MegaGlest/source/glest_game/network/connection_slot.cpp

1653 lines
80 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
// ==============================================================
#include "connection_slot.h"
#include "conversion.h"
#include "game_util.h"
#include "config.h"
#include "server_interface.h"
#include "network_message.h"
#include "platform_util.h"
#include <stdexcept>
#include "leak_dumper.h"
using namespace std;
using namespace Shared::Util;
namespace Glest{ namespace Game{
// =====================================================
// class ConnectionSlotThread
// =====================================================
ConnectionSlotThread::ConnectionSlotThread(int slotIndex) : BaseThread() {
this->masterController = NULL;
this->triggerIdMutex = new Mutex(CODE_AT_LINE);
this->slotIndex = slotIndex;
this->slotInterface = NULL;
uniqueID = "ConnectionSlotThread";
eventList.clear();
eventList.reserve(1000);
triggerGameStarted = new Mutex(CODE_AT_LINE);
gameStarted = false;
}
ConnectionSlotThread::ConnectionSlotThread(ConnectionSlotCallbackInterface *slotInterface,int slotIndex) : BaseThread() {
this->masterController = NULL;
this->triggerIdMutex = new Mutex(CODE_AT_LINE);
this->slotIndex = slotIndex;
this->slotInterface = slotInterface;
uniqueID = "ConnectionSlotThread";
eventList.clear();
triggerGameStarted = new Mutex(CODE_AT_LINE);
gameStarted = false;
}
ConnectionSlotThread::~ConnectionSlotThread() {
delete triggerIdMutex;
triggerIdMutex = NULL;
delete triggerGameStarted;
triggerGameStarted = NULL;
}
void ConnectionSlotThread::setQuitStatus(bool value) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d value = %d\n",__FILE__,__FUNCTION__,__LINE__,value);
BaseThread::setQuitStatus(value);
if(value == true) {
signalUpdate(NULL);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ConnectionSlotThread::signalUpdate(ConnectionSlotEvent *event) {
if(event != NULL) {
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
eventList.push_back(*event);
}
if(getGameStarted() == true && getQuitStatus() == true) {
return;
}
semTaskSignalled.signal();
}
void ConnectionSlotThread::setTaskCompleted(int eventId) {
if(eventId > 0) {
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
for(int index = 0; index < (int)eventList.size(); ++index) {
ConnectionSlotEvent &slotEvent = eventList[index];
if(slotEvent.eventId == eventId) {
slotEvent.eventCompleted = true;
break;
}
}
}
}
//void ConnectionSlotThread::purgeAllEvents() {
// MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
// eventList.clear();
//}
void ConnectionSlotThread::setAllEventsCompleted() {
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
for(int index = 0; index < (int)eventList.size(); ++index) {
ConnectionSlotEvent &slotEvent = eventList[index];
if(slotEvent.eventCompleted == false) {
slotEvent.eventCompleted = true;
}
}
}
void ConnectionSlotThread::purgeCompletedEvents() {
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
for(int index = (int)eventList.size() - 1; index >= 0; index--) {
ConnectionSlotEvent &slotEvent = eventList[index];
if(slotEvent.eventCompleted == true) {
eventList.erase(eventList.begin() + index);
}
}
}
bool ConnectionSlotThread::canShutdown(bool deleteSelfIfShutdownDelayed) {
bool ret = (getExecutingTask() == false);
if(ret == false && deleteSelfIfShutdownDelayed == true) {
setDeleteSelfOnExecutionDone(deleteSelfIfShutdownDelayed);
deleteSelfIfRequired();
signalQuit();
}
return ret;
}
bool ConnectionSlotThread::isSignalCompleted(ConnectionSlotEvent *event) {
bool result = false;
if(event != NULL) {
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
for(int index = 0; index < (int)eventList.size(); ++index) {
ConnectionSlotEvent &slotEvent = eventList[index];
if(slotEvent.eventId == event->eventId) {
result = slotEvent.eventCompleted;
break;
}
}
}
return result;
}
void ConnectionSlotThread::slotUpdateTask(ConnectionSlotEvent *event) {
if(event != NULL && event->connectionSlot != NULL) {
if(event->eventType == eSendSocketData) {
event->connectionSlot->sendMessage(event->networkMessage);
}
else if(event->eventType == eReceiveSocketData) {
event->connectionSlot->updateSlot(event);
}
}
}
void ConnectionSlotThread::signalSlave(void *userdata) {
std::map<int,ConnectionSlotEvent> *eventList = (std::map<int,ConnectionSlotEvent> *)userdata;
ConnectionSlotEvent &event = (*eventList)[slotIndex];
signalUpdate(&event);
}
bool ConnectionSlotThread::getGameStarted() {
MutexSafeWrapper safeMutexGameStarted(triggerGameStarted,CODE_AT_LINE);
return gameStarted;
}
void ConnectionSlotThread::setGameStarted(bool value) {
MutexSafeWrapper safeMutexGameStarted(triggerGameStarted,CODE_AT_LINE);
if(gameStarted != value) {
gameStarted = value;
if(gameStarted == true) {
semTaskSignalled.signal();
}
}
}
void ConnectionSlotThread::execute() {
RunningStatusSafeWrapper runningStatus(this);
try {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Starting client SLOT thread: %d\n",slotIndex);
for(;this->slotInterface != NULL;) {
if(getQuitStatus() == true) {
SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
// Does this game allow joining in progress play and is this slot
// not already connected to a client?
if( this->slotInterface->getAllowInGameConnections() == true &&
this->slotInterface->isClientConnected(slotIndex) == false) {
//printf("#1 Non connected slot: %d waiting for client connection..\n",slotIndex);
sleep(100);
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
//printf("Slot thread slotIndex: %d eventCount: %d\n",slotIndex,eventCount);
ConnectionSlotEvent eventCopy;
eventCopy.eventType = eReceiveSocketData;
eventCopy.connectionSlot = this->slotInterface->getSlot(slotIndex,true);
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
ExecutingTaskSafeWrapper safeExecutingTaskMutex(this);
this->slotUpdateTask(&eventCopy);
}
else {
// If the game already started?
