//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _NETCONNECTION_H_
#define _NETCONNECTION_H_
#ifndef _MPOINT_H_
#include "math/mPoint.h"
#endif
#ifndef _NETOBJECT_H_
#include "sim/netObject.h"
#endif
#ifndef _NETSTRINGTABLE_H_
#include "sim/netStringTable.h"
#endif
#ifndef _EVENT_H_
#include "platform/event.h"
#endif
#ifndef _DNET_H_
#include "core/dnet.h"
#endif
#ifndef _H_CONNECTIONSTRINGTABLE
#include "sim/connectionStringTable.h"
#endif
class NetConnection;
class NetObject;
class BitStream;
class ResizeBitStream;
class Stream;
class Point3F;
struct GhostInfo;
struct SubPacketRef; // defined in NetConnection subclass
//#define TORQUE_DEBUG_NET
#ifdef TORQUE_DEBUG_NET
#define DEBUG_LOG(x) if(mLogging){Con::printf x;}
#else
#define DEBUG_LOG(x)
#endif
//----------------------------------------------------------------------------
class NetEvent;
struct NetEventNote
{
NetEvent *mEvent;
S32 mSeqCount;
NetEventNote *mNextEvent;
};
/// An event to be sent over the network.
///
/// @note Torque implements two methods of network data passing; this is one of them.
/// See NetConnection for details of the other, which is referred to as ghosting.
///
/// Torque's network layer lets you pass events to/from the server. There are three
/// types of events:
/// - Unguaranteed events are events which are sent once. If they don't
/// make it through the link, they are not resent. This is good for quick,
/// frequent status updates which are of transient interest, like position
/// updates or voice communication.
/// - Guaranteed events are events which are guaranteed to be
/// delivered. If they don't make it through the link, they are sent as
/// needed. This is good for important, one-time information,
/// like which team a user wants to play on, or the current weather.
/// - GuaranteedOrdered events are events which are guaranteed not
/// only to be delivered, but to be delivered in order. This is good for
/// information which is not only important, but also order-critical, like
/// chat messages.
///
/// There are 6 methods that you need to implement if you want to make a
/// basic NetEvent subclass, and 2 macros you need to call.
///
/// @code
/// // A simple NetEvent to transmit a string over the network.
/// // This is based on the code in netTest.cc
/// class SimpleMessageEvent : public NetEvent
/// {
/// typedef NetEvent Parent;
/// char *msg;
/// public:
/// SimpleMessageEvent(const char *message = NULL);
/// ~SimpleMessageEvent();
///
/// virtual void pack (NetConnection *conn, BitStream *bstream);
/// virtual void write (NetConnection *conn, BitStream *bstream);
/// virtual void unpack (NetConnection *conn, BitStream *bstream);
/// virtual void process(NetConnection *conn);
///
/// DECLARE_CONOBJECT(SimpleMessageEvent);
/// };
///
/// IMPLEMENT_CO_NETEVENT_V1(SimpleMessageEvent);
/// @endcode
///
/// Notice the two macros which we call. The first, DECLARE_CONOBJECT() is there
/// because we're a ConsoleObject. The second, IMPLEMENT_CO_NETEVENT_V1(), is there
/// to register this event type with Torque's networking layer, so that it can be
/// properly transmitted over the wire. There are three macros which you might use:
/// - IMPLEMENT_CO_NETEVENT_V1, which indicates an event which may be sent
/// in either direction, from the client to the server, or from the server to the
/// client.
/// - IMPLEMENT_CO_CLIENTEVENT_V1, which indicates an event which may only
/// be sent to the client.
/// - IMPLEMENT_CO_SERVEREVENT_V1, which indicates an event which may only
/// be sent to the server.
///
/// Choosing the right macro is a good way to make your game more resistant to hacking; for instance,
/// PathManager events are marked as CLIENTEVENTs, because they would cause the server to crash if
/// a client sent them.
///
/// @note Torque allows you to call NetConnection::setLastError() on the NetConnection passed to
/// your NetEvent. You can cause the connection to abort if invalid data is received, specifying
/// a reason to the user.
///
/// Now, the 6 methods which we have above; the constructor and destructor need only do
/// whatever book-keeping is needed for your specific implementation. In our case, we
/// just need to allocate/deallocate the space for our string:
///
/// @code
/// SimpleMessageEvent::SimpleMessageEvent(const char *message = NULL)
/// {
/// // If we wanted to make this not be a GuaranteedOrdered event, we'd
/// // put a line like this in the constructor:
/// // mGuaranteeType = Guaranteed;
/// // (or whatever type you wanted.)
