//----------------------------------------------------------------------------- // 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