MegaGlest/source/glest_game/network/server_interface.cpp

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o 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 "server_interface.h"
#include <cassert>
#include <stdexcept>
#include "platform_util.h"
#include "conversion.h"
#include "config.h"
#include "lang.h"
#include "logger.h"
#include <time.h>
#include "util.h"
#include "game_util.h"
#include "miniftpserver.h"
#include "window.h"
#include "leak_dumper.h"
using namespace std;
using namespace Shared::Platform;
using namespace Shared::Util;
namespace Glest { namespace Game {
double maxFrameCountLagAllowed = 25;
double maxClientLagTimeAllowed = 30;
double maxFrameCountLagAllowedEver = 35;
double warnFrameCountLagPercent = 0.65;
double LAG_CHECK_GRACE_PERIOD = 15;
double MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = 2;
const int MAX_SLOT_THREAD_WAIT_TIME = 3;
const int MASTERSERVER_HEARTBEAT_GAME_STATUS_SECONDS = 30;
ServerInterface::ServerInterface(bool publishEnabled) :GameNetworkInterface() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
nextEventId = 1;
gameHasBeenInitiated = false;
exitServer = false;
gameSettingsUpdateCount = 0;
currentFrameCount = 0;
gameStartTime = 0;
publishToMasterserverThread = NULL;
lastMasterserverHeartbeatTime = 0;
needToRepublishToMasterserver = false;
ftpServer = NULL;
inBroadcastMessage = false;
maxFrameCountLagAllowed = Config::getInstance().getInt("MaxFrameCountLagAllowed", intToStr(maxFrameCountLagAllowed).c_str());
maxFrameCountLagAllowedEver = Config::getInstance().getInt("MaxFrameCountLagAllowedEver", intToStr(maxFrameCountLagAllowedEver).c_str());
maxClientLagTimeAllowed = Config::getInstance().getInt("MaxClientLagTimeAllowed", intToStr(maxClientLagTimeAllowed).c_str());
warnFrameCountLagPercent = Config::getInstance().getFloat("WarnFrameCountLagPercent", doubleToStr(warnFrameCountLagPercent).c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] maxFrameCountLagAllowed = %f, maxFrameCountLagAllowedEver = %f, maxClientLagTimeAllowed = %f\n",__FILE__,__FUNCTION__,__LINE__,maxFrameCountLagAllowed,maxFrameCountLagAllowedEver,maxClientLagTimeAllowed);
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
slots[i] = NULL;
switchSetupRequests[i] = NULL;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
serverSocket.setBlock(false);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
serverSocket.setBindPort(Config::getInstance().getInt("ServerPort", intToStr(GameConstants::serverPort).c_str()));
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(Config::getInstance().getBool("EnableFTPServer","true") == true) {
std::pair<string,string> mapsPath;
vector<string> pathList = Config::getInstance().getPathListForType(ptMaps);
if(pathList.size() > 0) {
mapsPath.first = pathList[0];
if(pathList.size() > 1) {
mapsPath.second = pathList[1];
}
}
std::pair<string,string> tilesetsPath;
vector<string> tilesetsList = Config::getInstance().getPathListForType(ptTilesets);
if(tilesetsList.size() > 0) {
tilesetsPath.first = tilesetsList[0];
if(tilesetsList.size() > 1) {
tilesetsPath.second = tilesetsList[1];
}
}
std::pair<string,string> techtreesPath;
vector<string> techtreesList = Config::getInstance().getPathListForType(ptTechs);
if(techtreesList.size() > 0) {
techtreesPath.first = techtreesList[0];
if(techtreesList.size() > 1) {
techtreesPath.second = techtreesList[1];
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
int portNumber = Config::getInstance().getInt("FTPServerPort",intToStr(ServerSocket::getFTPServerPort()).c_str());
ServerSocket::setFTPServerPort(portNumber);
bool allowInternetTilesetFileTransfers = Config::getInstance().getBool("EnableFTPServerInternetTilesetXfer","true");
bool allowInternetTechtreeFileTransfers = Config::getInstance().getBool("EnableFTPServerInternetTechtreeXfer","true");
ftpServer = new FTPServerThread(mapsPath,tilesetsPath,techtreesPath,
publishEnabled,
allowInternetTilesetFileTransfers, allowInternetTechtreeFileTransfers,
portNumber,GameConstants::maxPlayers,this);
ftpServer->start();
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::setPublishEnabled(bool value) {
if(ftpServer != NULL) {
ftpServer->setInternetEnabled(value);
}
}
ServerInterface::~ServerInterface() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
exitServer = true;
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
if(slots[i] != NULL) {
MutexSafeWrapper safeMutex(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
delete slots[i];
slots[i]=NULL;
}
if(switchSetupRequests[i] != NULL) {
delete switchSetupRequests[i];
switchSetupRequests[i]=NULL;
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
close();
if(ftpServer != NULL) {
ftpServer->shutdownAndWait();
delete ftpServer;
ftpServer = NULL;
}
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
delete publishToMasterserverThread;
publishToMasterserverThread = NULL;
safeMutex.ReleaseLock();
lastMasterserverHeartbeatTime = 0;
if(needToRepublishToMasterserver == true) {
simpleTask(NULL);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
int ServerInterface::isValidClientType(uint32 clientIp) {
int result = 0;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
if(slots[i] != NULL) {
MutexSafeWrapper safeMutex(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
Socket *socket = slots[i]->getSocket();
if(socket != NULL) {
uint32 slotIp = socket->getConnectedIPAddress(socket->getIpAddress());
if(slotIp == clientIp) {
result = 1;
break;
}
}
}
}
return result;
}
void ServerInterface::addClientToServerIPAddress(uint32 clientIp, uint32 ServerIp) {
FTPServerThread::addClientToServerIPAddress(clientIp, ServerIp);
}
void ServerInterface::addSlot(int playerIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
assert(playerIndex >= 0 && playerIndex < GameConstants::maxPlayers);
MutexSafeWrapper safeMutex(&serverSynchAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
if(serverSocket.isPortBound() == false) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
serverSocket.bind(serverSocket.getBindPort());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[playerIndex],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(playerIndex));
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
ConnectionSlot *slot = slots[playerIndex];
if(slot != NULL) {
slots[playerIndex]=NULL;
}
slots[playerIndex] = new ConnectionSlot(this, playerIndex);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
safeMutexSlot.ReleaseLock();
delete slot;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
safeMutex.ReleaseLock();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
updateListen();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
bool ServerInterface::switchSlot(int fromPlayerIndex, int toPlayerIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
bool result = false;
assert(fromPlayerIndex >= 0 && fromPlayerIndex < GameConstants::maxPlayers);
assert(toPlayerIndex >= 0 && toPlayerIndex < GameConstants::maxPlayers);
if(fromPlayerIndex == toPlayerIndex) {
return false;
}
MutexSafeWrapper safeMutex(&serverSynchAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[fromPlayerIndex],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(fromPlayerIndex));
MutexSafeWrapper safeMutexSlot2(&slotAccessorMutexes[toPlayerIndex],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(toPlayerIndex));
if(slots[toPlayerIndex] != NULL && slots[toPlayerIndex] != NULL &&