/// if(message)
/// msg = dStrdup(message);
/// else
/// msg = NULL;
/// }
///
/// SimpleMessageEvent::~SimpleMessageEvent()
/// {
/// dFree(msg);
/// }
/// @endcode
///
/// Simple as that! Now, onto pack(), write(), unpack(), process().
///
/// pack() is responsible for packing the event over the wire:
///
/// @code
/// void SimpleMessageEvent::pack(NetConnection* conn, BitStream *bstream)
/// {
/// bstream->writeString(msg);
/// }
/// @endcode
///
/// unpack() is responsible for unpacking the event on the other end:
///
/// @code
/// // The networking layer takes care of instantiating a new
/// // SimpleMessageEvent, which saves us a bit of effort.
/// void SimpleMessageEvent::unpack(NetConnection *conn, BitStream *bstream)
/// {
/// char buf[256];
/// bstream->readString(buf);
/// msg = dStrdup(buf);
/// }
/// @endcode
///
/// process() is called when the network layer is finished with things.
/// A typical case is that a GuaranteedOrdered event is unpacked and stored, but
/// not processed until the events preceding it in the sequence have also been
/// dealt with.
///
/// @code
/// // This just prints the event in the console. You might
/// // want to do something more clever here -- BJG
/// void SimpleMessageEvent::process(NetConnection *conn)
/// {
/// Con::printf("RMSG %d %s", mSourceId, msg);
/// }
/// @endcode
///
/// write() is called if a demo recording is started, and the event has not yet been
/// processed, but it has been unpacked. It should be identical in its output to the bitstream
/// compared to pack(), but since it is called after unpack() some lookups may not need to be
/// performed. In normal demo recording, whole network packets are recorded, meaning that most
/// of the time write() will not be called.
///
/// In our case, it's entirely identical to pack():
///
/// @code
/// virtual void write(NetConnection*, BitStream *bstream)
/// {
/// bstream->writeString(msg);
/// }
/// @endcode
///
/// The NetEvent is sent over the wire in a straightforward way (assuming you have a
/// handle to a NetConnection):
///
/// @code
/// NetConnection *conn; // We assume you have filled this in.
///
/// con->postNetEvent(new SimpleMessageEvent("This is a test!"));
/// @endcode
///
/// @see GhostAlwaysObjectEvent for an example of dissimilar write()/pack() methods.
///
/// Finally, for more advanced applications, notifySent() is called whenever the event is
/// sent over the wire, in NetConnection::eventWritePacket(). notifyDelivered() is called
/// when the packet is finally received or (in the case of Unguaranteed packets) dropped.
///
/// @note IMPLEMENT_CO_NETEVENT_V1 and co. have sibling macros which allow you to specify a
/// groupMask; see ConsoleObject for a further discussion of this.
class NetEvent : public ConsoleObject
{
public:
/// @name Implementation Details
///
/// These are internal fields which you won't need to manipulate, except for mGuaranteeType.
/// @{
///
S32 mRefCount;
typedef ConsoleObject Parent;
enum {
GuaranteedOrdered = 0,
Guaranteed = 1,
Unguaranteed = 2
} mGuaranteeType;
NetConnectionId mSourceId;
void incRef()
{
mRefCount++;
}
void decRef()
{
mRefCount--;
if(!mRefCount)
delete this;
}
#ifdef TORQUE_DEBUG_NET
virtual const char *getDebugName();
#endif
/// @}
/// @name Things To Subclass
/// @{
///
NetEvent() { mGuaranteeType = GuaranteedOrdered; mRefCount = 0; }
virtual ~NetEvent();
virtual void write(NetConnection *ps, BitStream *bstream) = 0;
virtual void pack(NetConnection *ps, BitStream *bstream) = 0;
virtual void unpack(NetConnection *ps, BitStream *bstream) = 0;
virtual void process(NetConnection *ps) = 0;
virtual void notifySent(NetConnection *ps);
virtual void notifyDelivered(NetConnection *ps, bool madeit);
/// @}
};
#define IMPLEMENT_CO_NETEVENT_V1(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,NetClassGroupGameMask, NetClassTypeEvent, NetEventDirAny, className::getParentStaticClassRep())
#define IMPLEMENT_CO_CLIENTEVENT_V1(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,NetClassGroupGameMask, NetClassTypeEvent, NetEventDirServerToClient, className::getParentStaticClassRep())
#define IMPLEMENT_CO_SERVEREVENT_V1(className) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,NetClassGroupGameMask, NetClassTypeEvent, NetEventDirClientToServer, className::getParentStaticClassRep())
#define IMPLEMENT_CO_NETEVENT(className,groupMask) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,groupMask, NetClassTypeEvent, NetEventDirAny, className::getParentStaticClassRep())
#define IMPLEMENT_CO_CLIENTEVENT(className,groupMask) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,groupMask, NetClassTypeEvent, NetEventDirServerToClient, className::getParentStaticClassRep())
#define IMPLEMENT_CO_SERVEREVENT(className,groupMask) \
AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \
AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \
AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \
ConcreteClassRep className::dynClassRep(#className,groupMask, NetClassTypeEvent, NetEventDirClientToServer, className::getParentStaticClassRep())
//----------------------------------------------------------------------------
/// Torque network connection.