if(getGameStarted() == true) {
//printf("#A Checking action for slot: %d\n",slotIndex);
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
ExecutingTaskSafeWrapper safeExecutingTaskMutex(this);
// If the slot or socket are NULL the connection was lost
// so exit the thread
MutexSafeWrapper safeMutex(this->slotInterface->getSlotMutex(slotIndex),CODE_AT_LINE);
ConnectionSlot *slot = this->slotInterface->getSlot(slotIndex,false);
if(slot == NULL) {
break;
}
Socket *socket = slot->getSocket(true);
if(socket == NULL) {
break;
}
PLATFORM_SOCKET socketId = socket->getSocketId();
safeMutex.ReleaseLock();
// Avoid mutex locking
//bool socketHasReadData = Socket::hasDataToRead(socket->getSocketId());
bool socketHasReadData = Socket::hasDataToReadWithWait(socketId,150000);
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
ConnectionSlotEvent eventCopy;
eventCopy.eventType = eReceiveSocketData;
eventCopy.connectionSlot = this->slotInterface->getSlot(slotIndex,true);
eventCopy.eventId = slotIndex;
eventCopy.socketTriggered = socketHasReadData;
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
this->slotUpdateTask(&eventCopy);
}
// Game has not yet started
else {
//printf("#1 Checking action for slot: %d\n",slotIndex);
if(getGameStarted() == true) {
continue;
}
//printf("#2 Checking action for slot: %d\n",slotIndex);
semTaskSignalled.waitTillSignalled();
//printf("#3 Checking action for slot: %d\n",slotIndex);
if(getGameStarted() == true) {
continue;
}
//printf("#4 Checking action for slot: %d\n",slotIndex);
static string masterSlaveOwnerId = string(__FILE__) + string("_") + intToStr(__LINE__);
MasterSlaveThreadControllerSafeWrapper safeMasterController(masterController,20000,masterSlaveOwnerId);
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
MutexSafeWrapper safeMutex(triggerIdMutex,CODE_AT_LINE);
int eventCount = (int)eventList.size();
//printf("Slot thread slotIndex: %d eventCount: %d\n",slotIndex,eventCount);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] Slot thread slotIndex: %d eventCount: %d\n",__FILE__,__FUNCTION__,__LINE__,slotIndex,eventCount);
if(eventCount > 0) {
ConnectionSlotEvent eventCopy;
for(int i = 0; i < (int)eventList.size(); ++i) {
ConnectionSlotEvent &slotEvent = eventList[i];
if(slotEvent.eventCompleted == false) {
eventCopy = slotEvent;
break;
}
}
safeMutex.ReleaseLock();
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
if(eventCopy.eventId > 0) {
ExecutingTaskSafeWrapper safeExecutingTaskMutex(this);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] Slot thread slotIndex: %d eventCount: %d eventCopy.eventId: %d\n",__FILE__,__FUNCTION__,__LINE__,slotIndex,eventCount,(int)eventCopy.eventId);
//printf("#1 Slot thread slotIndex: %d eventCount: %d eventCopy.eventId: %d\n",slotIndex,eventCount,(int)eventCopy.eventId);
this->slotUpdateTask(&eventCopy);
setTaskCompleted(eventCopy.eventId);
//printf("#2 Slot thread slotIndex: %d eventCount: %d eventCopy.eventId: %d\n",slotIndex,eventCount,(int)eventCopy.eventId);
}
}
}
}
if(getQuitStatus() == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
break;
}
}
//printf("Ending client SLOT thread: %d\n",slotIndex);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
catch(const exception &ex) {
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
throw megaglest_runtime_error(ex.what());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
// =====================================================
// class ConnectionSlot
// =====================================================
ConnectionSlot::ConnectionSlot(ServerInterface* serverInterface, int playerIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
this->mutexSocket = new Mutex(CODE_AT_LINE);
this->socket = NULL;
this->mutexCloseConnection = new Mutex(CODE_AT_LINE);
this->mutexPendingNetworkCommandList = new Mutex(CODE_AT_LINE);
this->socketSynchAccessor = new Mutex(CODE_AT_LINE);
this->connectedRemoteIPAddress = 0;
this->sessionKey = 0;
this->serverInterface = serverInterface;
this->playerIndex = playerIndex;
this->playerStatus = npst_None;
this->playerLanguage = "";
this->playerUUID = "";
this->platform = "";
this->currentFrameCount = 0;
this->currentLagCount = 0;
this->gotLagCountWarning = false;
this->lastReceiveCommandListTime = 0;
this->receivedNetworkGameStatus = false;
this->autoPauseGameCountForLag = 0;
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->canAcceptConnections = true;
this->startInGameConnectionLaunch = false;
this->pauseForInGameConnection = false;
this->unPauseForInGameConnection = false;
this->sentSavedGameInfo = false;
this->ready = false;
this->gotIntro = false;
this->connectedTime = 0;
this->networkGameDataSynchCheckOkMap = false;
this->networkGameDataSynchCheckOkTile = false;
this->networkGameDataSynchCheckOkTech = false;
this->setNetworkGameDataSynchCheckTechMismatchReport("");
this->setReceivedDataSynchCheck(false);
this->clearChatInfo();
this->setSocket(NULL);
this->slotThreadWorker = NULL;
static string mutexOwnerId = string(extractFileFromDirectoryPath(__FILE__).c_str()) + string("_") + intToStr(__LINE__);
this->slotThreadWorker = new ConnectionSlotThread(this->serverInterface,playerIndex);
this->slotThreadWorker->setUniqueID(mutexOwnerId);
this->slotThreadWorker->start();
}
ConnectionSlot::~ConnectionSlot() {
//printf("===> Destructor for ConnectionSlot = %d\n",playerIndex);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] START\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Deleting connection slot\n");
close();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("#1 Ending client SLOT: %d slotThreadWorker: %p\n",playerIndex,slotThreadWorker);
if(slotThreadWorker != NULL) {
slotThreadWorker->signalQuit();
}
if( slotThreadWorker != NULL &&
slotThreadWorker->canShutdown(false) == true &&
slotThreadWorker->getRunningStatus() == false) {
//printf("#2 Ending client SLOT: %d\n",playerIndex);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
delete slotThreadWorker;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
else if(slotThreadWorker != NULL &&
slotThreadWorker->canShutdown(true) == true) {
if(slotThreadWorker->getRunningStatus() == false) {
//printf("#3 Ending client SLOT: %d\n",playerIndex);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
delete slotThreadWorker;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
else {
slotThreadWorker->setDeleteSelfOnExecutionDone(true);
slotThreadWorker->setDeleteAfterExecute(true);
}
}
//printf("#4 Ending client SLOT: %d\n",playerIndex);
slotThreadWorker = NULL;
delete socketSynchAccessor;
socketSynchAccessor = NULL;