slots[toPlayerIndex]->isConnected() == false) {
slots[fromPlayerIndex]->setPlayerIndex(toPlayerIndex);
slots[toPlayerIndex]->setPlayerIndex(fromPlayerIndex);
ConnectionSlot *tmp = slots[toPlayerIndex];
slots[toPlayerIndex] = slots[fromPlayerIndex];
slots[fromPlayerIndex] = tmp;
safeMutex.ReleaseLock();
PlayerIndexMessage playerIndexMessage(toPlayerIndex);
slots[toPlayerIndex]->sendMessage(&playerIndexMessage);
safeMutexSlot.ReleaseLock();
safeMutexSlot2.ReleaseLock();
result = true;
updateListen();
}
else {
safeMutexSlot.ReleaseLock();
safeMutexSlot2.ReleaseLock();
safeMutex.ReleaseLock();
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
return result;
}
void ServerInterface::removeSlot(int playerIndex, int lockedSlotIndex) {
Lang &lang= Lang::getInstance();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
MutexSafeWrapper safeMutex(&serverSynchAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
MutexSafeWrapper safeMutexSlot(NULL,string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(playerIndex));
if(playerIndex != lockedSlotIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
safeMutexSlot.setMutex(&slotAccessorMutexes[playerIndex],string(__FILE__) + "_" + intToStr(__LINE__) + string("_") + intToStr(playerIndex));
}
ConnectionSlot *slot = slots[playerIndex];
bool notifyDisconnect = false;
vector<string> msgList;
const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
if(slot != NULL) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
if(slot->getLastReceiveCommandListTime() > 0) {
char szBuf[4096] = "";
for(unsigned int i = 0; i < languageList.size(); ++i) {
string msgTemplate = "Player %s, disconnected from the game.";
if(lang.hasString("PlayerDisconnected",languageList[i]) == true) {
msgTemplate = lang.get("PlayerDisconnected",languageList[i]);
}
#ifdef WIN32
_snprintf(szBuf,4095,msgTemplate.c_str(),slot->getName().c_str());
#else
snprintf(szBuf,4095,msgTemplate.c_str(),slot->getName().c_str());
#endif
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
msgList.push_back(szBuf);
}
notifyDisconnect = true;
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
slots[playerIndex]= NULL;
safeMutexSlot.ReleaseLock();
safeMutex.ReleaseLock();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
delete slot;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
updateListen();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
if(notifyDisconnect == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
//string sMsg = szBuf;
//sendTextMessage(sMsg,-1, true, lockedSlotIndex);
//const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
for(unsigned int j = 0; j < languageList.size(); ++j) {
bool localEcho = lang.isLanguageLocal(languageList[j]);
queueTextMessage(msgList[j],-1, localEcho, languageList[j]);
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,playerIndex,lockedSlotIndex);
}
ConnectionSlot *ServerInterface::getSlot(int playerIndex) {
return slots[playerIndex];
}
bool ServerInterface::hasClientConnection() {
bool result = false;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
if(slots[i] != NULL && slots[i]->isConnected() == true) {
result = true;
break;
}
}
return result;
}
int ServerInterface::getConnectedSlotCount() {
int connectedSlotCount = 0;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
if(slots[i] != NULL) {
++connectedSlotCount;
}
}
return connectedSlotCount;
}
int64 ServerInterface::getNextEventId() {
nextEventId++;
if(nextEventId > INT_MAX) {
nextEventId = 1;
}
return nextEventId;
}
void ServerInterface::slotUpdateTask(ConnectionSlotEvent *event) {
if(event != NULL) {
if(event->eventType == eSendSocketData) {
event->connectionSlot->sendMessage(event->networkMessage);
}
else if(event->eventType == eReceiveSocketData) {
updateSlot(event);
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
}
}
}
void ServerInterface::updateSlot(ConnectionSlotEvent *event) {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
if(event != NULL) {
bool &socketTriggered = event->socketTriggered;
bool checkForNewClients = true;
// Safety check since we can experience a disconnect and the slot is NULL
ConnectionSlot *connectionSlot = NULL;
MutexSafeWrapper safeMutexSlot(NULL);
if(event->triggerId >= 0 && event->triggerId < GameConstants::maxPlayers) {
safeMutexSlot.setMutex(&slotAccessorMutexes[event->triggerId],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(event->triggerId));
connectionSlot = slots[event->triggerId];
}
else {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ERROR CONDITION, event->triggerId = %d\n",__FILE__,__FUNCTION__,__LINE__,event->triggerId);
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] ERROR CONDITION, event->triggerId = %d\n",__FILE__,__FUNCTION__,__LINE__,event->triggerId);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] MUTEX LOCK held for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
if(connectionSlot != NULL &&
(gameHasBeenInitiated == false ||
(connectionSlot->getSocket() != NULL && socketTriggered == true))) {
if(connectionSlot->isConnected() == false || socketTriggered == true) {
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] MUTEX LOCK held for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
//safeMutexSlot.ReleaseLock(true);
connectionSlot->update(checkForNewClients,event->triggerId);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 4) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
//chrono.start();
//safeMutexSlot.Lock();
connectionSlot = slots[event->triggerId];
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] MUTEX LOCK held for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
// This means no clients are trying to connect at the moment
if(connectionSlot != NULL && connectionSlot->getSocket() == NULL) {
checkForNewClients = false;
}
}
//if(chrono.getMillis() > 1) printf("In [%s::%s Line: %d] MUTEX LOCK held for msecs: %lld\n",__FILE__,__FUNCTION__,__LINE__,(long long int)chrono.getMillis());
}
safeMutexSlot.ReleaseLock();
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
std::pair<bool,bool> ServerInterface::clientLagCheck(ConnectionSlot *connectionSlot, bool skipNetworkBroadCast) {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false, false);
static bool alreadyInLagCheck = false;
if(alreadyInLagCheck == true) {
return clientLagExceededOrWarned;
}
try {
alreadyInLagCheck = true;
if(difftime(time(NULL),gameStartTime) >= LAG_CHECK_GRACE_PERIOD) {
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
double clientLag = this->getCurrentFrameCount() - connectionSlot->getCurrentFrameCount();
double clientLagCount = (gameSettings.getNetworkFramePeriod() > 0 ? (clientLag / gameSettings.getNetworkFramePeriod()) : 0);
connectionSlot->setCurrentLagCount(clientLagCount);
double clientLagTime = difftime(time(NULL),connectionSlot->getLastReceiveCommandListTime());
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(this->getCurrentFrameCount() > 0) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] playerIndex = %d, clientLag = %f, clientLagCount = %f, this->getCurrentFrameCount() = %d, connectionSlot->getCurrentFrameCount() = %d, clientLagTime = %f\n",
__FILE__,__FUNCTION__,__LINE__,
connectionSlot->getPlayerIndex(),
clientLag,clientLagCount,
this->getCurrentFrameCount(),
connectionSlot->getCurrentFrameCount(),
clientLagTime);
}
// TEST LAG Error and warnings!!!