///
/// @section NetConnection_intro Introduction
///
/// NetConnection is the glue that binds a networked Torque game together. It combines
/// the low-level notify protocol implemented in ConnectionProtocol with a SimGroup to
/// provide a powerful basis for implementing a multiplayer game protocol.
///
/// On top of this basis it implements several distinct subsystems:
/// - Event manager, which is responsible for transmitting NetEvents over the wire.
/// It deals with ensuring that the various types of NetEvents are delivered appropriately,
/// and with notifying the event of its delivery status.
/// - Move manager, which is responsible for transferring a Move to the server 32
/// times a second (on the client) and applying it to the control object (on the server).
/// - Ghost manager, which is responsible for doing scoping calculations (on the server
/// side) and transmitting most-recent ghost information to the client.
/// - File transfer; it is often the case that clients will lack important files when
/// connecting to a server which is running a mod or new map. This subsystem allows the
/// server to transfer such files to the client.
/// - Networked String Table; string data can easily soak up network bandwidth, so for
/// efficiency, we implement a networked string table. We can then notify the connection
/// of strings we will reference often, such as player names, and transmit only a tag,
/// instead of the whole string.
/// - Demo Recording is also implemented in NetConnection. A demo in Torque is a log
/// of the network traffic between client and server; when a NetConnection records a demo,
/// it simply logs this data to a file. When it plays a demo back, it replays the logged
/// data.
/// - The Connection Database is used to keep track of all the NetConnections; it can
/// be iterated over (for instance, to send an event to all active connections), or queried
/// by address.
///
/// @section NetConnection_events On Events
///
/// The Event Manager is exposed to the outside world via postNetEvent(), which accepts NetEvents.
///
/// @see NetEvent for a more thorough explanation of how to use events.
///
/// @section NetConnection_ghosting On Ghosting and Scoping
///
/// Ghosting is the most complex, and most powerful, part of Torque's networking capabilities. It
/// allows the information sent to clients to be very precisely matched to what they need, so that
/// no excess bandwidth is wasted. The control object's onCameraScopeQuery() is called, to determine
/// scoping information for the client; then objects which are in scope are then transmitted to the
/// client, prioritized by the results of their getPriority() method.
///
/// There is a cap on the maximum number of ghosts; ghost IDs are currently sent via a 10-bit field,
/// ergo, there is a cap of 1024 objects ghosted per client. This can be easily raised; see the
/// GhostConstants enum.
///
/// Each object ghosted is assigned a ghost ID; the client is _only_ aware of the ghost ID. This acts
/// to enhance game security, as it becomes difficult to map objects from one connection to another, or
/// to reliably identify objects from ID alone. IDs are also reassigned based on need, making it hard
/// to track objects that have fallen out of scope (as any object which the player shouldn't see would).
///
/// resolveGhost() is used on the client side, and resolveObjectFromGhostIndex() on the server side, to
/// turn ghost IDs into object references.
///
/// The NetConnection is a SimGroup. On the client side, it contains all the objects which have been
/// ghosted to that client. On the server side, it is empty; it can be used (typically in script) to
/// hold objects related to the connection. For instance, you might place an observation camera in the
/// NetConnnection. In both cases, when the connection is destroyed, so are the contained objects.
///
/// @see NetObject, which is the superclass for ghostable objects, and ShapeBase, which is the base
/// for player and vehicle classes.
///
/// @nosubgrouping
class NetConnection : public ConnectionProtocol, public SimGroup
{
friend class NetInterface;
typedef SimGroup Parent;
public:
/// Structure to track ghost references in packets.
///
/// Every packet we send out with an update from a ghost causes one of these to be
/// allocated. mask is used to track what states were sent; that way if a packet is
/// dropped, we can easily manipulate the stored states and figure out what if any data
/// we need to resend.
///
struct GhostRef
{
U32 mask; ///< States we transmitted.
U32 ghostInfoFlags; ///< Flags from GhostInfo::Flags
GhostInfo *ghost; ///< Reference to the GhostInfo we're from.