delete mutexPendingNetworkCommandList;
mutexPendingNetworkCommandList = NULL;
delete mutexCloseConnection;
mutexCloseConnection = NULL;
delete mutexSocket;
mutexSocket = NULL;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
int ConnectionSlot::getAutoPauseGameCountForLag() {
return autoPauseGameCountForLag;
}
void ConnectionSlot::incrementAutoPauseGameCountForLag() {
autoPauseGameCountForLag++;
}
bool ConnectionSlot::getGameStarted() {
bool result = false;
if(this->slotThreadWorker != NULL) {
result = this->slotThreadWorker->getGameStarted();
}
return result;
}
void ConnectionSlot::setGameStarted(bool value) {
if(this->slotThreadWorker != NULL) {
this->slotThreadWorker->setGameStarted(value);
}
}
void ConnectionSlot::setPlayerIndex(int value) {
playerIndex = value;
if(this->slotThreadWorker != NULL) {
this->slotThreadWorker->setSlotIndex(playerIndex);
}
}
void ConnectionSlot::setReady() {
this->ready= true;
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->sentSavedGameInfo = false;
}
void ConnectionSlot::updateSlot(ConnectionSlotEvent *event) {
if(event != NULL) {
bool &socketTriggered = event->socketTriggered;
bool checkForNewClients =
(serverInterface->getGameHasBeenInitiated() == false ||
serverInterface->getAllowInGameConnections() == true);
//if((serverInterface->getGameHasBeenInitiated() == false ||
// (serverInterface->getAllowInGameConnections() == true && this->isConnected() == false) ||
// socketTriggered == true)) {
if(socketTriggered == true ||
((serverInterface->getGameHasBeenInitiated() == false ||
serverInterface->getAllowInGameConnections() == true) &&
this->isConnected() == false)) {
this->update(checkForNewClients,event->triggerId);
}
//}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
string ConnectionSlot::getIpAddress(bool mutexLock) {
string result = "";
MutexSafeWrapper safeMutexSlot((mutexLock == true ? mutexSocket : NULL),CODE_AT_LINE);
if(socket != NULL) {
result = socket->getIpAddress();
}
return result;
}
void ConnectionSlot::update(bool checkForNewClients,int lockedSlotIndex) {
try {
clearThreadErrorList();
if(slotThreadWorker != NULL) {
slotThreadWorker->purgeCompletedEvents();
}
pair<bool,Socket*> socketInfo = this->getSocketInfo();
if(socketInfo.second == NULL) {
if(networkGameDataSynchCheckOkMap) networkGameDataSynchCheckOkMap = false;
if(networkGameDataSynchCheckOkTile) networkGameDataSynchCheckOkTile = false;
if(networkGameDataSynchCheckOkTech) networkGameDataSynchCheckOkTech = false;
this->setReceivedDataSynchCheck(false);
// Is the listener socket ready to be read?
if(checkForNewClients == true && this->canAcceptConnections == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] BEFORE accept new client connection, serverInterface->getOpenSlotCount() = %d\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getOpenSlotCount());
//printf("Checking for new connections...\n");
bool hasData = (serverInterface->getServerSocket() != NULL &&
serverInterface->getServerSocket()->hasDataToRead() == true);
//printf("Server socket hasData: %d\n",hasData);
if(hasData == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] about to accept new client connection playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
Socket *newSocket = serverInterface->getServerSocket()->accept(false);
//printf("Server socket newSocket: %p\n",newSocket);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] called accept new client connection playerIndex = %d newSocket = %p\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,newSocket);
if(newSocket != NULL) {
// Set Socket as non-blocking
newSocket->setBlock(false);
MutexSafeWrapper safeMutex(mutexCloseConnection,CODE_AT_LINE);
this->setSocket(newSocket);
safeMutex.ReleaseLock();
this->connectedTime = time(NULL);
this->clearChatInfo();
this->name = "";
this->playerStatus = npst_PickSettings;
this->playerLanguage = "";
this->playerUUID = "";
this->platform = "";
this->ready = false;
this->vctFileList.clear();
this->receivedNetworkGameStatus = false;
this->gotIntro = false;
MutexSafeWrapper safeMutexSlot1(mutexPendingNetworkCommandList,CODE_AT_LINE);
this->vctPendingNetworkCommandList.clear();
safeMutexSlot1.ReleaseLock();
this->currentFrameCount = 0;
this->currentLagCount = 0;
this->lastReceiveCommandListTime = 0;
this->gotLagCountWarning = false;
this->versionString = "";
serverInterface->updateListen();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex);
}
else {
close();
return;
}
//send intro message when connected
if(this->isConnected() == true) {
//printf("Server socket newSocket is connected: %d\n",playerIndex);
Chrono seed(true);
srand((unsigned int)seed.getCurTicks() / (this->playerIndex + 1));
sessionKey = rand() % 1000000;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] accepted new client connection, serverInterface->getOpenSlotCount() = %d, sessionKey = %d\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getOpenSlotCount(),sessionKey);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] client will be assigned to the next open slot\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageIntro networkMessageIntro(
sessionKey,
getNetworkVersionGITString(),
getHostName(),
playerIndex,
nmgstOk,
0,
ServerSocket::getFTPServerPort(),
"",
serverInterface->getGameHasBeenInitiated(),
Config::getInstance().getString("PlayerId",""),
getPlatformNameString());
sendMessage(&networkMessageIntro);
if(this->serverInterface->getGameHasBeenInitiated() == true) {
setGameStarted(true);
}
}
}
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(socketInfo.first == true) {
this->clearChatInfo();
bool gotTextMsg = true;
bool gotCellMarkerMsg = true;
bool waitForLaggingClient = false;
bool waitedForLaggingClient = false;
//printf("Update slot: %d this->hasDataToRead(): %d\n",this->playerIndex,this->hasDataToRead());
for(;waitForLaggingClient == true ||
(this->hasDataToRead() == true &&
(gotTextMsg == true || gotCellMarkerMsg == true));) {
//printf("Server slot checking for waitForLaggingClient = %d this->hasDataToRead() = %d gotTextMsg = %d gotCellMarkerMsg = %d\n",waitForLaggingClient,this->hasDataToRead(),gotTextMsg,gotCellMarkerMsg);
waitForLaggingClient = false;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] polling for networkMessageType...\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageType networkMessageType= getNextMessageType();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] networkMessageType = %d\n",__FILE__,__FUNCTION__,__LINE__,networkMessageType);
gotTextMsg = false;
gotCellMarkerMsg = false;
//process incoming commands
switch(networkMessageType) {
case nmtInvalid:
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtInvalid\n",__FILE__,__FUNCTION__,__LINE__);
break;
case nmtPing:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] got nmtPing\n",__FILE__,__FUNCTION__);
// client REQUIRES a ping before completing intro
// authentication
NetworkMessagePing networkMessagePing;
if(receiveMessage(&networkMessagePing)) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
lastPingInfo = networkMessagePing;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtText:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtText gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
NetworkMessageText networkMessageText;
if(receiveMessage(&networkMessageText)) {
ChatMsgInfo msg(networkMessageText.getText().c_str(),networkMessageText.getTeamIndex(),networkMessageText.getPlayerIndex(),networkMessageText.getTargetLanguage());
this->addChatInfo(msg);
gotTextMsg = true;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtMarkCell:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtMarkCell gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
NetworkMessageMarkCell networkMessageMarkCell;
if(receiveMessage(&networkMessageMarkCell)) {
MarkedCell msg(networkMessageMarkCell.getTarget(),
networkMessageMarkCell.getFactionIndex(),
networkMessageMarkCell.getText().c_str(),
networkMessageMarkCell.getPlayerIndex());
this->addMarkedCell(msg);
gotCellMarkerMsg = true;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtUnMarkCell:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtUnMarkCell gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
NetworkMessageUnMarkCell networkMessageMarkCell;
if(receiveMessage(&networkMessageMarkCell)) {
UnMarkedCell msg(networkMessageMarkCell.getTarget(),
networkMessageMarkCell.getFactionIndex());
this->addUnMarkedCell(msg);
gotCellMarkerMsg = true;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtHighlightCell:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtMarkCell gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
NetworkMessageHighlightCell networkMessageHighlightCell;
if(receiveMessage(&networkMessageHighlightCell)) {
MarkedCell msg(networkMessageHighlightCell.getTarget(),
networkMessageHighlightCell.getFactionIndex(),"none",-1);
this->setHighlightedCell(msg);
gotCellMarkerMsg = true;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
//command list
case nmtCommandList: {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtCommandList gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
NetworkMessageCommandList networkMessageCommandList;
if(receiveMessage(&networkMessageCommandList)) {
currentFrameCount = networkMessageCommandList.getFrameCount();
lastReceiveCommandListTime = time(NULL);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] currentFrameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,currentFrameCount);
MutexSafeWrapper safeMutexSlot(mutexPendingNetworkCommandList,CODE_AT_LINE);
for(int i = 0; i < networkMessageCommandList.getCommandCount(); ++i) {
vctPendingNetworkCommandList.push_back(*networkMessageCommandList.getCommand(i));
}
//printf("Got commands from client frame: %d count: %d\n",currentFrameCount,vctPendingNetworkCommandList.size());
//printf("#2 Server slot got currentFrameCount = %d\n",currentFrameCount);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
//process intro messages
case nmtIntro:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] got nmtIntro\n",__FILE__,__FUNCTION__);
NetworkMessageIntro networkMessageIntro;
if(receiveMessage(&networkMessageIntro)) {
int32 msgSessionId = networkMessageIntro.getSessionId();
this->name= networkMessageIntro.getName();
this->versionString = networkMessageIntro.getVersionString();
this->connectedRemoteIPAddress = networkMessageIntro.getExternalIp();
this->playerLanguage = networkMessageIntro.getPlayerLanguage();
this->playerUUID = networkMessageIntro.getPlayerUUID();
this->platform = networkMessageIntro.getPlayerPlatform();
//printf("Got uuid from client [%s]\n",this->playerUUID.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] got name [%s] versionString [%s], msgSessionId = %d\n",__FILE__,__FUNCTION__,name.c_str(),versionString.c_str(),msgSessionId);
if(msgSessionId != sessionKey) {
string playerNameStr = name;
string sErr = "Client gave invalid sessionid for player [" + playerNameStr + "] actual [" + intToStr(msgSessionId) + "] expected [" + intToStr(sessionKey) + "]";
printf("%s\n",sErr.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
close();
return;
}
else if(this->playerUUID == "") {
string playerNameStr = name;
string sErr = "Client gave an invalid UUID for player [" + playerNameStr + "]";
printf("%s\n",sErr.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
close();
return;
}
else {
//check consistency
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
bool compatible = checkVersionComptability(getNetworkVersionGITString(), networkMessageIntro.getVersionString());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(compatible == false) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
bool versionMatched = false;
string platformFreeVersion = getNetworkPlatformFreeVersionString();
string sErr = "";
if(strncmp(platformFreeVersion.c_str(),networkMessageIntro.getVersionString().c_str(),strlen(platformFreeVersion.c_str())) != 0) {
string playerNameStr = name;
sErr = "Server and client binary mismatch!\nYou have to use the exactly same binaries!\n\nServer: " + getNetworkVersionGITString() +
"\nClient: " + networkMessageIntro.getVersionString() + " player [" + playerNameStr + "]";
printf("%s\n",sErr.c_str());
serverInterface->sendTextMessage("Server and client binary mismatch!!",-1, true,"",lockedSlotIndex);
serverInterface->sendTextMessage(" Server:" + getNetworkVersionGITString(),-1, true,"",lockedSlotIndex);
serverInterface->sendTextMessage(" Client: "+ networkMessageIntro.getVersionString(),-1, true,"",lockedSlotIndex);
serverInterface->sendTextMessage(" Client player [" + playerNameStr + "]",-1, true,"",lockedSlotIndex);
}
else {
versionMatched = true;
string playerNameStr = name;
sErr = "Warning, Server and client are using the same version but different platforms.\n\nServer: " + getNetworkVersionGITString() +
"\nClient: " + networkMessageIntro.getVersionString() + " player [" + playerNameStr + "]";
//printf("%s\n",sErr.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
}
if(Config::getInstance().getBool("PlatformConsistencyChecks","true") &&
versionMatched == false) { // error message and disconnect only if checked
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