//clientLagCount = maxFrameCountLagAllowed + 1;
//clientLagTime = maxClientLagTimeAllowed + 1;
/*
if(difftime(time(NULL),gameStartTime) >= LAG_CHECK_GRACE_PERIOD + 5) {
clientLagTime = maxClientLagTimeAllowed + 1;
}
else if(difftime(time(NULL),gameStartTime) >= LAG_CHECK_GRACE_PERIOD) {
clientLagTime = (maxClientLagTimeAllowed * warnFrameCountLagPercent) + 1;
}
*/
// END test
// New lag check
if((maxFrameCountLagAllowed > 0 && clientLagCount > maxFrameCountLagAllowed) ||
(maxClientLagTimeAllowed > 0 && clientLagTime > maxClientLagTimeAllowed) ||
(maxFrameCountLagAllowedEver > 0 && clientLagCount > maxFrameCountLagAllowedEver)) {
clientLagExceededOrWarned.first = true;
Lang &lang= Lang::getInstance();
const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
char szBuf[4096]="";
string msgTemplate = "DROPPING %s, exceeded max allowed LAG count of %f [time = %f], clientLag = %f [%f], disconnecting client.";
if(lang.hasString("ClientLagDropping") == true) {
msgTemplate = lang.get("ClientLagDropping",languageList[i]);
}
if(gameSettings.getNetworkPauseGameForLaggedClients() == true &&
(maxFrameCountLagAllowedEver <= 0 || clientLagCount <= maxFrameCountLagAllowedEver)) {
msgTemplate = "PAUSING GAME TEMPORARILY for %s, exceeded max allowed LAG count of %f [time = %f], clientLag = %f [%f], waiting for client to catch up...";
if(lang.hasString("ClientLagPausing") == true) {
msgTemplate = lang.get("ClientLagPausing",languageList[i]);
}
}
#ifdef WIN32
_snprintf(szBuf,4095,msgTemplate.c_str(),connectionSlot->getName().c_str() ,maxFrameCountLagAllowed,maxClientLagTimeAllowed,clientLagCount,clientLagTime);
#else
snprintf(szBuf,4095,msgTemplate.c_str(),connectionSlot->getName().c_str(),maxFrameCountLagAllowed,maxClientLagTimeAllowed,clientLagCount,clientLagTime);
#endif
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(skipNetworkBroadCast == false) {
string sMsg = szBuf;
bool echoLocal = lang.isLanguageLocal(languageList[i]);
sendTextMessage(sMsg,-1, echoLocal, languageList[i], connectionSlot->getPlayerIndex());
}
}
if(gameSettings.getNetworkPauseGameForLaggedClients() == false ||
(maxFrameCountLagAllowedEver > 0 && clientLagCount > maxFrameCountLagAllowedEver)) {
connectionSlot->close();
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
// New lag check warning
else if((maxFrameCountLagAllowed > 0 && warnFrameCountLagPercent > 0 &&
clientLagCount > (maxFrameCountLagAllowed * warnFrameCountLagPercent)) ||
(maxClientLagTimeAllowed > 0 && warnFrameCountLagPercent > 0 &&
clientLagTime > (maxClientLagTimeAllowed * warnFrameCountLagPercent)) ) {
clientLagExceededOrWarned.second = true;
if(connectionSlot->getLagCountWarning() == false) {
connectionSlot->setLagCountWarning(true);
Lang &lang= Lang::getInstance();
const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
char szBuf[4096]="";
string msgTemplate = "LAG WARNING for %s, may exceed max allowed LAG count of %f [time = %f], clientLag = %f [%f], WARNING...";
if(lang.hasString("ClientLagWarning") == true) {
msgTemplate = lang.get("ClientLagWarning",languageList[i]);
}
#ifdef WIN32
_snprintf(szBuf,4095,msgTemplate.c_str(),connectionSlot->getName().c_str(),maxFrameCountLagAllowed,maxClientLagTimeAllowed,clientLagCount,clientLagTime);
#else
snprintf(szBuf,4095,msgTemplate.c_str(),connectionSlot->getName().c_str(),maxFrameCountLagAllowed,maxClientLagTimeAllowed,clientLagCount,clientLagTime);
#endif
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] %s\n",__FILE__,__FUNCTION__,__LINE__,szBuf);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(skipNetworkBroadCast == false) {
string sMsg = szBuf;
bool echoLocal = lang.isLanguageLocal(languageList[i]);
sendTextMessage(sMsg,-1, echoLocal, languageList[i], connectionSlot->getPlayerIndex());
}
}
}
}
else if(connectionSlot->getLagCountWarning() == true) {
connectionSlot->setLagCountWarning(false);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
}
}
}
catch(const exception &ex) {
alreadyInLagCheck = false;
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 [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
throw runtime_error(ex.what());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
alreadyInLagCheck = false;
return clientLagExceededOrWarned;
}
bool ServerInterface::signalClientReceiveCommands(ConnectionSlot *connectionSlot, int slotIndex, bool socketTriggered, ConnectionSlotEvent & event) {
bool slotSignalled = false;
event.eventType = eReceiveSocketData;
event.networkMessage = NULL;
event.connectionSlot = connectionSlot;
event.socketTriggered = socketTriggered;
event.triggerId = slotIndex;
event.eventId = getNextEventId();
if(connectionSlot != NULL) {
if(socketTriggered == true || connectionSlot->isConnected() == false) {
connectionSlot->signalUpdate(&event);
slotSignalled = true;
}
}
return slotSignalled;
}
void ServerInterface::updateSocketTriggeredList(std::map<PLATFORM_SOCKET,bool> & socketTriggeredList) {
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->getSocket() != NULL &&
connectionSlot->getSocket()->isSocketValid() == true) {
socketTriggeredList[connectionSlot->getSocket()->getSocketId()] = false;
}
}
}
void ServerInterface::validateConnectedClients() {
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL) {
connectionSlot->validateConnection();
}
}
}
void ServerInterface::signalClientsToRecieveData(std::map<PLATFORM_SOCKET,bool> &socketTriggeredList,
std::map<int,ConnectionSlotEvent> &eventList,
std::map<int,bool> & mapSlotSignalledList) {
bool checkForNewClients = true;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot = slots[i];
bool socketTriggered = false;
if(connectionSlot != NULL && connectionSlot->getSocket() != NULL) {
socketTriggered = socketTriggeredList[connectionSlot->getSocket()->getSocketId()];
}
ConnectionSlotEvent &event = eventList[i];
mapSlotSignalledList[i] = signalClientReceiveCommands(connectionSlot,i,socketTriggered,event);
}
}
void ServerInterface::checkForCompletedClients(std::map<int,bool> & mapSlotSignalledList,
std::vector <string> &errorMsgList,
std::map<int,ConnectionSlotEvent> &eventList) {
time_t waitForThreadElapsed = time(NULL);
std::map<int,bool> slotsCompleted;
for(bool threadsDone = false;
exitServer == false && threadsDone == false &&
difftime(time(NULL),waitForThreadElapsed) < MAX_SLOT_THREAD_WAIT_TIME;) {
threadsDone = true;
// Examine all threads for completion of delegation
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + string("_") + intToStr(i));
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
slotsCompleted.find(i) == slotsCompleted.end()) {
try {
std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
// Collect any collected errors from threads
if(errorList.size() > 0) {
for(int iErrIdx = 0; iErrIdx < errorList.size(); ++iErrIdx) {
string &sErr = errorList[iErrIdx];
if(sErr != "") {
errorMsgList.push_back(sErr);
}
}
connectionSlot->clearThreadErrorList();
}
// Not done waiting for data yet
bool updateFinished = (connectionSlot != NULL ? connectionSlot->updateCompleted(&eventList[i]) : true);
if(updateFinished == false) {
threadsDone = false;
break;
}
else {
slotsCompleted[i] = true;
}
}
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());