GhostRef *nextRef; ///< Next GhostRef in this packet.
GhostRef *nextUpdateChain; ///< Next update we sent for this ghost.
};
enum Constants
{
HashTableSize = 127,
};
void sendDisconnectPacket(const char *reason);
virtual bool canRemoteCreate();
virtual void onTimedOut();
virtual void onConnectTimedOut();
virtual void onDisconnect(const char *reason);
virtual void onConnectionRejected(const char *reason);
virtual void onConnectionEstablished(bool isInitiator);
virtual void handleStartupError(const char *errorString);
virtual void writeConnectRequest(BitStream *stream);
virtual bool readConnectRequest(BitStream *stream, const char **errorString);
virtual void writeConnectAccept(BitStream *stream);
virtual bool readConnectAccept(BitStream *stream, const char **errorString);
void connect(const NetAddress *address);
//----------------------------------------------------------------
/// @name Global Connection List
/// @{
private:
///
NetConnection *mNextConnection; ///< Next item in list.
NetConnection *mPrevConnection; ///< Previous item in list.
static NetConnection *mConnectionList; ///< Head of list.
public:
static NetConnection *getConnectionList() { return mConnectionList; }
NetConnection *getNext() { return mNextConnection; }
/// @}
//----------------------------------------------------------------
enum NetConnectionFlags
{
ConnectionToServer = BIT(0),
ConnectionToClient = BIT(1),
LocalClientConnection = BIT(2),
NetworkConnection = BIT(3),
};
private:
BitSet32 mTypeFlags;
U32 mNetClassGroup; ///< The NetClassGroup of this connection.
/// @name Statistics
/// @{
U32 mLastUpdateTime;
F32 mRoundTripTime;
F32 mPacketLoss;
U32 mSimulatedPing;
F32 mSimulatedPacketLoss;
/// @}
/// @name State
/// @{
U32 mProtocolVersion;
U32 mSendDelayCredit;
U32 mConnectSequence;
U32 mAddressDigest[4];
bool mEstablished;
bool mMissionPathsSent;
struct NetRate
{
U32 updateDelay;
S32 packetSize;
bool changed;
};
NetRate mCurRate;
NetRate mMaxRate;
/// If we're doing a "short circuited" connection, this stores
/// a pointer to the other side.
SimObjectPtr mRemoteConnection;
NetAddress mNetAddress;
/// @}
/// @name Timeout Management
/// @{
U32 mPingSendCount;
U32 mPingRetryCount;
U32 mLastPingSendTime;
/// @}
/// @name Connection Table
///
/// We store our connections on a hash table so we can
/// quickly find them.
/// @{
NetConnection *mNextTableHash;
static NetConnection *mHashTable[HashTableSize];
/// @}
protected:
static SimObjectPtr mServerConnection;
static SimObjectPtr mLocalClientConnection;
static bool mFilesWereDownloaded;
U32 mConnectSendCount;
U32 mConnectLastSendTime;
public:
static NetConnection *getConnectionToServer() { return mServerConnection; }
static NetConnection *getLocalClientConnection() { return mLocalClientConnection; }
static void setLocalClientConnection(NetConnection *conn) { mLocalClientConnection = conn; }
U32 getNetClassGroup() { return mNetClassGroup; }
static bool filesWereDownloaded() { return mFilesWereDownloaded; }
static char *getErrorBuffer() { return mErrorBuffer; }
#ifdef TORQUE_DEBUG_NET
bool mLogging;
void setLogging(bool logging) { mLogging = logging; }
#endif
void setSimulatedNetParams(F32 packetLoss, U32 ping)
{ mSimulatedPacketLoss = packetLoss; mSimulatedPing = ping; }
bool isConnectionToServer() { return mTypeFlags.test(ConnectionToServer); }
bool isLocalConnection() { return !mRemoteConnection.isNull() ; }
bool isNetworkConnection() { return mTypeFlags.test(NetworkConnection); }
void setIsConnectionToServer() { mTypeFlags.set(ConnectionToServer); }
void setIsLocalClientConnection() { mTypeFlags.set(LocalClientConnection); }
void setNetworkConnection(bool net) { mTypeFlags.set(BitSet32(NetworkConnection), net); }
virtual void setEstablished();
/// Call this if the "connection" is local to this app. This short-circuits the protocol layer.
