLEMENT_CO_NETEVENT_V1(), is there
- /// to register this event type with Torque's networking layer, so that it can be
- /// properly transmitted over the wire. There are three macros which you might use:
- /// - <b>IMPLEMENT_CO_NETEVENT_V1</b>, which indicates an event which may be sent
- /// in either direction, from the client to the server, or from the server to the
- /// client.
- /// - <b>IMPLEMENT_CO_CLIENTEVENT_V1</b>, which indicates an event which may only
- /// be sent to the client.
- /// - <b>IMPLEMENT_CO_SERVEREVENT_V1</b>, which indicates an event which may only
- /// be sent to the server.
- ///
- /// Choosing the right macro is a good way to make your game more resistant to hacking; for instance,
- /// PathManager events are marked as CLIENTEVENTs, because they would cause the server to crash if
- /// a client sent them.
- ///
- /// @note Torque allows you to call NetConnection::setLastError() on the NetConnection passed to
- /// your NetEvent. You can cause the connection to abort if invalid data is received, specifying
- /// a reason to the user.
- ///
- /// Now, the 6 methods which we have above; the constructor and destructor need only do
- /// whatever book-keeping is needed for your specific implementation. In our case, we
- /// just need to allocate/deallocate the space for our string:
- ///
- /// @code
- /// SimpleMessageEvent::SimpleMessageEvent(const char *message = NULL)
- /// {
- /// // If we wanted to make this not be a GuaranteedOrdered event, we'd
- /// // put a line like this in the constructor:
- /// // mGuaranteeType = Guaranteed;
- /// // (or whatever type you wanted.)
- /// if(message)
- /// msg = dStrdup(message);
- /// else
- /// msg = NULL;
- /// }
- ///
- /// SimpleMessageEvent::~SimpleMessageEvent()
- /// {
- /// dFree(msg);
- /// }
- /// @endcode
- ///
- /// Simple as that! Now, onto pack(), write(), unpack(), process().
- ///
- /// <b>pack()</b> is responsible for packing the event over the wire:
- ///
- /// @code
- /// void SimpleMessageEvent::pack(NetConnection* conn, BitStream *bstream)
- /// {
- /// bstream->writeString(msg);
- /// }
- /// @endcode
- ///
- /// <b>unpack()</b> is responsible for unpacking the event on the other end:
- ///
- /// @code
- /// // The networking layer takes care of instantiating a new
- /// // SimpleMessageEvent, which saves us a bit of effort.
- /// void SimpleMessageEvent::unpack(NetConnection *conn, BitStream *bstream)
- /// {
- /// char buf[256];
- /// bstream->readString(buf);
- /// msg = dStrdup(buf);
- /// }
- /// @endcode
- ///
- /// <b>process()</b> is called when the network layer is finished with things.
- /// A typical case is that a GuaranteedOrdered event is unpacked and stored, but
- /// not processed until the events preceding it in the sequence have also been
- /// dealt with.
- ///
- /// @code
- /// // This just prints the event in the console. You might
- /// // want to do something more clever here -- BJG
- /// void SimpleMessageEvent::process(NetConnection *conn)
- /// {
- /// Con::printf("RMSG %d %s", mSourceId, msg);
- /// }
- /// @endcode
- ///
- /// <b>write()</b> is called if a demo recording is started, and the event has not yet been
- /// processed, but it has been unpacked. It should be identical in its output to the bitstream
- /// compared to pack(), but since it is called after unpack() some lookups may not need to be
- /// performed. In normal demo recording, whole network packets are recorded, meaning that most
- /// of the time write() will not be called.
- ///
- /// In our case, it's entirely identical to pack():
- ///
- /// @code
- /// virtual void write(NetConnection*, BitStream *bstream)
- /// {
- /// bstream->writeString(msg);
- /// }
- /// @endcode
- ///
- /// The NetEvent is sent over the wire in a straightforward way (assuming you have a
- /// handle to a NetConnection):
- ///
- /// @code
- /// NetConnection *conn; // We assume you have filled this in.
- ///
- /// con->postNetEvent(new SimpleMessageEvent("This is a test!"));
- /// @endcode
- ///
- /// @see GhostAlwaysObjectEvent for an example of dissimilar write()/pack() methods.
- ///
- /// Finally, for more advanced applications, notifySent() is called whenever the event is
- /// sent over the wire, in NetConnection::eventWritePacket(). notifyDelivered() is called
- /// when the packet is finally received or (in the case of Unguaranteed packets) dropped.
- ///
- /// @note IMPLEMENT_CO_NETEVENT_V1 and co. have sibling macros which allow you to specify a
- /// groupMask; see ConsoleObject for a further discussion of this.