errorMsgList.push_back(ex.what());
}
}
}
}
}
void ServerInterface::checForLaggingClients(std::map<int,bool> &mapSlotSignalledList,
std::map<int,ConnectionSlotEvent> &eventList,
std::map<PLATFORM_SOCKET,bool> &socketTriggeredList,
std::vector <string> &errorMsgList) {
time_t waitForClientsElapsed = time(NULL);
time_t waitForThreadElapsed = time(NULL);
std::map<int,bool> slotsCompleted;
std::map<int,bool> slotsWarnedList;
for(bool threadsDone = false;
exitServer == false && threadsDone == false &&
difftime(time(NULL),waitForThreadElapsed) < MAX_SLOT_THREAD_WAIT_TIME;) {
threadsDone = true;
// Examine all threads for completion of delegation
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot = slots[i];
if(connectionSlot != NULL && mapSlotSignalledList[i] == true &&
slotsCompleted.find(i) == slotsCompleted.end()) {
try {
std::vector<std::string> errorList = connectionSlot->getThreadErrorList();
// Show any collected errors from threads
if(errorList.size() > 0) {
for(int iErrIdx = 0; iErrIdx < errorList.size(); ++iErrIdx) {
string &sErr = errorList[iErrIdx];
if(sErr != "") {
errorMsgList.push_back(sErr);
}
}
connectionSlot->clearThreadErrorList();
}
// Not done waiting for data yet
bool updateFinished = (connectionSlot != NULL ? connectionSlot->updateCompleted(&eventList[i]) : true);
if(updateFinished == false) {
threadsDone = false;
break;
}
else {
// New lag check
std::pair<bool,bool> clientLagExceededOrWarned = std::make_pair(false,false);
if( gameHasBeenInitiated == true && connectionSlot != NULL &&
connectionSlot->isConnected() == true) {
clientLagExceededOrWarned = clientLagCheck(connectionSlot,slotsWarnedList[i]);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] clientLagExceededOrWarned.first = %d, clientLagExceededOrWarned.second = %d, gameSettings.getNetworkPauseGameForLaggedClients() = %d\n",__FILE__,__FUNCTION__,__LINE__,clientLagExceededOrWarned.first,clientLagExceededOrWarned.second,gameSettings.getNetworkPauseGameForLaggedClients());
if(clientLagExceededOrWarned.first == true) {
slotsWarnedList[i] = true;
}
}
// If the client has exceeded lag and the server wants
// to pause while they catch up, re-trigger the
// client reader thread
if((clientLagExceededOrWarned.first == true && gameSettings.getNetworkPauseGameForLaggedClients() == true)) { // ||
//(clientLagExceededOrWarned.second == true && slotsWarnedAndRetried[i] == false)) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d, clientLagExceededOrWarned.first = %d, clientLagExceededOrWarned.second = %d, difftime(time(NULL),waitForClientsElapsed) = %.2f, MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE = %.2f\n",__FILE__,__FUNCTION__,__LINE__,clientLagExceededOrWarned.first,clientLagExceededOrWarned.second,difftime(time(NULL),waitForClientsElapsed),MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE);
if(difftime(time(NULL),waitForClientsElapsed) < MAX_CLIENT_WAIT_SECONDS_FOR_PAUSE) {
if(connectionSlot != NULL) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d, clientLagExceededOrWarned.first = %d, clientLagExceededOrWarned.second = %d\n",__FILE__,__FUNCTION__,__LINE__,clientLagExceededOrWarned.first,clientLagExceededOrWarned.second);
bool socketTriggered = false;
if(connectionSlot->getSocket() != NULL && connectionSlot->getSocket()->getSocketId() > 0) {
socketTriggered = socketTriggeredList[connectionSlot->getSocket()->getSocketId()];
}
ConnectionSlotEvent &event = eventList[i];
mapSlotSignalledList[i] = signalClientReceiveCommands(connectionSlot,i,socketTriggered,event);
threadsDone = false;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d, clientLagExceededOrWarned.first = %d, clientLagExceededOrWarned.second = %d\n",__FILE__,__FUNCTION__,__LINE__,clientLagExceededOrWarned.first,clientLagExceededOrWarned.second);
}
}
else {
slotsCompleted[i] = true;
}
}
}
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());
errorMsgList.push_back(ex.what());
}
}
}
}
}
void ServerInterface::executeNetworkCommandsFromClients() {
if(gameHasBeenInitiated == true) {
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
vector<NetworkCommand> pendingList = connectionSlot->getPendingNetworkCommandList(true);
if(pendingList.size() > 0) {
for(int idx = 0; exitServer == false && idx < pendingList.size(); ++idx) {
NetworkCommand &cmd = pendingList[idx];
this->requestCommand(&cmd);
}
}
}
}
}
}
void ServerInterface::dispatchPendingChatMessages(std::vector <string> &errorMsgList) {
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL &&
connectionSlot->getChatTextList().empty() == false) {
try {
for(int chatIdx = 0;
exitServer == false && slots[i] != NULL &&
chatIdx < connectionSlot->getChatTextList().size(); chatIdx++) {
connectionSlot= slots[i];
if(connectionSlot != NULL) {
ChatMsgInfo msg(connectionSlot->getChatTextList()[chatIdx]);
this->addChatInfo(msg);
string newChatText = msg.chatText.c_str();
int newChatTeamIndex = msg.chatTeamIndex;
int newChatPlayerIndex = msg.chatPlayerIndex;
string newChatLanguage = msg.targetLanguage;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatTeamIndex = %d, newChatPlayerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatTeamIndex,newChatPlayerIndex);
if(newChatLanguage == "" || newChatLanguage == connectionSlot->getNetworkPlayerLanguage()) {
NetworkMessageText networkMessageText(newChatText.c_str(),newChatTeamIndex,newChatPlayerIndex,newChatLanguage);
broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex(),i);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after broadcast nmtText chatText [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatTeamIndex);
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] i = %d\n",__FILE__,__FUNCTION__,__LINE__,i);
// Its possible that the slot is disconnected here
// so check the original pointer again
if(slots[i] != NULL) {
slots[i]->clearChatInfo();
}
}
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());
errorMsgList.push_back(ex.what());
}
}
}
}
void ServerInterface::update() {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
std::vector <string> errorMsgList;
try {
// The first thing we will do is check all clients to ensure they have
// properly identified themselves within the alloted time period
validateConnectedClients();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
processTextMessageQueue();
processBroadCastMessageQueue();
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
std::map<PLATFORM_SOCKET,bool> socketTriggeredList;
//update all slots
updateSocketTriggeredList(socketTriggeredList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(gameHasBeenInitiated == false || socketTriggeredList.size() > 0) {
std::map<int,ConnectionSlotEvent> eventList;
bool hasData = Socket::hasDataToRead(socketTriggeredList);
if(hasData) if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] hasData == true\n",__FILE__,__FUNCTION__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
if(gameHasBeenInitiated == false || hasData == true) {
std::map<int,bool> mapSlotSignalledList;
// Step #1 tell all connection slot worker threads to receive socket data