void setRemoteConnectionObject(NetConnection *connection) { mRemoteConnection = connection; };
void setSequence(U32 connectSequence);
void setAddressDigest(U32 digest[4]);
void getAddressDigest(U32 digest[4]);
U32 getSequence();
void setProtocolVersion(U32 protocolVersion) { mProtocolVersion = protocolVersion; }
U32 getProtocolVersion() { return mProtocolVersion; }
F32 getRoundTripTime() { return mRoundTripTime; }
F32 getPacketLoss() { return( mPacketLoss ); }
static char mErrorBuffer[256];
static void setLastError(const char *fmt,...);
void checkMaxRate();
void handlePacket(BitStream *stream);
void processRawPacket(BitStream *stream);
void handleNotify(bool recvd);
void handleConnectionEstablished();
void keepAlive();
const NetAddress *getNetAddress();
void setNetAddress(const NetAddress *address);
Net::Error sendPacket(BitStream *stream);
private:
void netAddressTableInsert();
void netAddressTableRemove();
public:
/// Find a NetConnection, if any, with the specified address.
static NetConnection *lookup(const NetAddress *remoteAddress);
bool checkTimeout(U32 time); ///< returns true if the connection timed out
void checkPacketSend(bool force);
bool missionPathsSent() const { return mMissionPathsSent; }
void setMissionPathsSent(const bool s) { mMissionPathsSent = s; }
static void consoleInit();
void onRemove();
NetConnection();
~NetConnection();
public:
enum NetConnectionState
{
NotConnected,
AwaitingChallengeResponse, ///< We've sent a challenge request, awaiting the response.
AwaitingConnectRequest, ///< We've received a challenge request and sent a challenge response.
AwaitingConnectResponse, ///< We've received a challenge response and sent a connect request.
Connected, ///< We've accepted a connect request, or we've received a connect response accept.
};
U32 mConnectionSendCount; ///< number of connection messages we've sent.
U32 mConnectionState; ///< State of the connection, from NetConnectionState.
void setConnectionState(U32 state) { mConnectionState = state; }
U32 getConnectionState() { return mConnectionState; }
void setGhostFrom(bool ghostFrom); ///< Sets whether ghosts transmit from this side of the connection.
void setGhostTo(bool ghostTo); ///< Sets whether ghosts are allowed from the other side of the connection.
void setSendingEvents(bool sending); ///< Sets whether this side actually sends the events that are posted to it.
void setTranslatesStrings(bool xl); ///< Sets whether this connection is capable of translating strings.
void setNetClassGroup(U32 group); ///< Sets the group of NetClasses this connection traffics in.
bool isEstablished() { return mEstablished; } ///< Is the connection established?
DECLARE_CONOBJECT(NetConnection);
/// Structure to track packets and what we sent over them.
///
/// We need to know what is sent in each packet, so that if a packet is
/// dropped, we know what to resend. This is the structure we use to track
/// this data.
struct PacketNotify
{
bool rateChanged; ///< Did the rate change on this packet?
bool maxRateChanged; ///< Did the max rate change on this packet?
U32 sendTime; ///< Timestampe, when we sent this packet.
NetEventNote *eventList; ///< Linked list of events sent over this packet.
GhostRef *ghostList; ///< Linked list of ghost updates we sent in this packet.
SubPacketRef *subList; ///< Defined by subclass - used as desired.
PacketNotify *nextPacket; ///< Next packet sent.
PacketNotify();
};
virtual PacketNotify *allocNotify();
PacketNotify *mNotifyQueueHead; ///< Head of packet notify list.
PacketNotify *mNotifyQueueTail; ///< Tail of packet notify list.
protected:
virtual void readPacket(BitStream *bstream);
virtual void writePacket(BitStream *bstream, PacketNotify *note);
virtual void packetReceived(PacketNotify *note);
virtual void packetDropped(PacketNotify *note);
virtual void connectionError(const char *errorString);
//----------------------------------------------------------------
/// @name Event Manager
/// @{
private:
NetEventNote *mSendEventQueueHead;
NetEventNote *mSendEventQueueTail;
NetEventNote *mUnorderedSendEventQueueHead;
NetEventNote *mUnorderedSendEventQueueTail;
NetEventNote *mWaitSeqEvents;
NetEventNote *mNotifyEventList;
static FreeListChunker mEventNoteChunker;
bool mSendingEvents;
S32 mNextSendEventSeq;
S32 mNextRecvEventSeq;
S32 mLastAckedEventSeq;
enum NetEventConstants {
InvalidSendEventSeq = -1,
FirstValidSendEventSeq = 0
};
void eventOnRemove();
void eventPacketDropped(PacketNotify *notify);
void eventPacketReceived(PacketNotify *notify);
void eventWritePacket(BitStream *bstream, PacketNotify *notify);
void eventReadPacket(BitStream *bstream);
void eventWriteStartBlock(ResizeBitStream *stream);
void eventReadStartBlock(BitStream *stream);
public:
/// Post an event to this connection.