- class NetEvent : public ConsoleObject
- {
- public:
- DECLARE_ABSTRACT_CLASS( NetEvent, ConsoleObject );
- DECLARE_INSCOPE( NetAPI );
-
- /// @name Implementation Details
- ///
- /// These are internal fields which you won't need to manipulate, except for mGuaranteeType.
- /// @{
- ///
- typedef ConsoleObject Parent;
- enum {
- GuaranteedOrdered = 0,
- Guaranteed = 1,
- Unguaranteed = 2
- } mGuaranteeType;
- NetConnectionId mSourceId;
- void incRef()
- {
- incRefCount();
- }
- void decRef()
- {
- decRefCount();
- }
- #ifdef TORQUE_DEBUG_NET
- virtual const char *getDebugName();
- #endif
- /// @}
- /// @name Things To Subclass
- /// @{
- ///
- NetEvent() { mSourceId = -1; mGuaranteeType = GuaranteedOrdered; }
- virtual ~NetEvent();
- virtual void write(NetConnection *ps, BitStream *bstream) = 0;
- virtual void pack(NetConnection *ps, BitStream *bstream) = 0;
- virtual void unpack(NetConnection *ps, BitStream *bstream) = 0;
- virtual void process(NetConnection *ps) = 0;
- virtual void notifySent(NetConnection *ps);
- virtual void notifyDelivered(NetConnection *ps, bool madeit);
- /// @}
- };
- #define IMPLEMENT_CO_NETEVENT_V1(className) \
- IMPLEMENT_CLASS( className, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep( #className, "Type" #className, &_smTypeId, NetClassGroupGameMask, NetClassTypeEvent, NetEventDirAny, className::getParentStaticClassRep(), &Parent::__description)
- #define IMPLEMENT_CO_CLIENTEVENT_V1(className) \
- IMPLEMENT_CLASS( className, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId,NetClassGroupGameMask, NetClassTypeEvent, NetEventDirServerToClient, className::getParentStaticClassRep(), &Parent::__description)
- #define IMPLEMENT_CO_SERVEREVENT_V1(className) \
- IMPLEMENT_CLASS( className, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId, NetClassGroupGameMask, NetClassTypeEvent, NetEventDirClientToServer, className::getParentStaticClassRep(), &Parent::__description)
- #define IMPLEMENT_CO_NETEVENT(className,groupMask) \
- IMPLEMENT_CLASS( className, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId, groupMask, NetClassTypeEvent, NetEventDirAny, className::getParentStaticClassRep(), &Parent::__description)
- #define IMPLEMENT_CO_CLIENTEVENT(className,groupMask) \
- IMPLEMENT_CLASS( className, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId, groupMask, NetClassTypeEvent, NetEventDirServerToClient, className::getParentStaticClassRep(), &Parent::__description)
- #define IMPLEMENT_CO_SERVEREVENT(className,groupMask) \
- IMPLEMENT_CLASS( className, className, __scope, NULL ) \
- END_IMPLEMENT_CLASS; \
- S32 className::_smTypeId; \
- AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
- AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
- AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
- AbstractClassRep* className::getContainerChildStaticClassRep() { return NULL; } \
- AbstractClassRep::WriteCustomTamlSchema className::getStaticWriteCustomTamlSchema() { return NULL; } \
- ConcreteClassRep<className> className::dynClassRep(#className, "Type" #className, &_smTypeId, groupMask, NetClassTypeEvent, NetEventDirClientToServer, className::getParentStaticClassRep(), &Parent::__description)
- //----------------------------------------------------------------------------
- /// Torque network connection.
- ///
- /// @section NetConnection_intro Introduction
- ///
- /// NetConnection is the glue that binds a networked Torque game together. It combines
- /// the low-level notify protocol implemented in ConnectionProtocol with a SimGroup to
- /// provide a powerful basis for implementing a multiplayer game protocol.
- ///
- /// On top of this basis it implements several distinct subsystems:
- /// - <b>Event manager</b>, which is responsible for transmitting NetEvents over the wire.
- /// It deals with ensuring that the various types of NetEvents are delivered appropriately,
- /// and with notifying the event of its delivery status.
- /// - <b>Move manager</b>, which is responsible for transferring a Move to the server 32
- /// times a second (on the client) and applying it to the control object (on the server).
- /// - <b>Ghost manager</b>, which is responsible for doing scoping calculations (on the server
- /// side) and transmitting most-recent ghost information to the client.
- /// - <b>File transfer</b>; it is often the case that clients will lack important files when
- /// connecting to a server which is running a mod or new map. This subsystem allows the
- /// server to transfer such files to the client.
