MegaGlest/source/glest_game/network/server_interface.h

296 lines
10 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_SERVERINTERFACE_H_
#define _GLEST_GAME_SERVERINTERFACE_H_
#ifdef WIN32
#include <winsock2.h>
#include <winsock.h>
#endif
#include <vector>
#include "game_constants.h"
#include "network_interface.h"
#include "connection_slot.h"
#include "socket.h"
#include "leak_dumper.h"
using std::vector;
using Shared::Platform::ServerSocket;
namespace Shared { namespace PlatformCommon { class FTPServerThread; }}
namespace Glest{ namespace Game{
class Stats;
// =====================================================
// class ServerInterface
// =====================================================
class ServerInterface: public GameNetworkInterface,
public ConnectionSlotCallbackInterface,
// This is for publishing game status to the masterserver
public SimpleTaskCallbackInterface,
public FTPClientValidationInterface {
class TextMessageQueue {
public:
string text;
int teamIndex;
bool echoLocal;
string targetLanguage;
};
private:
ConnectionSlot* slots[GameConstants::maxPlayers];
Mutex *slotAccessorMutexes[GameConstants::maxPlayers];
ServerSocket serverSocket;
Mutex *switchSetupRequestsSynchAccessor;
SwitchSetupRequest* switchSetupRequests[GameConstants::maxPlayers];
Mutex *serverSynchAccessor;
int currentFrameCount;
time_t gameStartTime;
time_t lastGlobalLagCheckTime;
SimpleTaskThread *publishToMasterserverThread;
Mutex *masterServerThreadAccessor;
time_t lastMasterserverHeartbeatTime;
bool needToRepublishToMasterserver;
::Shared::PlatformCommon::FTPServerThread *ftpServer;
bool exitServer;
int64 nextEventId;
Mutex *textMessageQueueThreadAccessor;
vector<TextMessageQueue> textMessageQueue;
Mutex *broadcastMessageQueueThreadAccessor;
vector<pair<NetworkMessage *,int> > broadcastMessageQueue;
Mutex *inBroadcastMessageThreadAccessor;
bool inBroadcastMessage;
bool masterserverAdminRequestLaunch;
vector<string> mapFiles;
vector<string> playerSortedMaps[GameConstants::maxPlayers+1];
vector<string> techTreeFiles;
vector<string> tilesetFiles;
map<string,pair<uint64,time_t> > badClientConnectIPList;
ServerSocket *serverSocketAdmin;
MasterSlaveThreadController masterController;
bool gameHasBeenInitiated;
int gameSettingsUpdateCount;
bool allowInGameConnections;
bool gameLaunched;
time_t lastListenerSlotCheckTime;
time_t resumeGameStartTime;
Mutex *gameStatsThreadAccessor;
Stats *gameStats;
bool clientsAutoPausedDueToLag;
Chrono clientsAutoPausedDueToLagTimer;
Chrono lastBroadcastCommandsTimer;
ClientLagCallbackInterface *clientLagCallbackInterface;
public:
ServerInterface(bool publishEnabled, ClientLagCallbackInterface *clientLagCallbackInterface);
virtual ~ServerInterface();
bool getClientsAutoPausedDueToLag();
void setClientLagCallbackInterface(ClientLagCallbackInterface *intf);
void setGameStats(Stats *gameStats);
virtual Socket* getSocket(bool mutexLock=true) {return &serverSocket;}
virtual std::string getIpAddress(bool mutexLock=true);
time_t getGameStartTime() const { return gameStartTime; }
virtual bool getAllowInGameConnections() const { return allowInGameConnections; }
void setAllowInGameConnections(bool value) { allowInGameConnections = value; }
bool getStartInGameConnectionLaunch();
bool getPauseForInGameConnection();
bool getUnPauseForInGameConnection();
void shutdownFTPServer();
virtual void close();
virtual void update();
virtual void updateLobby() { };
virtual void updateKeyframe(int frameCount);
virtual void setKeyframe(int frameCount) { currentFrameCount = frameCount; }
virtual void waitUntilReady(Checksum *checksum);
virtual void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
void sendTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage, int lockedSlotIndex);
void queueTextMessage(const string & text, int teamIndex, bool echoLocal, string targetLanguage);
virtual void sendMarkCellMessage(Vec2i targetPos, int factionIndex, string note,int playerIndex);
void sendMarkCellMessage(Vec2i targetPos, int factionIndex, string note, int playerIndex, int lockedSlotIndex);
virtual void sendHighlightCellMessage(Vec2i targetPos, int factionIndex);
void sendHighlightCellMessage(Vec2i targetPos, int factionIndex, int lockedSlotIndex);
virtual void sendUnMarkCellMessage(Vec2i targetPos, int factionIndex);
void sendUnMarkCellMessage(Vec2i targetPos, int factionIndex, int lockedSlotIndex);
virtual void quitGame(bool userManuallyQuit);
virtual string getNetworkStatus();
ServerSocket *getServerSocket() {
return &serverSocket;
}
SwitchSetupRequest **getSwitchSetupRequests();
SwitchSetupRequest *getSwitchSetupRequests(int index);
void setSwitchSetupRequests(int index,SwitchSetupRequest *ptr);
Mutex * getSwitchSetupRequestsMutex() { return switchSetupRequestsSynchAccessor; }