bool postNetEvent(NetEvent *event);
/// @}
//----------------------------------------------------------------
/// @name Networked string table
/// @{
private:
bool mTranslateStrings;
ConnectionStringTable *mStringTable;
public:
void mapString(U32 netId, StringHandle &string)
{ mStringTable->mapString(netId, string); }
U32 checkString(StringHandle &string, bool *isOnOtherSide = NULL)
{ if(mStringTable) return mStringTable->checkString(string, isOnOtherSide); else return 0; }
U32 getNetSendId(StringHandle &string)
{ if(mStringTable) return mStringTable->getNetSendId(string); else return 0;}
void confirmStringReceived(StringHandle &string, U32 index)
{ if(!isRemoved()) mStringTable->confirmStringReceived(string, index); }
StringHandle translateRemoteStringId(U32 id) { return mStringTable->lookupString(id); }
void validateSendString(const char *str);
void packString(BitStream *stream, const char *str);
void unpackString(BitStream *stream, char readBuffer[1024]);
void packStringHandleU(BitStream *stream, StringHandle &h);
StringHandle unpackStringHandleU(BitStream *stream);
/// @}
//----------------------------------------------------------------
/// @name Ghost manager
/// @{
protected:
enum GhostStates
{
GhostAlwaysDone,
ReadyForNormalGhosts,
EndGhosting,
GhostAlwaysStarting,
SendNextDownloadRequest,
FileDownloadSizeMessage,
NumConnectionMessages,
};
GhostInfo **mGhostArray; ///< Linked list of ghostInfos ghosted by this side of the connection
U32 mGhostZeroUpdateIndex; ///< Index in mGhostArray of first ghost with 0 update mask.
U32 mGhostFreeIndex; ///< Index in mGhostArray of first free ghost.
U32 mGhostsActive; ///- Track actve ghosts on client side
bool mGhosting; ///< Am I currently ghosting objects?
bool mScoping; ///< am I currently scoping objects?
U32 mGhostingSequence; ///< Sequence number describing this ghosting session.
NetObject **mLocalGhosts; ///< Local ghost for remote object.
///
/// mLocalGhosts pointer is NULL if mGhostTo is false
GhostInfo *mGhostRefs; ///< Allocated array of ghostInfos. Null if ghostFrom is false.
GhostInfo **mGhostLookupTable; ///< Table indexed by object id to GhostInfo. Null if ghostFrom is false.
/// The object around which we are scoping this connection.
///
/// This is usually the player object, or a related object, like a vehicle
/// that the player is driving.
SimObjectPtr mScopeObject;
void clearGhostInfo();
bool validateGhostArray();
void ghostPacketDropped(PacketNotify *notify);
void ghostPacketReceived(PacketNotify *notify);
void ghostWritePacket(BitStream *bstream, PacketNotify *notify);
void ghostReadPacket(BitStream *bstream);
void freeGhostInfo(GhostInfo *);
void ghostWriteStartBlock(ResizeBitStream *stream);
void ghostReadStartBlock(BitStream *stream);
public:
/// Some configuration values.
enum GhostConstants
{
GhostIdBitSize = 12,
MaxGhostCount = 1 << GhostIdBitSize, //4096,
GhostLookupTableSize = 1 << GhostIdBitSize, //4096
GhostIndexBitSize = 4 // number of bits GhostIdBitSize-3 fits into
};
U32 getGhostsActive() { return mGhostsActive;};
/// Are we ghosting to someone?
bool isGhostingTo() { return mLocalGhosts != NULL; };
/// Are we ghosting from someone?
bool isGhostingFrom() { return mGhostArray != NULL; };
/// Called by onRemove, to shut down the ghost subsystem.
void ghostOnRemove();
/// Called when we're done with normal scoping.
///
/// This gives subclasses a chance to shove things into scope, such as
/// the results of a sensor network calculation, that would otherwise
/// be awkward to add.
virtual void doneScopingScene() { /* null */ }
/// Set the object around which we are currently scoping network traffic.
void setScopeObject(NetObject *object);
/// Get the object aorund which we are currently scoping network traffic.
NetObject *getScopeObject();
/// Add an object to scope.
void objectInScope(NetObject *object);
/// Add an object to scope, marking that it should always be scoped to this connection.
void objectLocalScopeAlways(NetObject *object);
/// Mark an object that is being ghosted as not always needing to be scoped.
///
/// This undoes objectLocalScopeAlways(), but doesn't immediately flush it from scope.