signalClientsToRecieveData(socketTriggeredList, eventList, mapSlotSignalledList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ============ Step #2\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
// Step #2 check all connection slot worker threads for completed status
checkForCompletedClients(mapSlotSignalledList,errorMsgList, eventList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ============ Step #3\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
// Step #3 check clients for any lagging scenarios and try to deal with them
checForLaggingClients(mapSlotSignalledList, eventList, socketTriggeredList,errorMsgList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ============ Step #4\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
// Step #4 dispatch network commands to the pending list so that they are done in proper order
executeNetworkCommandsFromClients();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ============ Step #5\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
// Step #5 dispatch pending chat messages
dispatchPendingChatMessages(errorMsgList);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
}
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());
errorMsgList.push_back(ex.what());
}
if(errorMsgList.size() > 0){
for(int iErrIdx = 0;iErrIdx < errorMsgList.size();++iErrIdx){
string & sErr = errorMsgList[iErrIdx];
if(sErr != ""){
DisplayErrorMessage(sErr);
}
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] took %lld msecs\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis());
}
void ServerInterface::updateKeyframe(int frameCount) {
Chrono chrono;
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled) chrono.start();
currentFrameCount = frameCount;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] currentFrameCount = %d, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,currentFrameCount,requestedCommands.size());
NetworkMessageCommandList networkMessageCommandList(frameCount);
while(requestedCommands.empty() == false) {
if(networkMessageCommandList.addCommand(&requestedCommands.back())) {
pendingCommands.push_back(requestedCommands.back());
requestedCommands.pop_back();
}
else {
break;
}
}
try {
// Possible cause of out of synch since we have more commands that need
// to be sent in this frame
if(requestedCommands.empty() == false) {
char szBuf[1024]="";
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] WARNING / ERROR, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,requestedCommands.size());
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line: %d] WARNING / ERROR, requestedCommands.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,requestedCommands.size());
string sMsg = "may go out of synch: server requestedCommands.size() = " + intToStr(requestedCommands.size());
sendTextMessage(sMsg,-1, true,"");
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] build command list took %lld msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
//broadcast commands
broadcastMessage(&networkMessageCommandList);
}
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());
DisplayErrorMessage(ex.what());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) SystemFlags::OutputDebug(SystemFlags::debugPerformance,"In [%s::%s Line: %d] broadcastMessage took %lld msecs, networkMessageCommandList.getCommandCount() = %d, frameCount = %d\n",__FILE__,__FUNCTION__,__LINE__,chrono.getMillis(),networkMessageCommandList.getCommandCount(),frameCount);
}
bool ServerInterface::shouldDiscardNetworkMessage(NetworkMessageType networkMessageType, ConnectionSlot *connectionSlot) {
bool discard = false;
if(connectionSlot != NULL) {
switch(networkMessageType) {
case nmtIntro:
{
discard = true;
NetworkMessageIntro msg = NetworkMessageIntro();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtPing:
{
discard = true;
NetworkMessagePing msg = NetworkMessagePing();
connectionSlot->receiveMessage(&msg);
lastPingInfo = msg;
}
break;
case nmtLaunch:
{
discard = true;
NetworkMessageLaunch msg = NetworkMessageLaunch();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtText:
{
discard = true;
NetworkMessageText netMsg = NetworkMessageText();
connectionSlot->receiveMessage(&netMsg);
ChatMsgInfo msg(netMsg.getText().c_str(),netMsg.getTeamIndex(),netMsg.getPlayerIndex(),netMsg.getTargetLanguage());
this->addChatInfo(msg);
string newChatText = msg.chatText.c_str();
//string newChatSender = msg.chatSender.c_str();
int newChatTeamIndex = msg.chatTeamIndex;
int newChatPlayerIndex = msg.chatPlayerIndex;
string newChatLanguage = msg.targetLanguage.c_str();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 about to broadcast nmtText chatText [%s] chatTeamIndex = %d, newChatPlayerIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatTeamIndex,newChatPlayerIndex);
NetworkMessageText networkMessageText(newChatText.c_str(),newChatTeamIndex,newChatPlayerIndex,newChatLanguage);
broadcastMessage(&networkMessageText, connectionSlot->getPlayerIndex());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after broadcast nmtText chatText [%s] chatTeamIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,newChatText.c_str(),newChatTeamIndex);
}
break;
case nmtSynchNetworkGameData:
{
discard = true;
NetworkMessageSynchNetworkGameData msg = NetworkMessageSynchNetworkGameData();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataStatus:
{
discard = true;
NetworkMessageSynchNetworkGameDataStatus msg = NetworkMessageSynchNetworkGameDataStatus();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataFileCRCCheck:
{
discard = true;
NetworkMessageSynchNetworkGameDataFileCRCCheck msg = NetworkMessageSynchNetworkGameDataFileCRCCheck();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSynchNetworkGameDataFileGet:
{
discard = true;
NetworkMessageSynchNetworkGameDataFileGet msg = NetworkMessageSynchNetworkGameDataFileGet();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtSwitchSetupRequest:
{
discard = true;
SwitchSetupRequest msg = SwitchSetupRequest();
connectionSlot->receiveMessage(&msg);
}
break;
case nmtPlayerIndexMessage:
{
discard = true;
PlayerIndexMessage msg = PlayerIndexMessage(0);
connectionSlot->receiveMessage(&msg);
}
break;
}
}
return discard;
}
void ServerInterface::waitUntilReady(Checksum *checksum) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] START\n",__FUNCTION__);
Logger & logger = Logger::getInstance();
gameHasBeenInitiated = true;
Chrono chrono;
chrono.start();
bool allReady = false;
if(Config::getInstance().getBool("EnableGameServerLoadCancel","false") == true) {
logger.setCancelLoadingEnabled(true);
}
Lang &lang= Lang::getInstance();
while(exitServer == false && allReady == false && logger.getCancelLoading() == false) {
vector<string> waitingForHosts;
allReady= true;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
if(connectionSlot->isReady() == false) {
NetworkMessageType networkMessageType= connectionSlot->getNextMessageType(true);
// consume old messages from the lobby
bool discarded = shouldDiscardNetworkMessage(networkMessageType,connectionSlot);
if(discarded == false) {
NetworkMessageReady networkMessageReady;
if(networkMessageType == nmtReady &&
connectionSlot->receiveMessage(&networkMessageReady)) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] networkMessageType==nmtReady\n",__FUNCTION__);