close();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
return;
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
gotIntro = true;
int factionIndex = this->serverInterface->gameSettings.getFactionIndexForStartLocation(playerIndex);
this->serverInterface->addClientToServerIPAddress(this->getSocket()->getConnectedIPAddress(this->getSocket()->getIpAddress()),this->connectedRemoteIPAddress);
this->serverInterface->gameSettings.setNetworkPlayerUUID(factionIndex,this->playerUUID);
this->serverInterface->gameSettings.setNetworkPlayerPlatform(factionIndex,this->platform);
if(serverInterface->getGameHasBeenInitiated() == true &&
serverInterface->getAllowInGameConnections() == true) {
this->serverInterface->gameSettings.setNetworkPlayerStatuses(factionIndex,npst_None);
}
if(getAllowGameDataSynchCheck() == true && serverInterface->getGameSettings() != NULL) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] sending NetworkMessageSynchNetworkGameData\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageSynchNetworkGameData networkMessageSynchNetworkGameData(serverInterface->getGameSettings());
sendMessage(&networkMessageSynchNetworkGameData);
}
if(serverInterface->getGameHasBeenInitiated() == true &&
serverInterface->getAllowInGameConnections() == true) {
ConnectionSlot *slot = serverInterface->findSlotForUUID(this->playerUUID,true);
if(slot != NULL) {
slot->setJoinGameInProgressFlags();
slot->setPauseForInGameConnection(true);
serverInterface->switchSlot(this->playerIndex,slot->getPlayerIndex());
}
else {
setJoinGameInProgressFlags();
this->setPauseForInGameConnection(true);
}
}
else {
ConnectionSlot *slot = serverInterface->findSlotForUUID(this->playerUUID,true);
if(slot != NULL) {
serverInterface->switchSlot(this->playerIndex,slot->getPlayerIndex());
}
}
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtLaunch:
case nmtBroadCastSetup:
{
if(gotIntro == true) {
if(this->serverInterface->getGameSettings() == NULL ||
(joinGameInProgress == false && sessionKey != this->serverInterface->getGameSettings()->getMasterserver_admin())) {
string playerNameStr = name;
string sErr = "Client has invalid admin sessionid for player [" + playerNameStr + "]";
printf("%s\n",sErr.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,sErr.c_str());
close();
return;
}
NetworkMessageLaunch networkMessageLaunch;
if(receiveMessage(&networkMessageLaunch,networkMessageType)) {
if(networkMessageLaunch.getMessageType() == nmtLaunch) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Lined: %d] got nmtLaunch\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Got launch request from client joinGameInProgress = %d joinGameInProgress = %d!\n",joinGameInProgress,joinGameInProgress);
}
else if(networkMessageLaunch.getMessageType() == nmtBroadCastSetup) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Lined: %d] got nmtBroadCastSetup\n",__FILE__,__FUNCTION__,__LINE__);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Lined: %d] got networkMessageLaunch.getMessageType() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkMessageLaunch.getMessageType());
char szBuf[1024]="";
snprintf(szBuf,1023,"In [%s::%s Line: %d] Invalid networkMessageLaunch.getMessageType() = %d",__FILE__,__FUNCTION__,__LINE__,networkMessageLaunch.getMessageType());
throw megaglest_runtime_error(szBuf);
}
int minHeadLessPlayersRequired = Config::getInstance().getInt("MinHeadlessPlayersRequired","2");
if(this->joinGameInProgress == false &&
networkMessageLaunch.getMessageType() == nmtLaunch &&
this->ready == false &&
this->serverInterface->getConnectedSlotCount(true) < minHeadLessPlayersRequired) {
Lang &lang= Lang::getInstance();
const vector<string> languageList = this->serverInterface->getGameSettings()->getUniqueNetworkPlayerLanguages();
for(unsigned int index = 0; index < languageList.size(); ++index) {
char szBuf[4096]="";
string msgTemplate = "You must have have at least %d player(s) connected to start this game!";
if(lang.hasString("HeadlessAdminRequiresMorePlayers",languageList[index]) == true) {
msgTemplate = lang.getString("HeadlessAdminRequiresMorePlayers",languageList[index]);
}
#ifdef WIN32
_snprintf(szBuf,4095,msgTemplate.c_str(),minHeadLessPlayersRequired);
#else
snprintf(szBuf,4095,msgTemplate.c_str(),minHeadLessPlayersRequired);
#endif
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
string sMsg = szBuf;
bool echoLocal = lang.isLanguageLocal(languageList[index]);
this->serverInterface->sendTextMessage(sMsg,-1, echoLocal, languageList[index], this->getPlayerIndex());
}
}
else {
if(this->joinGameInProgress == false) {
GameSettings gameSettingsBuffer;
networkMessageLaunch.buildGameSettings(&gameSettingsBuffer);
//printf("Connection slot got networkMessageLaunch.getMessageType() = %d, got map [%s]\n",networkMessageLaunch.getMessageType(),gameSettings.getMap().c_str());
//printf("\n\n\n\n=====Connection slot got settings:\n%s\n",gameSettings.toString().c_str());
this->serverInterface->broadcastGameSetup(&gameSettingsBuffer, true);
}
if(this->joinGameInProgress == false &&
networkMessageLaunch.getMessageType() == nmtLaunch) {
this->serverInterface->setMasterserverAdminRequestLaunch(true);
}
else if(this->joinGameInProgress == true &&
networkMessageLaunch.getMessageType() == nmtLaunch) {
//printf("!!! setStartInGameConnectionLaunch for client joinGameInProgress = %d!\n",joinGameInProgress);
int factionIndex = this->serverInterface->gameSettings.getFactionIndexForStartLocation(playerIndex);
this->serverInterface->gameSettings.setFactionControl(factionIndex,ctNetwork);
this->serverInterface->gameSettings.setNetworkPlayerName(factionIndex,this->name);
this->serverInterface->gameSettings.setNetworkPlayerUUID(factionIndex,this->playerUUID);
this->serverInterface->gameSettings.setNetworkPlayerPlatform(factionIndex,this->platform);
if(this->serverInterface->gameSettings.getNetworkPlayerStatuses(factionIndex) == npst_Disconnected) {
this->serverInterface->gameSettings.setNetworkPlayerStatuses(factionIndex,npst_None);
}
this->serverInterface->broadcastGameSetup(&this->serverInterface->gameSettings, true);
this->setStartInGameConnectionLaunch(true);
}
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
//process datasynch messages
case nmtSynchNetworkGameDataStatus:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtSynchNetworkGameDataStatus, gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageSynchNetworkGameDataStatus networkMessageSynchNetworkGameDataStatus;
if(receiveMessage(&networkMessageSynchNetworkGameDataStatus)) {
this->setNetworkGameDataSynchCheckTechMismatchReport("");