///
/// Instead, the standard scoping mechanisms will clear it from scope when it is appropos
/// to do so.
void objectLocalClearAlways(NetObject *object);
/// Get a NetObject* from a ghost ID (on client side).
NetObject *resolveGhost(S32 id);
/// Get a NetObject* from a ghost index (on the server side).
NetObject *resolveObjectFromGhostIndex(S32 id);
/// Get the ghost index corresponding to a given NetObject. This is only
/// meaningful on the server side.
S32 getGhostIndex(NetObject *object);
/// Move a GhostInfo into the nonzero portion of the list (so that we know to update it).
void ghostPushNonZero(GhostInfo *gi);
/// Move a GhostInfo into the zero portion of the list (so that we know not to update it).
void ghostPushToZero(GhostInfo *gi);
/// Move a GhostInfo from the zero portion of the list to the free portion.
void ghostPushZeroToFree(GhostInfo *gi);
/// Move a GhostInfo from the free portion of the list to the zero portion.
inline void ghostPushFreeToZero(GhostInfo *info);
/// Stop all ghosting activity and inform the other side about this.
///
/// Turns off ghosting.
void resetGhosting();
/// Activate ghosting, once it's enabled.
void activateGhosting();
/// Are we ghosting?
bool isGhosting() { return mGhosting; }
/// Begin to stop ghosting an object.
void detachObject(GhostInfo *info);
/// Mark an object to be always ghosted. Index is the ghost index of the object.
void setGhostAlwaysObject(NetObject *object, U32 index);
/// Send ghost connection handshake message.
///
/// As part of the ghoost connection process, extensive hand-shaking must be performed.
///
/// This is done by passing ConnectionMessageEvents; this is a helper function
/// to more effectively perform this task. Messages are dealt with by
/// handleConnectionMessage().
///
/// @param message One of GhostStates
/// @param sequence A sequence number, if any.
/// @param ghostCount A count of ghosts relating to this message.
void sendConnectionMessage(U32 message, U32 sequence = 0, U32 ghostCount = 0);
/// Handle message from sendConnectionMessage().
///
/// This is called to handle messages sent via sendConnectionMessage.
///
/// @param message One of GhostStates
/// @param sequence A sequence number, if any.
/// @param ghostCount A count of ghosts relating to this message.
virtual void handleConnectionMessage(U32 message, U32 sequence, U32 ghostCount);
/// @}
public:
//----------------------------------------------------------------
/// @name File transfer
/// @{
protected:
/// List of files missing for this connection.
///
/// The currently downloading file is always first in the list (ie, [0]).
Vector mMissingFileList;
/// Stream for currently uploading file (if any).
Stream *mCurrentDownloadingFile;
/// Storage for currently downloading file.
void *mCurrentFileBuffer;
/// Size of currently downloading file in bytes.
U32 mCurrentFileBufferSize;
/// Our position in the currently downloading file in bytes.
U32 mCurrentFileBufferOffset;
/// Number of files we have downloaded.
U32 mNumDownloadedFiles;
/// Error storage for file transfers.
char mLastFileErrorBuffer[256];
/// Structure to track ghost-always objects and their ghost indices.
struct GhostSave {
NetObject *ghost;
U32 index;
};
/// List of objects to ghost-always.
Vector mGhostAlwaysSaveList;
public:
/// Start sending the specified file over the link.
bool startSendingFile(const char *fileName);
/// Called when we receive a FileChunkEvent.
void chunkReceived(U8 *chunkData, U32 chunkLen);
/// Get the next file...
void sendNextFileDownloadRequest();
/// Post the next FileChunkEvent.
void sendFileChunk();
/// Called when we finish downloading file data.
virtual void fileDownloadSegmentComplete();
/// This is part of the file transfer logic; basically, we call this
/// every time we finish downloading new files. It attempts to load
/// the GhostAlways objects; if they fail, it marks an error and we
/// have chance to retry.
void loadNextGhostAlwaysObject(bool hadNewFiles);
/// @}
//----------------------------------------------------------------
/// @name Demo Recording
/// @{
private:
Stream *mDemoWriteStream;
Stream *mDemoReadStream;
U32 mDemoNextBlockType;
U32 mDemoNextBlockSize;
U32 mDemoWriteStartTime;
U32 mDemoReadStartTime;
U32 mDemoLastWriteTime;
U32 mDemoRealStartTime;
public:
enum DemoBlockTypes {
BlockTypePacket,
BlockTypeSendPacket,
NetConnectionBlockTypeCount
};
enum DemoConstants {
MaxNumBlockTypes = 16,
MaxBlockSize = 0x1000,
};
bool isRecording()
{ return mDemoWriteStream != NULL; }
bool isPlayingBack()
{ return mDemoReadStream != NULL; }
U32 getNextBlockType() { return mDemoNextBlockType; }
void recordBlock(U32 type, U32 size, void *data);
virtual void handleRecordedBlock(U32 type, U32 size, void *data);
bool processNextBlock();
bool startDemoRecord(const char *fileName);
bool replayDemoRecord(const char *fileName);
void startDemoRead();
void stopRecording();
void stopDemoPlayback();
virtual void writeDemoStartBlock(ResizeBitStream *stream);
virtual bool readDemoStartBlock(BitStream *stream);
virtual void demoPlaybackComplete();
/// @}
};
//----------------------------------------------------------------------------
/// Information about a ghosted object.