connectionSlot->setReady();
}
else if(networkMessageType != nmtInvalid) {
string sErr = "Unexpected network message: " + intToStr(networkMessageType);
sendTextMessage(sErr,-1, true,"",i);
DisplayErrorMessage(sErr);
logger.setCancelLoading(false);
return;
}
}
waitingForHosts.push_back(connectionSlot->getName());
allReady= false;
}
}
}
//check for timeout
if(allReady == false) {
if(chrono.getMillis() > readyWaitTimeout) {
Lang &lang= Lang::getInstance();
const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
string sErr = "Timeout waiting for clients.";
if(lang.hasString("TimeoutWaitingForClients") == true) {
sErr = lang.get("TimeoutWaitingForClients",languageList[i]);
}
bool localEcho = lang.isLanguageLocal(languageList[i]);
sendTextMessage(sErr,-1, localEcho, languageList[i]);
if(localEcho == true) {
DisplayErrorMessage(sErr);
}
}
logger.setCancelLoading(false);
return;
}
else {
if(chrono.getMillis() % 1000 == 0) {
string waitForHosts = "";
for(int i = 0; i < waitingForHosts.size(); i++) {
if(waitForHosts != "") {
waitForHosts += ", ";
}
waitForHosts += waitingForHosts[i];
}
char szBuf[1024]="";
string updateTextFormat = lang.get("NetworkGameServerLoadStatus");
if(updateTextFormat == "" || updateTextFormat[0] == '?') {
updateTextFormat = "Waiting for network: %lld seconds elapsed (maximum wait time: %d seconds)";
}
sprintf(szBuf,updateTextFormat.c_str(),(long long int)(chrono.getMillis() / 1000),int(readyWaitTimeout / 1000));
char szBuf1[1024]="";
string statusTextFormat = lang.get("NetworkGameStatusWaiting");
if(statusTextFormat == "" || statusTextFormat[0] == '?') {
statusTextFormat = "Waiting for players: %s";
}
sprintf(szBuf1,statusTextFormat.c_str(),waitForHosts.c_str());
logger.add(szBuf, true, szBuf1);
uint32 loadingStatus = nmls_NONE;
//send ready message after, so clients start delayed
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
switch(i) {
case 0:
loadingStatus |= nmls_PLAYER1_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER1_READY;
}
break;
case 1:
loadingStatus |= nmls_PLAYER2_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER2_READY;
}
break;
case 2:
loadingStatus |= nmls_PLAYER3_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER3_READY;
}
break;
case 3:
loadingStatus |= nmls_PLAYER4_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER4_READY;
}
break;
case 4:
loadingStatus |= nmls_PLAYER5_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER5_READY;
}
break;
case 5:
loadingStatus |= nmls_PLAYER6_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER6_READY;
}
break;
case 6:
loadingStatus |= nmls_PLAYER7_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER7_READY;
}
break;
case 7:
loadingStatus |= nmls_PLAYER8_CONNECTED;
if(connectionSlot->isReady()) {
loadingStatus |= nmls_PLAYER8_READY;
}
break;
}
}
}
// send loading status message
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
NetworkMessageLoadingStatus networkMessageLoadingStatus(loadingStatus);
connectionSlot->sendMessage(&networkMessageLoadingStatus);
}
}
}
}
}
Window::handleEvent();
}
if(logger.getCancelLoading() == true) {
Lang &lang= Lang::getInstance();
const vector<string> languageList = this->gameSettings.getUniqueNetworkPlayerLanguages();
for(unsigned int i = 0; i < languageList.size(); ++i) {
string sErr = lang.get("GameCancelledByUser",languageList[i]);
bool localEcho = lang.isLanguageLocal(languageList[i]);
sendTextMessage(sErr,-1, localEcho,languageList[i]);
if(localEcho == true) {
DisplayErrorMessage(sErr);
}
}
quitGame(true);
//DisplayErrorMessage(sErr);
logger.setCancelLoading(false);
return;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] PART B (telling client we are ready!\n",__FUNCTION__);
try {
//send ready message after, so clients start delayed
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected() == true) {
NetworkMessageReady networkMessageReady(checksum->getSum());
connectionSlot->sendMessage(&networkMessageReady);
}
}
gameStartTime = time(NULL);
}
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());
DisplayErrorMessage(ex.what());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s] END\n",__FUNCTION__);
}
void ServerInterface::processBroadCastMessageQueue() {
MutexSafeWrapper safeMutexSlot(&broadcastMessageQueueThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
if(broadcastMessageQueue.size() > 0) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] broadcastMessageQueue.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,broadcastMessageQueue.size());
for(int i = 0; i < broadcastMessageQueue.size(); ++i) {
pair<const NetworkMessage *,int> &item = broadcastMessageQueue[i];
if(item.first != NULL) {
this->broadcastMessage(item.first,item.second);
delete item.first;
}
item.first = NULL;
}
broadcastMessageQueue.clear();
}
}
void ServerInterface::queueBroadcastMessage(const NetworkMessage *networkMessage, int excludeSlot) {
MutexSafeWrapper safeMutexSlot(&broadcastMessageQueueThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
pair<const NetworkMessage*,int> item;
item.first = networkMessage;
item.second = excludeSlot;
broadcastMessageQueue.push_back(item);
}
void ServerInterface::processTextMessageQueue() {
MutexSafeWrapper safeMutexSlot(&textMessageQueueThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
if(textMessageQueue.size() > 0) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] textMessageQueue.size() = %d\n",__FILE__,__FUNCTION__,__LINE__,textMessageQueue.size());
for(int i = 0; i < textMessageQueue.size(); ++i) {
TextMessageQueue &item = textMessageQueue[i];
sendTextMessage(item.text, item.teamIndex, item.echoLocal, item.targetLanguage);
}
textMessageQueue.clear();
}
}
void ServerInterface::queueTextMessage(const string & text, int teamIndex,
bool echoLocal, string targetLanguage) {
MutexSafeWrapper safeMutexSlot(&textMessageQueueThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
TextMessageQueue item;
item.text = text;
item.teamIndex = teamIndex;
item.echoLocal = echoLocal;
item.targetLanguage = targetLanguage;
textMessageQueue.push_back(item);
}
void ServerInterface::sendTextMessage(const string & text, int teamIndex,
bool echoLocal,string targetLanguage) {
sendTextMessage(text, teamIndex, echoLocal, targetLanguage, -1);
}
void ServerInterface::sendTextMessage(const string& text, int teamIndex, bool echoLocal,
string targetLanguage, int lockedSlotIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] text [%s] teamIndex = %d, echoLocal = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,text.c_str(),teamIndex,echoLocal,lockedSlotIndex);
NetworkMessageText networkMessageText(text, teamIndex, getHumanPlayerIndex(), targetLanguage);
broadcastMessage(&networkMessageText, -1, lockedSlotIndex);
if(echoLocal == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
//ChatMsgInfo msg(text.c_str(),networkMessageText.getSender().c_str(),teamIndex,networkMessageText.getPlayerIndex());
ChatMsgInfo msg(text.c_str(),teamIndex,networkMessageText.getPlayerIndex(), targetLanguage);
this->addChatInfo(msg);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::quitGame(bool userManuallyQuit) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