- /// - <b>Networked String Table</b>; string data can easily soak up network bandwidth, so for
- /// efficiency, we implement a networked string table. We can then notify the connection
- /// of strings we will reference often, such as player names, and transmit only a tag,
- /// instead of the whole string.
- /// - <b>Demo Recording</b> is also implemented in NetConnection. A demo in Torque is a log
- /// of the network traffic between client and server; when a NetConnection records a demo,
- /// it simply logs this data to a file. When it plays a demo back, it replays the logged
- /// data.
- /// - The <b>Connection Database</b> is used to keep track of all the NetConnections; it can
- /// be iterated over (for instance, to send an event to all active connections), or queried
- /// by address.
- ///
- /// @section NetConnection_events On Events
- ///
- /// The Event Manager is exposed to the outside world via postNetEvent(), which accepts NetEvents.
- ///
- /// @see NetEvent for a more thorough explanation of how to use events.
- ///
- /// @section NetConnection_ghosting On Ghosting and Scoping
- ///
- /// Ghosting is the most complex, and most powerful, part of Torque's networking capabilities. It
- /// allows the information sent to clients to be very precisely matched to what they need, so that
- /// no excess bandwidth is wasted. The control object's onCameraScopeQuery() is called, to determine
- /// scoping information for the client; then objects which are in scope are then transmitted to the
- /// client, prioritized by the results of their getPriority() method.
- ///
- /// There is a cap on the maximum number of ghosts; ghost IDs are currently sent via a 12-bit field,
- /// ergo, there is a cap of 4096 objects ghosted per client. This can be easily raised; see the
- /// GhostConstants enum.
- ///
- /// Each object ghosted is assigned a ghost ID; the client is _only_ aware of the ghost ID. This acts
- /// to enhance game security, as it becomes difficult to map objects from one connection to another, or
- /// to reliably identify objects from ID alone. IDs are also reassigned based on need, making it hard
- /// to track objects that have fallen out of scope (as any object which the player shouldn't see would).
- ///
- /// resolveGhost() is used on the client side, and resolveObjectFromGhostIndex() on the server side, to
- /// turn ghost IDs into object references.
- ///
- /// The NetConnection is a SimGroup. On the client side, it contains all the objects which have been
- /// ghosted to that client. On the server side, it is empty; it can be used (typically in script) to
- /// hold objects related to the connection. For instance, you might place an observation camera in the
- /// NetConnnection. In both cases, when the connection is destroyed, so are the contained objects.
- ///
- /// @see NetObject, which is the superclass for ghostable objects, and ShapeBase, which is the base
- /// for player and vehicle classes.
- ///
- /// @nosubgrouping
- class NetConnection : public SimGroup, public ConnectionProtocol
- {
- friend class NetInterface;
- typedef SimGroup Parent;
- public:
- /// Structure to track ghost references in packets.
- ///
- /// Every packet we send out with an update from a ghost causes one of these to be
- /// allocated. mask is used to track what states were sent; that way if a packet is
- /// dropped, we can easily manipulate the stored states and figure out what if any data
- /// we need to resend.
- ///
- struct GhostRef
- {
- U32 mask; ///< States we transmitted.
- U32 ghostInfoFlags; ///< Flags from GhostInfo::Flags
- GhostInfo *ghost; ///< Reference to the GhostInfo we're from.
- GhostRef *nextRef; ///< Next GhostRef in this packet.
- GhostRef *nextUpdateChain; ///< Next update we sent for this ghost.
- };
- enum Constants
- {
- HashTableSize = 127,
- };
- void sendDisconnectPacket(const char *reason);
- virtual bool canRemoteCreate();
- virtual void onTimedOut();
- virtual void onConnectTimedOut();
- virtual void onDisconnect(const char *reason);
- virtual void onConnectionRejected(const char *reason);
- virtual void onConnectionEstablished(bool isInitiator);
- virtual void handleStartupError(const char *errorString);
- virtual void writeConnectRequest(BitStream *stream);
- virtual bool readConnectRequest(BitStream *stream, const char **errorString);
- virtual void writeConnectAccept(BitStream *stream);
- virtual bool readConnectAccept(BitStream *stream, const char **errorString);
- void connect(const NetAddress *address);
- //----------------------------------------------------------------
- /// @name Global Connection List
- /// @{
- private:
- ///
- NetConnection *mNextConnection; ///< Next item in list.
- NetConnection *mPrevConnection; ///< Previous item in list.
- static NetConnection *mConnectionList; ///< Head of list.
- public:
- static NetConnection *getConnectionList() { return mConnectionList; }
- NetConnection *getNext() { return mNextConnection; }
- /// @}
- //----------------------------------------------------------------
- enum NetConnectionFlags
- {
- ConnectionToServer = BIT(0),
- ConnectionToClient = BIT(1),
- LocalClientConnection = BIT(2),
- NetworkConnection = BIT(3),
- };
- private:
- BitSet32 mTypeFlags;
- U32 mNetClassGroup; ///< The NetClassGroup of this connection.