///
/// @note If the size of this structure changes, the
/// NetConnection::getGhostIndex function MUST be changed
/// to reflect the new size.
struct GhostInfo
{
public: // required for MSVC
NetObject *obj; ///< The object being ghosted.
U32 updateMask; ///< Flags indicating what state data needs to be transferred.
U32 updateSkipCount; ///< How many updates have we skipped this guy?
U32 flags; ///< Flags from GhostInfo::Flags
F32 priority; ///< A float value indicating the priority of this object for
/// updates.
/// @name References
///
/// The GhostInfo structure is used in several linked lists; these members are
/// the implementation for this.
/// @{
NetConnection::GhostRef *updateChain; ///< List of references in NetConnections to us.
GhostInfo *nextObjectRef; ///< Next ghosted object.
GhostInfo *prevObjectRef; ///< Previous ghosted object.
NetConnection *connection; ///< Connection that we're ghosting over.
GhostInfo *nextLookupInfo; ///< GhostInfo references are stored in a hash; this is the bucket
/// implementation.
/// @}
U32 index;
U32 arrayIndex;
/// Flags relating to the state of the object.
enum Flags
{
Valid = BIT(0),
InScope = BIT(1),
ScopeAlways = BIT(2),
NotYetGhosted = BIT(3),
Ghosting = BIT(4),
KillGhost = BIT(5),
KillingGhost = BIT(6),
ScopedEvent = BIT(7),
ScopeLocalAlways = BIT(8),
};
};
inline void NetConnection::ghostPushNonZero(GhostInfo *info)
{
AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
if(info->arrayIndex != mGhostZeroUpdateIndex)
{
mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
mGhostArray[mGhostZeroUpdateIndex] = info;
info->arrayIndex = mGhostZeroUpdateIndex;
}
mGhostZeroUpdateIndex++;
//AssertFatal(validateGhostArray(), "Invalid ghost array!");
}
inline void NetConnection::ghostPushToZero(GhostInfo *info)
{
AssertFatal(info->arrayIndex < mGhostZeroUpdateIndex, "Out of range arrayIndex.");
AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
mGhostZeroUpdateIndex--;
if(info->arrayIndex != mGhostZeroUpdateIndex)
{
mGhostArray[mGhostZeroUpdateIndex]->arrayIndex = info->arrayIndex;
mGhostArray[info->arrayIndex] = mGhostArray[mGhostZeroUpdateIndex];
mGhostArray[mGhostZeroUpdateIndex] = info;
info->arrayIndex = mGhostZeroUpdateIndex;
}
//AssertFatal(validateGhostArray(), "Invalid ghost array!");
}
inline void NetConnection::ghostPushZeroToFree(GhostInfo *info)
{
AssertFatal(info->arrayIndex >= mGhostZeroUpdateIndex && info->arrayIndex < mGhostFreeIndex, "Out of range arrayIndex.");
AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
mGhostFreeIndex--;
if(info->arrayIndex != mGhostFreeIndex)
{
mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
mGhostArray[mGhostFreeIndex] = info;
info->arrayIndex = mGhostFreeIndex;
}
//AssertFatal(validateGhostArray(), "Invalid ghost array!");
}
inline void NetConnection::ghostPushFreeToZero(GhostInfo *info)
{
AssertFatal(info->arrayIndex >= mGhostFreeIndex, "Out of range arrayIndex.");
AssertFatal(mGhostArray[info->arrayIndex] == info, "Invalid array object.");
if(info->arrayIndex != mGhostFreeIndex)
{
mGhostArray[mGhostFreeIndex]->arrayIndex = info->arrayIndex;
mGhostArray[info->arrayIndex] = mGhostArray[mGhostFreeIndex];
mGhostArray[mGhostFreeIndex] = info;
info->arrayIndex = mGhostFreeIndex;
}
mGhostFreeIndex++;
//AssertFatal(validateGhostArray(), "Invalid ghost array!");
}
#endif