this->setReceivedDataSynchCheck(false);
Config &config = Config::getInstance();
string scenarioDir = "";
if(serverInterface->getGameSettings()->getScenarioDir() != "") {
scenarioDir = serverInterface->getGameSettings()->getScenarioDir();
if(EndsWith(scenarioDir, ".xml") == true) {
scenarioDir = scenarioDir.erase(scenarioDir.size() - 4, 4);
scenarioDir = scenarioDir.erase(scenarioDir.size() - serverInterface->getGameSettings()->getScenario().size(), serverInterface->getGameSettings()->getScenario().size() + 1);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] gameSettings.getScenarioDir() = [%s] gameSettings.getScenario() = [%s] scenarioDir = [%s]\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getGameSettings()->getScenarioDir().c_str(),serverInterface->getGameSettings()->getScenario().c_str(),scenarioDir.c_str());
}
//tileset
uint32 tilesetCRC = getFolderTreeContentsCheckSumRecursively(config.getPathListForType(ptTilesets,scenarioDir), string("/") + serverInterface->getGameSettings()->getTileset() + string("/*"), ".xml", NULL);
uint32 techCRC = getFolderTreeContentsCheckSumRecursively(config.getPathListForType(ptTechs,scenarioDir), "/" + serverInterface->getGameSettings()->getTech() + "/*", ".xml", NULL);
Checksum checksum;
string file = Config::getMapPath(serverInterface->getGameSettings()->getMap(),scenarioDir,false);
checksum.addFile(file);
uint32 mapCRC = checksum.getSum();
networkGameDataSynchCheckOkMap = (networkMessageSynchNetworkGameDataStatus.getMapCRC() == mapCRC);
networkGameDataSynchCheckOkTile = (networkMessageSynchNetworkGameDataStatus.getTilesetCRC() == tilesetCRC);
networkGameDataSynchCheckOkTech = (networkMessageSynchNetworkGameDataStatus.getTechCRC() == techCRC);
// For testing
//techCRC++;
if( networkGameDataSynchCheckOkMap == true &&
networkGameDataSynchCheckOkTile == true &&
networkGameDataSynchCheckOkTech == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] client data synch ok\n",__FILE__,__FUNCTION__);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] mapCRC = %d, remote = %d\n",__FILE__,__FUNCTION__,mapCRC,networkMessageSynchNetworkGameDataStatus.getMapCRC());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] tilesetCRC = %d, remote = %d\n",__FILE__,__FUNCTION__,tilesetCRC,networkMessageSynchNetworkGameDataStatus.getTilesetCRC());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] techCRC = %d, remote = %d\n",__FILE__,__FUNCTION__,techCRC,networkMessageSynchNetworkGameDataStatus.getTechCRC());
if(allowDownloadDataSynch == true) {
// Now get all filenames with their CRC values and send to the client
vctFileList.clear();
Config &config = Config::getInstance();
string scenarioDir = "";
if(serverInterface->getGameSettings()->getScenarioDir() != "") {
scenarioDir = serverInterface->getGameSettings()->getScenarioDir();
if(EndsWith(scenarioDir, ".xml") == true) {
scenarioDir = scenarioDir.erase(scenarioDir.size() - 4, 4);
scenarioDir = scenarioDir.erase(scenarioDir.size() - serverInterface->getGameSettings()->getScenario().size(), serverInterface->getGameSettings()->getScenario().size() + 1);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] gameSettings.getScenarioDir() = [%s] gameSettings.getScenario() = [%s] scenarioDir = [%s]\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getGameSettings()->getScenarioDir().c_str(),serverInterface->getGameSettings()->getScenario().c_str(),scenarioDir.c_str());
}
if(networkGameDataSynchCheckOkTile == false) {
if(tilesetCRC == 0) {
vctFileList = getFolderTreeContentsCheckSumListRecursively(config.getPathListForType(ptTilesets,scenarioDir), string("/") + serverInterface->getGameSettings()->getTileset() + string("/*"), "", &vctFileList);
}
else {
vctFileList = getFolderTreeContentsCheckSumListRecursively(config.getPathListForType(ptTilesets,scenarioDir), "/" + serverInterface->getGameSettings()->getTileset() + "/*", ".xml", &vctFileList);
}
}
if(networkGameDataSynchCheckOkTech == false) {
if(techCRC == 0) {
vctFileList = getFolderTreeContentsCheckSumListRecursively(config.getPathListForType(ptTechs,scenarioDir),"/" + serverInterface->getGameSettings()->getTech() + "/*", "", &vctFileList);
}
else {
vctFileList = getFolderTreeContentsCheckSumListRecursively(config.getPathListForType(ptTechs,scenarioDir),"/" + serverInterface->getGameSettings()->getTech() + "/*", ".xml", &vctFileList);
}
string report = networkMessageSynchNetworkGameDataStatus.getTechCRCFileMismatchReport(serverInterface->getGameSettings()->getTech(),vctFileList);
this->setNetworkGameDataSynchCheckTechMismatchReport(report);
}
if(networkGameDataSynchCheckOkMap == false) {
vctFileList.push_back(std::pair<string,uint32>(Config::getMapPath(serverInterface->getGameSettings()->getMap(),scenarioDir,false),mapCRC));
}
NetworkMessageSynchNetworkGameDataFileCRCCheck networkMessageSynchNetworkGameDataFileCRCCheck((int)vctFileList.size(), 1, vctFileList[0].second, vctFileList[0].first);
sendMessage(&networkMessageSynchNetworkGameDataFileCRCCheck);
}
else {
if(networkGameDataSynchCheckOkTech == false) {
vctFileList = getFolderTreeContentsCheckSumListRecursively(config.getPathListForType(ptTechs,scenarioDir),"/" + serverInterface->getGameSettings()->getTech() + "/*", ".xml", NULL);
string report = networkMessageSynchNetworkGameDataStatus.getTechCRCFileMismatchReport(serverInterface->getGameSettings()->getTech(),vctFileList);
this->setNetworkGameDataSynchCheckTechMismatchReport(report);
}
}
}
this->setReceivedDataSynchCheck(true);
receivedNetworkGameStatus = true;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtSynchNetworkGameDataFileCRCCheck:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] got nmtSynchNetworkGameDataFileCRCCheck\n",__FILE__,__FUNCTION__);
if(gotIntro == true) {
NetworkMessageSynchNetworkGameDataFileCRCCheck networkMessageSynchNetworkGameDataFileCRCCheck;
if(receiveMessage(&networkMessageSynchNetworkGameDataFileCRCCheck))
{
int fileIndex = networkMessageSynchNetworkGameDataFileCRCCheck.getFileIndex();
NetworkMessageSynchNetworkGameDataFileCRCCheck networkMessageSynchNetworkGameDataFileCRCCheck((int)vctFileList.size(), fileIndex, vctFileList[fileIndex-1].second, vctFileList[fileIndex-1].first);
sendMessage(&networkMessageSynchNetworkGameDataFileCRCCheck);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtSynchNetworkGameDataFileGet:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] got nmtSynchNetworkGameDataFileGet\n",__FILE__,__FUNCTION__);
if(gotIntro == true) {
NetworkMessageSynchNetworkGameDataFileGet networkMessageSynchNetworkGameDataFileGet;
if(receiveMessage(&networkMessageSynchNetworkGameDataFileGet)) {