- /// @name Statistics
- /// @{
- /// Last time a packet was sent in milliseconds.
- /// @see Platform::getVirtualMilliseconds()
- U32 mLastUpdateTime;
- F32 mRoundTripTime;
- F32 mPacketLoss;
- U32 mSimulatedPing;
- F32 mSimulatedPacketLoss;
- /// @}
- /// @name State
- /// @{
- U32 mProtocolVersion;
- U32 mSendDelayCredit;
- U32 mConnectSequence;
- U32 mAddressDigest[4];
- bool mEstablished;
- bool mMissionPathsSent;
- struct NetRate
- {
- U32 updateDelay;
- S32 packetSize;
- bool changed;
- };
- NetRate mCurRate;
- NetRate mMaxRate;
- /// If we're doing a "short circuited" connection, this stores
- /// a pointer to the other side.
- SimObjectPtr<NetConnection> mRemoteConnection;
- NetAddress mNetAddress;
- /// @}
- /// @name Timeout Management
- /// @{
- U32 mPingSendCount;
- U32 mPingRetryCount;
- U32 mLastPingSendTime;
- /// @}
- /// @name Connection Table
- ///
- /// We store our connections on a hash table so we can
- /// quickly find them.
- /// @{
- NetConnection *mNextTableHash;
- static NetConnection *mHashTable[HashTableSize];
- /// @}
- protected:
- static SimObjectPtr<NetConnection> mServerConnection;
- static SimObjectPtr<NetConnection> mLocalClientConnection;
- static bool mFilesWereDownloaded;
- U32 mConnectSendCount;
- U32 mConnectLastSendTime;
- SimObjectPtr<NetConnection> getRemoteConnection() { return mRemoteConnection; }
- public:
- static NetConnection *getConnectionToServer() { return mServerConnection; }
- static NetConnection *getLocalClientConnection() { return mLocalClientConnection; }
- static void setLocalClientConnection(NetConnection *conn) { mLocalClientConnection = conn; }
- U32 getNetClassGroup() { return mNetClassGroup; }
- static bool filesWereDownloaded() { return mFilesWereDownloaded; }
- static String &getErrorBuffer() { return mErrorBuffer; }
- #ifdef TORQUE_DEBUG_NET
- bool mLogging;
- void setLogging(bool logging) { mLogging = logging; }
- #endif
- void setSimulatedNetParams(F32 packetLoss, U32 ping)
- { mSimulatedPacketLoss = packetLoss; mSimulatedPing = ping; }
- bool isConnectionToServer() { return mTypeFlags.test(ConnectionToServer); }
- bool isLocalConnection() { return !mRemoteConnection.isNull() ; }
- bool isNetworkConnection() { return mTypeFlags.test(NetworkConnection); }
- void setIsConnectionToServer() { mTypeFlags.set(ConnectionToServer); }
- void setIsLocalClientConnection() { mTypeFlags.set(LocalClientConnection); }
- void setNetworkConnection(bool net) { mTypeFlags.set(BitSet32(NetworkConnection), net); }
- virtual void setEstablished();
- /// Call this if the "connection" is local to this app. This short-circuits the protocol layer.
- void setRemoteConnectionObject(NetConnection *connection) { mRemoteConnection = connection; };
- void setSequence(U32 connectSequence);
- void setAddressDigest(U32 digest[4]);
- void getAddressDigest(U32 digest[4]);
- U32 getSequence();
- void setProtocolVersion(U32 protocolVersion) { mProtocolVersion = protocolVersion; }
- U32 getProtocolVersion() { return mProtocolVersion; }
- F32 getRoundTripTime() { return mRoundTripTime; }
- F32 getPacketLoss() { return( mPacketLoss ); }
- static String mErrorBuffer;
- static void setLastError(const char *fmt,...);
- void checkMaxRate();
- void handlePacket(BitStream *stream);
- void processRawPacket(BitStream *stream);
- void handleNotify(bool recvd);
- void handleConnectionEstablished();
- void keepAlive();
- const NetAddress *getNetAddress();
- void setNetAddress(const NetAddress *address);
- Net::Error sendPacket(BitStream *stream);
- private:
- void netAddressTableInsert();
- void netAddressTableRemove();
- public:
- /// Find a NetConnection, if any, with the specified address.