NetworkMessageQuit networkMessageQuit;
broadcastMessage(&networkMessageQuit);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
string ServerInterface::getNetworkStatus() {
Lang &lang = Lang::getInstance();
string str="";
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot* connectionSlot= slots[i];
str+= intToStr(i)+ ": ";
if(connectionSlot!= NULL) {
if(connectionSlot->isConnected()) {
int clientLagCount = connectionSlot->getCurrentLagCount();
double lastClientCommandListTimeLag = difftime(time(NULL),connectionSlot->getLastReceiveCommandListTime());
//float pingTime = connectionSlot->getThreadedPingMS(connectionSlot->getIpAddress().c_str());
char szBuf[1024]="";
//sprintf(szBuf,", lag = %d [%.2f], ping = %.2fms",clientLagCount,lastClientCommandListTimeLag,pingTime);
sprintf(szBuf,", lag = %d [%.2f]",clientLagCount,lastClientCommandListTimeLag);
str+= connectionSlot->getName() + string(szBuf);
}
}
else {
str+= lang.get("NotConnected");
}
str+= '\n';
}
return str;
}
bool ServerInterface::launchGame(const GameSettings *gameSettings) {
bool bOkToStart = true;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot= slots[i];
if(connectionSlot != NULL &&
(connectionSlot->getAllowDownloadDataSynch() == true || connectionSlot->getAllowGameDataSynchCheck() == true) &&
connectionSlot->isConnected()) {
if(connectionSlot->getNetworkGameDataSynchCheckOk() == false) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] map [%d] tile [%d] techtree [%d]\n",__FILE__,__FUNCTION__,__LINE__,connectionSlot->getNetworkGameDataSynchCheckOkMap(),connectionSlot->getNetworkGameDataSynchCheckOkTile(),connectionSlot->getNetworkGameDataSynchCheckOkTech());
if(SystemFlags::VERBOSE_MODE_ENABLED) printf("In [%s::%s Line: %d] map [%d] tile [%d] techtree [%d]\n",__FILE__,__FUNCTION__,__LINE__,connectionSlot->getNetworkGameDataSynchCheckOkMap(),connectionSlot->getNetworkGameDataSynchCheckOkTile(),connectionSlot->getNetworkGameDataSynchCheckOkTech());
bOkToStart = false;
break;
}
}
}
if(bOkToStart == true) {
bool useInGameBlockingClientSockets = Config::getInstance().getBool("EnableInGameBlockingSockets","true");
if(useInGameBlockingClientSockets == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot= slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected()) {
connectionSlot->getSocket()->setBlock(true);
}
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
serverSocket.stopBroadCastThread();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
NetworkMessageLaunch networkMessageLaunch(gameSettings,nmtLaunch);
broadcastMessage(&networkMessageLaunch);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
delete publishToMasterserverThread;
publishToMasterserverThread = NULL;
lastMasterserverHeartbeatTime = 0;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] ftpServer = %p\n",__FILE__,__FUNCTION__,__LINE__,ftpServer);
if(ftpServer != NULL) {
ftpServer->shutdownAndWait();
delete ftpServer;
ftpServer = NULL;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
if(needToRepublishToMasterserver == true) {
publishToMasterserverThread = new SimpleTaskThread(this,0,125);
publishToMasterserverThread->setUniqueID(__FILE__);
publishToMasterserverThread->start();
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] needToRepublishToMasterserver = %d\n",__FILE__,__FUNCTION__,__LINE__,needToRepublishToMasterserver);
}
if(ftpServer != NULL) {
ftpServer->shutdownAndWait();
delete ftpServer;
ftpServer = NULL;
}
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
return bOkToStart;
}
void ServerInterface::broadcastGameSetup(const GameSettings *gameSettings) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutex(&serverSynchAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
NetworkMessageLaunch networkMessageLaunch(gameSettings, nmtBroadCastSetup);
broadcastMessage(&networkMessageLaunch);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::broadcastMessage(const NetworkMessage *networkMessage, int excludeSlot, int lockedSlotIndex) {
try {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
MutexSafeWrapper safeMutexSlotBroadCastAccessor(&inBroadcastMessageThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
if(inBroadcastMessage == true && dynamic_cast<const NetworkMessageText *>(networkMessage) != NULL) {
safeMutexSlotBroadCastAccessor.ReleaseLock();
const NetworkMessageText *txtMsg = dynamic_cast<const NetworkMessageText *>(networkMessage);
const NetworkMessageText *msgCopy = txtMsg->getCopy();
queueBroadcastMessage(msgCopy, excludeSlot);
return;
}
else {
inBroadcastMessage = true;
safeMutexSlotBroadCastAccessor.ReleaseLock(true);
}
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(NULL,string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
if(i != lockedSlotIndex) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] i = %d, lockedSlotIndex = %d\n",__FILE__,__FUNCTION__,__LINE__,i,lockedSlotIndex);
safeMutexSlot.setMutex(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
}
ConnectionSlot* connectionSlot= slots[i];
if(i != excludeSlot && connectionSlot != NULL) {
if(connectionSlot->isConnected()) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] before sendMessage\n",__FILE__,__FUNCTION__,__LINE__);
connectionSlot->sendMessage(networkMessage);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] after sendMessage\n",__FILE__,__FUNCTION__,__LINE__);
}
if(gameHasBeenInitiated == true && connectionSlot->isConnected() == false) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,__LINE__,i);
//safeMutexSlot.ReleaseLock();
removeSlot(i,i);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #1 after removeSlot for slot# %d\n",__FILE__,__FUNCTION__,__LINE__,i);
}
}
else if(i == excludeSlot && gameHasBeenInitiated == true &&
connectionSlot != NULL && connectionSlot->isConnected() == false) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #2 before removeSlot for slot# %d\n",__FILE__,__FUNCTION__,__LINE__,i);
//safeMutexSlot.ReleaseLock();
removeSlot(i,i);
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line: %d] #2 after removeSlot for slot# %d\n",__FILE__,__FUNCTION__,__LINE__,i);
}
}
safeMutexSlotBroadCastAccessor.Lock();
inBroadcastMessage = false;
safeMutexSlotBroadCastAccessor.ReleaseLock();
}
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 [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
MutexSafeWrapper safeMutexSlotBroadCastAccessor(&inBroadcastMessageThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
inBroadcastMessage = false;
safeMutexSlotBroadCastAccessor.ReleaseLock();
string sMsg = ex.what();
sendTextMessage(sMsg,-1, true, "", lockedSlotIndex);
}
}
void ServerInterface::broadcastMessageToConnectedClients(const NetworkMessage *networkMessage, int excludeSlot) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
try {
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot= slots[i];
if(i != excludeSlot && connectionSlot != NULL) {
if(connectionSlot->isConnected()) {
connectionSlot->sendMessage(networkMessage);
}
}
}
}
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 [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
DisplayErrorMessage(ex.what());