FileTransferInfo fileInfo;
fileInfo.hostType = eServer;
//fileInfo.serverIP = this->ip.getString();
fileInfo.serverPort = Config::getInstance().getInt("PortServer",intToStr(GameConstants::serverPort).c_str());
fileInfo.fileName = networkMessageSynchNetworkGameDataFileGet.getFileName();
FileTransferSocketThread *fileXferThread = new FileTransferSocketThread(fileInfo);
fileXferThread->start();
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
break;
case nmtSwitchSetupRequest:
{
//printf("Got nmtSwitchSetupRequest A gotIntro = %d\n",gotIntro);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got nmtSwitchSetupRequest gotIntro = %d\n",__FILE__,__FUNCTION__,__LINE__,gotIntro);
if(gotIntro == true) {
//printf("Got nmtSwitchSetupRequest B\n");
SwitchSetupRequest switchSetupRequest;
if(receiveMessage(&switchSetupRequest)) {
MutexSafeWrapper safeMutex(getServerSynchAccessor(),CODE_AT_LINE);
int slotIdx = switchSetupRequest.getCurrentSlotIndex();
//int newSlotIdx = switchSetupRequest.getToSlotIndex();
//printf("slotIdx = %d newSlotIdx = %d\n",slotIdx,newSlotIdx);
if(serverInterface->getSwitchSetupRequests(slotIdx) == NULL) {
serverInterface->setSwitchSetupRequests(slotIdx,new SwitchSetupRequest());
}
*(serverInterface->getSwitchSetupRequests(slotIdx)) = switchSetupRequest;
//printf("slotIdx = %d newSlotIdx = %d\n",serverInterface->getSwitchSetupRequests(slotIdx)->getCurrentSlotIndex(),serverInterface->getSwitchSetupRequests(slotIdx)->getToSlotIndex());
this->playerStatus = switchSetupRequest.getNetworkPlayerStatus();
this->name = switchSetupRequest.getNetworkPlayerName();
this->playerLanguage = switchSetupRequest.getNetworkPlayerLanguage();
//printf("Got nmtSwitchSetupRequest C\n");
//printf("In [%s::%s Line %d] networkPlayerName [%s]\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getSwitchSetupRequests()[factionIdx]->getNetworkPlayerName().c_str());
if(SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line %d] networkPlayerName [%s]\n",__FILE__,__FUNCTION__,__LINE__,serverInterface->getSwitchSetupRequests()[slotIdx]->getNetworkPlayerName().c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] factionIdx = %d, switchSetupRequest.getNetworkPlayerName() [%s] switchSetupRequest.getNetworkPlayerStatus() = %d, switchSetupRequest.getSwitchFlags() = %d\n",__FILE__,__FUNCTION__,__LINE__,slotIdx,switchSetupRequest.getNetworkPlayerName().c_str(),switchSetupRequest.getNetworkPlayerStatus(),switchSetupRequest.getSwitchFlags());
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
break;
}
case nmtReady:
{
NetworkMessageReady networkMessageReady;
this->receiveMessage(&networkMessageReady);
// its simply ignored here. Probably we are starting a game
//printf("Got ready message from client slot joinGameInProgress = %d\n",joinGameInProgress);
if(joinGameInProgress == true) {
NetworkMessageReady networkMessageReady(0);
this->sendMessage(&networkMessageReady);
this->setGameStarted(true);
this->currentFrameCount = serverInterface->getCurrentFrameCount();
//printf("#2 Server slot got currentFrameCount = %d\n",currentFrameCount);
this->currentLagCount = 0;
this->lastReceiveCommandListTime = time(NULL);
this->setReady();
}
// unpause the game
else {
this->setUnPauseForInGameConnection(true);
}
break;
}
case nmtLoadingStatusMessage:
break;
default:
{
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] networkMessageType = %d\n",__FILE__,__FUNCTION__,__LINE__,networkMessageType);
if(gotIntro == true) {
//throw megaglest_runtime_error("Unexpected message in connection slot: " + intToStr(networkMessageType));
string sErr = "Unexpected message in connection slot: " + intToStr(networkMessageType);
//sendTextMessage(sErr,-1);
//DisplayErrorMessage(sErr);
threadErrorList.push_back(sErr);
return;
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] got invalid message type before intro, disconnecting socket.\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugError).enabled) SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d]\nInvalid message type before intro handshake [%d]\nDisconnecting socket for slot: %d [%s].\n",extractFileFromDirectoryPath(__FILE__).c_str(),__FUNCTION__,__LINE__,networkMessageType,this->playerIndex,this->getIpAddress().c_str());
this->serverInterface->notifyBadClientConnectAttempt(this->getIpAddress());
close();
return;
}
}
}
//printf("#3 Server slot got currentFrameCount = %d\n",currentFrameCount);
// This may end up continuously lagging and not disconnecting players who have
// just the 'wrong' amount of lag (but not enough to be horrible for a disconnect)
if(Config::getInstance().getBool("AutoClientLagCorrection","true") == true) {
double LAG_CHECK_GRACE_PERIOD = 15;
//printf("#4 Server slot got currentFrameCount = %d\n",currentFrameCount);
if(this->serverInterface->getGameStartTime() > 0 &&
difftime((long int)time(NULL),this->serverInterface->getGameStartTime()) >= LAG_CHECK_GRACE_PERIOD &&
difftime((long int)time(NULL),this->getConnectedTime()) >= LAG_CHECK_GRACE_PERIOD) {
if(this->isConnected() == true && this->gotIntro == true && this->skipLagCheck == false) {
double clientLag = this->serverInterface->getCurrentFrameCount() - this->getCurrentFrameCount();
double clientLagCount = (gameSettings.getNetworkFramePeriod() > 0 ? (clientLag / gameSettings.getNetworkFramePeriod()) : 0);
double clientLagTime = difftime((long int)time(NULL),this->getLastReceiveCommandListTime());
double maxFrameCountLagAllowed = 10;
double maxClientLagTimeAllowed = 8;
// New lag check
if((clientLagCount > maxFrameCountLagAllowed) ||
(maxClientLagTimeAllowed > 0 && clientLagTime > maxClientLagTimeAllowed)) {
waitForLaggingClient = true;
if(waitedForLaggingClient == false) {
waitedForLaggingClient = true;
printf("*TESTING*: START Waiting for lagging client playerIndex = %d [%s] clientLagCount = %f [%f]\n",playerIndex,name.c_str(),clientLagCount,clientLagTime);
}
}
}
}
//printf("#5 Server slot got currentFrameCount = %d\n",currentFrameCount);
}
//printf("#5a Server slot got currentFrameCount = %d\n",currentFrameCount);
}
//printf("#6 Server slot got currentFrameCount = %d\n",currentFrameCount);
if(waitedForLaggingClient == true) {
printf("*TESTING*: FINISHED Waiting for lagging client playerIndex = %d [%s]\n",playerIndex,name.c_str());
}
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] action running for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
validateConnection();
//printf("#7 Server slot got currentFrameCount = %d\n",currentFrameCount);