- static NetConnection *lookup(const NetAddress *remoteAddress);
- bool checkTimeout(U32 time); ///< returns true if the connection timed out
- void checkPacketSend(bool force);
- bool missionPathsSent() const { return mMissionPathsSent; }
- void setMissionPathsSent(const bool s) { mMissionPathsSent = s; }
- static void consoleInit();
- void onRemove();
- NetConnection();
- ~NetConnection();
- public:
- enum NetConnectionState
- {
- NotConnected,
- AwaitingChallengeResponse, ///< We've sent a challenge request, awaiting the response.
- AwaitingConnectRequest, ///< We've received a challenge request and sent a challenge response.
- AwaitingConnectResponse, ///< We've received a challenge response and sent a connect request.
- Connected, ///< We've accepted a connect request, or we've received a connect response accept.
- };
- U32 mConnectionSendCount; ///< number of connection messages we've sent.
- U32 mConnectionState; ///< State of the connection, from NetConnectionState.
- void setConnectionState(U32 state) { mConnectionState = state; }
- U32 getConnectionState() { return mConnectionState; }
- void setGhostFrom(bool ghostFrom); ///< Sets whether ghosts transmit from this side of the connection.
- void setGhostTo(bool ghostTo); ///< Sets whether ghosts are allowed from the other side of the connection.
- void setSendingEvents(bool sending); ///< Sets whether this side actually sends the events that are posted to it.
- void setTranslatesStrings(bool xl); ///< Sets whether this connection is capable of translating strings.
- void setNetClassGroup(U32 group); ///< Sets the group of NetClasses this connection traffics in.
- bool isEstablished() { return mEstablished; } ///< Is the connection established?
- DECLARE_CONOBJECT(NetConnection);
- DECLARE_INSCOPE( NetAPI );
- /// Structure to track packets and what we sent over them.
- ///
- /// We need to know what is sent in each packet, so that if a packet is
- /// dropped, we know what to resend. This is the structure we use to track
- /// this data.
- struct PacketNotify
- {
- bool rateChanged; ///< Did the rate change on this packet?
- bool maxRateChanged; ///< Did the max rate change on this packet?
- U32 sendTime; ///< Timestampe, when we sent this packet.
- NetEventNote *eventList; ///< Linked list of events sent over this packet.
- GhostRef *ghostList; ///< Linked list of ghost updates we sent in this packet.
- SubPacketRef *subList; ///< Defined by subclass - used as desired.
- PacketNotify *nextPacket; ///< Next packet sent.
- PacketNotify();
- virtual ~PacketNotify() = default;
- };
- virtual PacketNotify *allocNotify();
- PacketNotify *mNotifyQueueHead; ///< Head of packet notify list.
- PacketNotify *mNotifyQueueTail; ///< Tail of packet notify list.
- protected:
- virtual void readPacket(BitStream *bstream);
- virtual void writePacket(BitStream *bstream, PacketNotify *note);
- virtual void packetReceived(PacketNotify *note);
- virtual void packetDropped(PacketNotify *note);
- virtual void connectionError(const char *errorString);
- //----------------------------------------------------------------
- /// @name Event Manager
- /// @{
- private:
- NetEventNote *mSendEventQueueHead;
- NetEventNote *mSendEventQueueTail;
- NetEventNote *mUnorderedSendEventQueueHead;
- NetEventNote *mUnorderedSendEventQueueTail;
- NetEventNote *mWaitSeqEvents;
- NetEventNote *mNotifyEventList;
- static FreeListChunker<NetEventNote> mEventNoteChunker;
- bool mSendingEvents;
- S32 mNextSendEventSeq;
- S32 mNextRecvEventSeq;
- S32 mLastAckedEventSeq;
- enum NetEventConstants {
- InvalidSendEventSeq = -1,
- FirstValidSendEventSeq = 0
- };
- void eventOnRemove();
- void eventPacketDropped(PacketNotify *notify);
- void eventPacketReceived(PacketNotify *notify);
- void eventWritePacket(BitStream *bstream, PacketNotify *notify);
- void eventReadPacket(BitStream *bstream);
- void eventWriteStartBlock(ResizeBitStream *stream);
- void eventReadStartBlock(BitStream *stream);
- public:
- /// Post an event to this connection.