void addSlot(int playerIndex);
bool switchSlot(int fromPlayerIndex, int toPlayerIndex);
void removeSlot(int playerIndex, int lockedSlotIndex = -1);
virtual ConnectionSlot *getSlot(int playerIndex, bool lockMutex);
virtual Mutex *getSlotMutex(int playerIndex);
int getSlotCount();
int getConnectedSlotCount(bool authenticated);
int getOpenSlotCount();
bool launchGame(const GameSettings *gameSettings);
void validateGameSettings(GameSettings *serverGameSettings);
void setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck);
void broadcastGameSetup(GameSettings *gameSettingsBuffer, bool setGameSettingsBuffer=false);
int getGameSettingsUpdateCount();
bool getMasterserverAdminRequestLaunch() const { return masterserverAdminRequestLaunch; }
void setMasterserverAdminRequestLaunch(bool value) { masterserverAdminRequestLaunch = value; }
void updateListen();
virtual bool getConnectHasHandshaked() const {
return false;
}
virtual void slotUpdateTask(ConnectionSlotEvent *event) { };
bool hasClientConnection();
virtual bool isClientConnected(int index);
int getCurrentFrameCount() const {
return currentFrameCount;
}
std::pair<bool,bool> clientLagCheck(ConnectionSlot *connectionSlot, bool skipNetworkBroadCast = false);
bool signalClientReceiveCommands(ConnectionSlot *connectionSlot, int slotIndex, bool socketTriggered, ConnectionSlotEvent & event);
void updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList);
bool isPortBound() const {
return serverSocket.isPortBound();
}
int getBindPort() const {
return serverSocket.getBindPort();
}
void broadcastPing(NetworkMessagePing *networkMessage, int excludeSlot = -1) {
this->broadcastMessage(networkMessage, excludeSlot);
}
void queueBroadcastMessage(NetworkMessage *networkMessage, int excludeSlot = -1);
virtual string getHumanPlayerName(int index = -1);
virtual int getHumanPlayerIndex() const;
bool getNeedToRepublishToMasterserver() const {
return needToRepublishToMasterserver;
}
void setNeedToRepublishToMasterserver(bool value) {
needToRepublishToMasterserver = value;
}
void setPublishEnabled(bool value);
bool getGameHasBeenInitiated() const {
return gameHasBeenInitiated;
}
public:
Mutex *getServerSynchAccessor() {
return serverSynchAccessor;
}
virtual void simpleTask(BaseThread *callingThread,void *userdata);
void addClientToServerIPAddress(uint32 clientIp, uint32 ServerIp);
virtual int isValidClientType(uint32 clientIp);
virtual int isClientAllowedToGetFile(uint32 clientIp, const char *username, const char *filename);
void notifyBadClientConnectAttempt(string ipAddress);
std::string DumpStatsToLog(bool dumpToStringOnly) const;
virtual void saveGame(XmlNode *rootNode);
void broadcastMessage(NetworkMessage *networkMessage, int excludeSlot = -1, int lockedSlotIndex = -1);
ConnectionSlot * findSlotForUUID(string uuid, bool unConnectedOnly=true);
private:
void broadcastMessageToConnectedClients(NetworkMessage *networkMessage, int excludeSlot = -1);
bool shouldDiscardNetworkMessage(NetworkMessageType networkMessageType, ConnectionSlot *connectionSlot);
void updateSlot(ConnectionSlotEvent *event);
void validateConnectedClients();
std::map<string,string> publishToMasterserver();
std::map<string,string> publishToMasterserverStats();
int64 getNextEventId();
void processTextMessageQueue();
void processBroadCastMessageQueue();
void checkListenerSlots();
void checkForCompletedClientsUsingThreadManager(
std::map<int, bool>& mapSlotSignalledList,
std::vector<string>& errorMsgList);
void checkForCompletedClientsUsingLoop(
std::map<int, bool>& mapSlotSignalledList,
std::vector<string>& errorMsgList,
std::map<int, ConnectionSlotEvent>& eventList);
void checkForAutoPauseForLaggingClient(int index,
ConnectionSlot* connectionSlot);
void checkForAutoResumeForLaggingClients();
protected:
void signalClientsToRecieveData(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList, std::map<int,ConnectionSlotEvent> & eventList, std::map<int,bool> & mapSlotSignalledList);
void checkForCompletedClients(std::map<int,bool> & mapSlotSignalledList,std::vector <string> &errorMsgList,std::map<int,ConnectionSlotEvent> &eventList);
void checkForLaggingClients(std::map<int,bool> &mapSlotSignalledList, std::map<int,ConnectionSlotEvent> &eventList, std::map<PLATFORM_SOCKET,bool> &socketTriggeredList,std::vector <string> &errorMsgList);
void executeNetworkCommandsFromClients();
void dispatchPendingChatMessages(std::vector <string> &errorMsgList);
void dispatchPendingMarkCellMessages(std::vector <string> &errorMsgList);
void dispatchPendingUnMarkCellMessages(std::vector <string> &errorMsgList);
void dispatchPendingHighlightCellMessages(std::vector <string> &errorMsgList);
void shutdownMasterserverPublishThread();
};
}}//end namespace
#endif