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] action running for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] calling close...\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Closing connection slot socketInfo.first = %d\n",socketInfo.first);
close();
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] action running for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
}
catch(const exception &ex) {
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] Error [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] error detected [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
threadErrorList.push_back(ex.what());
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] action running for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
}
//printf("#8 Server slot got currentFrameCount = %d\n",currentFrameCount);
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] action running for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
}
void ConnectionSlot::validateConnection() {
if(this->isConnected() == true &&
gotIntro == false && connectedTime > 0 &&
difftime((long int)time(NULL),connectedTime) > GameConstants::maxClientConnectHandshakeSecs) {
//printf("Closing connection slot timed out!\n");
close();
}
}
void ConnectionSlot::resetJoinGameInProgressFlags() {
this->gotIntro = false;
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->ready = false;
}
void ConnectionSlot::setJoinGameInProgressFlags() {
this->gotIntro = true;
this->skipLagCheck = true;
this->joinGameInProgress = true;
this->ready = false;
this->sentSavedGameInfo = false;
}
void ConnectionSlot::close() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s LINE: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Closing slot for playerIndex = %d\n",playerIndex);
//if(serverInterface->getAllowInGameConnections() == true) {
//printf("Closing connection slot!\n");
//}
//printf("ConnectionSlot::close() #1 this->getSocket() = %p\n",this->getSocket());
this->gotIntro = false;
this->skipLagCheck = false;
this->joinGameInProgress = false;
this->sentSavedGameInfo = false;
this->pauseForInGameConnection = false;
this->unPauseForInGameConnection = false;
this->ready = false;
this->connectedTime = 0;
if(this->slotThreadWorker != NULL) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
this->slotThreadWorker->setAllEventsCompleted();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("ConnectionSlot::close() #2 this->getSocket() = %p\n",this->getSocket());
MutexSafeWrapper safeMutex(mutexCloseConnection,CODE_AT_LINE);
bool updateServerListener = (this->getSocket() != NULL);
//printf("ConnectionSlot::close() #3 this->getSocket() = %p updateServerListener = %d\n",this->getSocket(),updateServerListener);
this->deleteSocket();
safeMutex.ReleaseLock();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s LINE: %d]\n",__FILE__,__FUNCTION__,__LINE__);
//printf("Closing slot for playerIndex = %d updateServerListener = %d ready = %d\n",playerIndex,updateServerListener,ready);
if(updateServerListener == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s LINE: %d]\n",__FILE__,__FUNCTION__,__LINE__);
serverInterface->updateListen();
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
Mutex * ConnectionSlot::getServerSynchAccessor() {
return (serverInterface != NULL ? serverInterface->getServerSynchAccessor() : NULL);
}
void ConnectionSlot::signalUpdate(ConnectionSlotEvent *event) {
if(slotThreadWorker != NULL) {
slotThreadWorker->signalUpdate(event);
}
}
bool ConnectionSlot::updateCompleted(ConnectionSlotEvent *event) {
bool waitingForThread = (slotThreadWorker != NULL &&
slotThreadWorker->isSignalCompleted(event) == false &&
slotThreadWorker->getQuitStatus() == false &&
slotThreadWorker->getRunningStatus() == true);
return (waitingForThread == false);
}
void ConnectionSlot::sendMessage(NetworkMessage* networkMessage) {
MutexSafeWrapper safeMutex(socketSynchAccessor,CODE_AT_LINE);
// Skip text messages not intended for the players preferred language
NetworkMessageText *textMsg = dynamic_cast<NetworkMessageText *>(networkMessage);
if(textMsg != NULL) {
//printf("\n\n\n~~~ SERVER HAS NetworkMessageText target [%s] player [%s] msg[%s]\n\n\n",textMsg->getTargetLanguage().c_str(),this->getNetworkPlayerLanguage().c_str(), textMsg->getText().c_str());
if(textMsg->getTargetLanguage() != "" &&
textMsg->getTargetLanguage() != this->getNetworkPlayerLanguage()) {
return;
}
}
NetworkInterface::sendMessage(networkMessage);
}
string ConnectionSlot::getHumanPlayerName(int index) {
return serverInterface->getHumanPlayerName(index);
}
vector<NetworkCommand> ConnectionSlot::getPendingNetworkCommandList(bool clearList) {
vector<NetworkCommand> ret;
MutexSafeWrapper safeMutexSlot(mutexPendingNetworkCommandList,CODE_AT_LINE);
if(vctPendingNetworkCommandList.empty() == false) {
ret = vctPendingNetworkCommandList;
if(clearList == true) {
vctPendingNetworkCommandList.clear();
}
}
return ret;
}
//void ConnectionSlot::clearPendingNetworkCommandList() {
// MutexSafeWrapper safeMutexSlot(mutexPendingNetworkCommandList,CODE_AT_LINE);
// if(vctPendingNetworkCommandList.empty() == false) {
// vctPendingNetworkCommandList.clear();
// }
//}
bool ConnectionSlot::hasValidSocketId() {
bool result = false;
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
if(socket != NULL && socket->getSocketId() > 0) {
result = true;
}
return result;
}
bool ConnectionSlot::isConnected() {
bool result = false;
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
if(socket != NULL && socket->isConnected() == true) {
result = true;
}
return result;
}
PLATFORM_SOCKET ConnectionSlot::getSocketId() {
PLATFORM_SOCKET result = 0;
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
if(socket != NULL) {
result = socket->getSocketId();
}
return result;
}
pair<bool,Socket*> ConnectionSlot::getSocketInfo() {
pair<bool,Socket*> result;
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
result.first = (socket != NULL && socket->isConnected());
result.second = socket;
return result;
}
Socket* ConnectionSlot::getSocket(bool mutexLock) {
MutexSafeWrapper safeMutexSlot(NULL,CODE_AT_LINE);
if(mutexLock == true) {
safeMutexSlot.setMutex(mutexSocket,CODE_AT_LINE);
}
return socket;
}
void ConnectionSlot::setSocket(Socket *newSocket) {
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
socket = newSocket;
}
void ConnectionSlot::deleteSocket() {
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
delete socket;
socket = NULL;
}
bool ConnectionSlot::hasDataToRead() {
bool result = false;
MutexSafeWrapper safeMutexSlot(mutexSocket,CODE_AT_LINE);
if(socket != NULL && socket->hasDataToRead() == true) {
result = true;
}
return result;
}
}}//end namespace