- bool postNetEvent(NetEvent *event);
- /// @}
- //----------------------------------------------------------------
- /// @name Networked string table
- /// @{
- private:
- bool mTranslateStrings;
- ConnectionStringTable *mStringTable;
- public:
- void mapString(U32 netId, NetStringHandle &string)
- { mStringTable->mapString(netId, string); }
- U32 checkString(NetStringHandle &string, bool *isOnOtherSide = NULL)
- { if(mStringTable) return mStringTable->checkString(string, isOnOtherSide); else return 0; }
- U32 getNetSendId(NetStringHandle &string)
- { if(mStringTable) return mStringTable->getNetSendId(string); else return 0;}
- void confirmStringReceived(NetStringHandle &string, U32 index)
- { if(!isRemoved()) mStringTable->confirmStringReceived(string, index); }
- NetStringHandle translateRemoteStringId(U32 id) { return mStringTable->lookupString(id); }
- void validateSendString(const char *str);
- void packString(BitStream *stream, const char *str);
- void unpackString(BitStream *stream, char readBuffer[1024]);
- void packNetStringHandleU(BitStream *stream, NetStringHandle &h);
- NetStringHandle unpackNetStringHandleU(BitStream *stream);
- /// @}
- //----------------------------------------------------------------
- /// @name Ghost manager
- /// @{
- protected:
- enum GhostStates
- {
- GhostAlwaysDone,
- ReadyForNormalGhosts,
- EndGhosting,
- GhostAlwaysStarting,
- SendNextDownloadRequest,
- FileDownloadSizeMessage,
- NumConnectionMessages,
- };
- GhostInfo **mGhostArray; ///< Linked list of ghostInfos ghosted by this side of the connection
- U32 mGhostZeroUpdateIndex; ///< Index in mGhostArray of first ghost with 0 update mask.
- U32 mGhostFreeIndex; ///< Index in mGhostArray of first free ghost.
- U32 mGhostsActive; ///- Track actve ghosts on client side
- bool mGhosting; ///< Am I currently ghosting objects?
- bool mScoping; ///< am I currently scoping objects?
- U32 mGhostingSequence; ///< Sequence number describing this ghosting session.
- NetObject **mLocalGhosts; ///< Local ghost for remote object.
- ///
- /// mLocalGhosts pointer is NULL if mGhostTo is false
- GhostInfo *mGhostRefs; ///< Allocated array of ghostInfos. Null if ghostFrom is false.
- GhostInfo **mGhostLookupTable; ///< Table indexed by object id to GhostInfo. Null if ghostFrom is false.
- /// The object around which we are scoping this connection.
- ///
- /// This is usually the player object, or a related object, like a vehicle
- /// that the player is driving.
- SimObjectPtr<NetObject> mScopeObject;
- void clearGhostInfo();
- bool validateGhostArray();
- void ghostPacketDropped(PacketNotify *notify);
- void ghostPacketReceived(PacketNotify *notify);
- void ghostWritePacket(BitStream *bstream, PacketNotify *notify);
- void ghostReadPacket(BitStream *bstream);
- void freeGhostInfo(GhostInfo *);
- void ghostWriteStartBlock(ResizeBitStream *stream);
- void ghostReadStartBlock(BitStream *stream);
- virtual void ghostWriteExtra(NetObject *,BitStream *) {}
- virtual void ghostReadExtra(NetObject *,BitStream *, bool newGhost) {}
- virtual void ghostPreRead(NetObject *, bool newGhost) {}
-
- /// Called when 'EndGhosting' message is received from server.
- virtual void onEndGhosting() {}
- public:
- /// Some configuration values.
- enum GhostConstants
- {
- GhostIdBitSize = 18, //262,144 ghosts
- MaxGhostCount = 1 << GhostIdBitSize, //4096,
- GhostLookupTableSize = 1 << GhostIdBitSize, //4096
- GhostIndexBitSize = 4 // number of bits GhostIdBitSize-3 fits into
- };
- U32 getGhostsActive() { return mGhostsActive;};
- /// Are we ghosting to someone?
- bool isGhostingTo() { return mLocalGhosts != NULL; };
- /// Are we ghosting from someone?
- bool isGhostingFrom() { return mGhostArray != NULL; };
- /// Called by onRemove, to shut down the ghost subsystem.
- void ghostOnRemove();
- /// Called when we're done with normal scoping.
- ///
- /// This gives subclasses a chance to shove things into scope, such as
- /// the results of a sensor network calculation, that would otherwise
- /// be awkward to add.
- virtual void doneScopingScene() { /* null */ }
- /// Set the object around which we are currently scoping network traffic.
- void setScopeObject(NetObject *object);
- /// Get the object around which we are currently scoping network traffic.
- NetObject* getScopeObject() { return nullptr; };
- /// Add an object to scope.
- void objectInScope(NetObject *object);
- /// Add an object to scope, marking that it should always be scoped to this connection.
- void objectLocalScopeAlways(NetObject *object);
- /// Mark an object that is being ghosted as not always needing to be scoped.
- ///
- /// This undoes objectLocalScopeAlways(), but doesn't immediately flush it from scope.
- ///
- /// Instead, the standard scoping mechanisms will clear it from scope when it is appropos
- /// to do so.
- void objectLocalClearAlways(NetObject *object);
- /// Get a NetObject* from a ghost ID (on client side).