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Line: %d\n",__FILE__,__FUNCTION__,__LINE__);
}
void ServerInterface::updateListen() {
if(gameHasBeenInitiated == true){
return;
}
int openSlotCount = 0;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
//MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
if(isSlotOpen == true) {
++openSlotCount;
}
}
serverSocket.listen(openSlotCount);
}
int ServerInterface::getOpenSlotCount() {
int openSlotCount = 0;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
//MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],intToStr(__LINE__) + "_" + intToStr(i));
bool isSlotOpen = (slots[i] != NULL && slots[i]->isConnected() == false);
if(isSlotOpen == true) {
++openSlotCount;
}
}
return openSlotCount;
}
void ServerInterface::setGameSettings(GameSettings *serverGameSettings, bool waitForClientAck) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START gameSettingsUpdateCount = %d, waitForClientAck = %d\n",__FILE__,__FUNCTION__,gameSettingsUpdateCount,waitForClientAck);
MutexSafeWrapper safeMutex(&serverSynchAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
gameSettings = *serverGameSettings;
if(getAllowGameDataSynchCheck() == true) {
if(waitForClientAck == true && gameSettingsUpdateCount > 0) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Waiting for client acks #1\n",__FILE__,__FUNCTION__);
time_t tStart = time(NULL);
bool gotAckFromAllClients = false;
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5) {
gotAckFromAllClients = true;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected()) {
if(connectionSlot->getReceivedNetworkGameStatus() == false) {
gotAckFromAllClients = false;
}
connectionSlot->update(true,i);
}
}
}
}
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected()) {
connectionSlot->setReceivedNetworkGameStatus(false);
}
}
NetworkMessageSynchNetworkGameData networkMessageSynchNetworkGameData(getGameSettings());
broadcastMessageToConnectedClients(&networkMessageSynchNetworkGameData);
if(waitForClientAck == true) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] Waiting for client acks #2\n",__FILE__,__FUNCTION__);
time_t tStart = time(NULL);
bool gotAckFromAllClients = false;
while(gotAckFromAllClients == false && difftime(time(NULL),tStart) <= 5) {
gotAckFromAllClients = true;
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
ConnectionSlot *connectionSlot = slots[i];
if(connectionSlot != NULL && connectionSlot->isConnected()) {
if(connectionSlot->getReceivedNetworkGameStatus() == false) {
gotAckFromAllClients = false;
}
connectionSlot->update(true,i);
}
}
}
}
gameSettingsUpdateCount++;
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] END\n",__FILE__,__FUNCTION__);
}
void ServerInterface::close() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s] START\n",__FILE__,__FUNCTION__);
}
string ServerInterface::getHumanPlayerName(int index) {
string result = Config::getInstance().getString("NetPlayerName", Socket::getHostName().c_str());
if(index >= 0 || gameSettings.getThisFactionIndex() >= 0) {
if(index < 0) {
index = gameSettings.getThisFactionIndex();
}
if(gameSettings.getNetworkPlayerName(index) != "") {
result = gameSettings.getNetworkPlayerName(index);
}
}
return result;
}
int ServerInterface::getHumanPlayerIndex() const {
return gameSettings.getStartLocationIndex(gameSettings.getThisFactionIndex());
}
std::map<string,string> ServerInterface::publishToMasterserver() {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
int slotCountUsed = 1;
int slotCountHumans = 1;
int slotCountConnectedPlayers = 1;
Config & config = Config::getInstance();
std::map < string, string > publishToServerInfo;
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
for(int i= 0; exitServer == false && i < GameConstants::maxPlayers; ++i) {
MutexSafeWrapper safeMutexSlot(&slotAccessorMutexes[i],string(__FILE__) + "_" + intToStr(__LINE__) + "_" + intToStr(i));
if(slots[i] != NULL) {
slotCountUsed++;
slotCountHumans++;
ConnectionSlot* connectionSlot= slots[i];
if((connectionSlot!=NULL) && (connectionSlot->isConnected())) {
slotCountConnectedPlayers++;
}
}
}
publishToServerInfo["glestVersion"] = glestVersionString;
publishToServerInfo["platform"] = getPlatformNameString();
publishToServerInfo["binaryCompileDate"] = getCompileDateTime();
publishToServerInfo["serverTitle"] = getHumanPlayerName() + "'s game";
publishToServerInfo["tech"] = this->getGameSettings()->getTech();
publishToServerInfo["map"] = this->getGameSettings()->getMap();
publishToServerInfo["tileset"] = this->getGameSettings()->getTileset();
publishToServerInfo["activeSlots"] = intToStr(slotCountUsed);
publishToServerInfo["networkSlots"] = intToStr(slotCountHumans);
publishToServerInfo["connectedClients"] = intToStr(slotCountConnectedPlayers);
string externalport = config.getString("MasterServerExternalPort", "61357");
publishToServerInfo["externalconnectport"] = externalport;
publishToServerInfo["privacyPlease"] = intToStr(config.getBool("PrivacyPlease","false"));
publishToServerInfo["gameStatus"] = intToStr(game_status_in_progress);
if(publishToMasterserverThread == NULL) {
publishToServerInfo["gameCmd"]= "gameOver";
publishToServerInfo["gameStatus"] = intToStr(game_status_finished);
}
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
return publishToServerInfo;
}
void ServerInterface::simpleTask(BaseThread *callingThread) {
MutexSafeWrapper safeMutex(&masterServerThreadAccessor,string(__FILE__) + "_" + intToStr(__LINE__));
if(difftime(time(NULL),lastMasterserverHeartbeatTime) >= MASTERSERVER_HEARTBEAT_GAME_STATUS_SECONDS) {
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d]\n",__FILE__,__FUNCTION__,__LINE__);
lastMasterserverHeartbeatTime = time(NULL);
if(needToRepublishToMasterserver == true) {
try {
if(Config::getInstance().getString("Masterserver","") != "") {
string request = Config::getInstance().getString("Masterserver") + "addServerInfo.php?";
std::map<string,string> newPublishToServerInfo = publishToMasterserver();
CURL *handle = SystemFlags::initHTTP();
for(std::map<string,string>::const_iterator iterMap = newPublishToServerInfo.begin();
iterMap != newPublishToServerInfo.end(); iterMap++) {
request += iterMap->first;
request += "=";
request += SystemFlags::escapeURL(iterMap->second,handle);
request += "&";
}
//printf("the request is:\n%s\n",request.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d] the request is:\n%s\n",__FILE__,__FUNCTION__,__LINE__,request.c_str());
std::string serverInfo = SystemFlags::getHTTP(request,handle);
SystemFlags::cleanupHTTP(&handle);
//printf("the result is:\n'%s'\n",serverInfo.c_str());
if(SystemFlags::getSystemSettingType(SystemFlags::debugNetwork).enabled) SystemFlags::OutputDebug(SystemFlags::debugNetwork,"In [%s::%s Line %d] the result is:\n'%s'\n",__FILE__,__FUNCTION__,__LINE__,serverInfo.c_str());
}
else {
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line %d] error, no masterserver defined!\n",__FILE__,__FUNCTION__,__LINE__);
}
}
catch(const exception &ex) {
SystemFlags::OutputDebug(SystemFlags::debugError,"In [%s::%s Line %d] error during game status update: [%s]\n",__FILE__,__FUNCTION__,__LINE__,ex.what());
}
}
}
}
}}//end namespace