- NetObject *resolveGhost(S32 id);
- /// Get a NetObject* from a ghost index (on the server side).
- NetObject *resolveObjectFromGhostIndex(S32 id);
- /// Get the ghost index corresponding to a given NetObject. This is only
- /// meaningful on the server side.
- S32 getGhostIndex(NetObject *object);
- /// Move a GhostInfo into the nonzero portion of the list (so that we know to update it).
- void ghostPushNonZero(GhostInfo *gi);
- /// Move a GhostInfo into the zero portion of the list (so that we know not to update it).
- void ghostPushToZero(GhostInfo *gi);
- /// Move a GhostInfo from the zero portion of the list to the free portion.
- void ghostPushZeroToFree(GhostInfo *gi);
- /// Move a GhostInfo from the free portion of the list to the zero portion.
- inline void ghostPushFreeToZero(GhostInfo *info);
- /// Stop all ghosting activity and inform the other side about this.
- ///
- /// Turns off ghosting.
- void resetGhosting();
- /// Activate ghosting, once it's enabled.
- void activateGhosting();
- /// Are we ghosting?
- bool isGhosting() { return mGhosting; }
- /// Begin to stop ghosting an object.
- void detachObject(GhostInfo *info);
- /// Mark an object to be always ghosted. Index is the ghost index of the object.
- void setGhostAlwaysObject(NetObject *object, U32 index);
- /// Send ghost connection handshake message.
- ///
- /// As part of the ghost connection process, extensive hand-shaking must be performed.
- ///
- /// This is done by passing ConnectionMessageEvents; this is a helper function
- /// to more effectively perform this task. Messages are dealt with by
- /// handleConnectionMessage().
- ///
- /// @param message One of GhostStates
- /// @param sequence A sequence number, if any.
- /// @param ghostCount A count of ghosts relating to this message.
- void sendConnectionMessage(U32 message, U32 sequence = 0, U32 ghostCount = 0);
- /// Handle message from sendConnectionMessage().
- ///
- /// This is called to handle messages sent via sendConnectionMessage.
- ///
- /// @param message One of GhostStates
- /// @param sequence A sequence number, if any.
- /// @param ghostCount A count of ghosts relating to this message.
- virtual void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount);
- /// Sends a signal to any object that needs to wait till everything has been ghosted
- /// before performing an operation.
- static Signal<void()> smGhostAlwaysDone;
- /// @}
- public:
- //----------------------------------------------------------------
- /// @name File transfer
- /// @{
- protected:
- /// List of files missing for this connection.
- ///
- /// The currently downloading file is always first in the list (ie, [0]).
- Vector<char *> mMissingFileList;
- /// Stream for currently uploading file (if any).
- Stream *mCurrentDownloadingFile;
- /// Storage for currently downloading file.
- void *mCurrentFileBuffer;
- /// Size of currently downloading file in bytes.
- U32 mCurrentFileBufferSize;
- /// Our position in the currently downloading file in bytes.
- U32 mCurrentFileBufferOffset;
- /// Number of files we have downloaded.
- U32 mNumDownloadedFiles;
- /// Error storage for file transfers.
- String mLastFileErrorBuffer;
- /// Structure to track ghost-always objects and their ghost indices.
- struct GhostSave {
- NetObject *ghost;
- U32 index;
- };
- /// List of objects to ghost-always.
- Vector<GhostSave> mGhostAlwaysSaveList;
- public:
- /// Start sending the specified file over the link.
- bool startSendingFile(const char *fileName);
- /// Called when we receive a FileChunkEvent.
- void chunkReceived(U8 *chunkData, U32 chunkLen);
- /// Get the next file...
- void sendNextFileDownloadRequest();
- /// Post the next FileChunkEvent.
- void sendFileChunk();
- /// Called when we finish downloading file data.
- virtual void fileDownloadSegmentComplete();
- /// This is part of the file transfer logic; basically, we call this
- /// every time we finish downloading new files. It attempts to load
- /// the GhostAlways objects; if they fail, it marks an error and we
- /// have chance to retry.
- void loadNextGhostAlwaysObject(bool hadNewFiles);
- /// @}
- //----------------------------------------------------------------
- /// @name Demo Recording
- /// @{
- private:
- Stream *mDemoWriteStream;
- Stream *mDemoReadStream;
- U32 mDemoNextBlockType;
- U32 mDemoNextBlockSize;
- U32 mDemoWriteStartTime;
- U32 mDemoReadStartTime;
- U32 mDemoLastWriteTime;
- U32 mDemoRealStartTime;
- public:
- enum DemoBlockTypes {
- BlockTypePacket,
- BlockTypeSendPacket,
- NetConnectionBlockTypeCount
- };
- enum DemoConstants {
- MaxNumBlockTypes = 16,
- MaxBlockSize = 0x1000,
- };
- bool isRecording()
- { return mDemoWriteStream != NULL; }
- bool isPlayingBack()
- { return mDemoReadStream != NULL; }
- U32 getNextBlockType() { return mDemoNextBlockType; }
- void recordBlock(U32 type, U32 size, void *data);
- virtual void handleRecordedBlock(U32 type, U32 size, void *data);
- bool processNextBlock();
- bool startDemoRecord(const char *fileName);
- bool replayDemoRecord(const char *fileName);
- void startDemoRead() {};
- void stopRecording();
- void stopDemoPlayback();
- virtual void writeDemoStartBlock(ResizeBitStream *stream);
- virtual bool readDemoStartBlock(BitStream *stream);
- virtual void demoPlaybackComplete();
- /// @}
- public:
- S32 getCurRatePacketSize() const { return mCurRate.packetSize; }
- S32 getMaxRatePacketSize() const { return mMaxRate.packetSize; }
- };
- //----------------------------------------------------------------------------
- /// Information about a ghosted object.
- ///
- /// @note If the size of this structure changes, the
- /// NetConnection::getGhostIndex function MUST be changed
- /// to reflect the new size.
- struct GhostInfo
- {
- public: // required for MSVC
- NetObject *obj; ///< The object being ghosted.
- U32 updateMask; ///< Flags indicating what state data needs to be transferred.
- U32 updateSkipCount; ///< How many updates have we skipped this guy?
- U32 flags; ///< Flags from GhostInfo::Flags
- F32 priority; ///< A float value indicating the priority of this object for
- /// updates.
- /// @name References
- ///
- /// The GhostInfo structure is used in several linked lists; these members are
- /// the implementation for this.
- /// @{
- NetConnection::GhostRef *updateChain; ///< List of references in NetConnections to us.
- GhostInfo *nextObjectRef; ///< Next ghosted object.
- GhostInfo *prevObjectRef; ///< Previous ghosted object.
- NetConnection *connection; ///< Connection that we're ghosting over.
- GhostInfo *nextLookupInfo; ///< GhostInfo references are stored in a hash; this is the bucket
- /// implementation.
- /// @}
- U32 index;
- U32 arrayIndex;
- /// Flags relating to the state of the object.
- enum Flags
- {
- Valid = BIT(0),
- InScope = BIT(1),
- ScopeAlways = BIT(2),
- NotYetGhosted = BIT(3),
- Ghosting = BIT(4),
- KillGhost = BIT(5),
- KillingGhost = BIT(6),
- ScopedEvent = BIT(7),
- ScopeLocalAlways = BIT(8),
- };
- };
- inline void NetConnection::ghostPushNonZero(GhostInfo *info)
- {
- AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
- AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
- if(info->arrayIndex != mGhostZeroUpdateIndex)
- {
- mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
- mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
- mGhostArray[mGhostZeroUpdateIndex] = info;
- info->arrayIndex = mGhostZeroUpdateIndex;
- }
- mGhostZeroUpdateIndex++;
- //AssertFatal(validateGhostArray(), "Invalid ghost array!");
- }
- inline void NetConnection::ghostPushToZero(GhostInfo *info)
- {
- AssertFatal(info->arrayIndex < mGhostZeroUpdateIndex, "Out of range arrayIndex.");
- AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
- mGhostZeroUpdateIndex--;
- if(info->arrayIndex != mGhostZeroUpdateIndex)
- {
- mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
- mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
- mGhostArray[mGhostZeroUpdateIndex] = info;
- info->arrayIndex = mGhostZeroUpdateIndex;
- }
- //AssertFatal(validateGhostArray(), "Invalid ghost array!");
- }
- inline void NetConnection::ghostPushZeroToFree(GhostInfo *info)
- {
- AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
- AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
- mGhostFreeIndex--;
- if(info->arrayIndex != mGhostFreeIndex)
- {
- mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
- mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
- mGhostArray[mGhostFreeIndex] = info;
- info->arrayIndex = mGhostFreeIndex;
- }
- //AssertFatal(validateGhostArray(), "Invalid ghost array!");
- }
- inline void NetConnection::ghostPushFreeToZero(GhostInfo *info)
- {
- AssertFatal(info->arrayIndex >= mGhostFreeIndex, "Out of range arrayIndex.");
- AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
- if(info->arrayIndex != mGhostFreeIndex)
- {
- mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
- mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
- mGhostArray[mGhostFreeIndex] = info;
- info->arrayIndex = mGhostFreeIndex;
- }
- mGhostFreeIndex++;
- //AssertFatal(validateGhostArray(), "Invalid ghost array!");
- }
- #endif
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