openclonk/engine/src/C4Network2Players.cpp

495 lines
17 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2004-2008 Sven Eberhardt
* Copyright (c) 2005-2007 Peter Wortmann
* Copyright (c) 2004-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// NET2 network player management
// see header for some additional information
// 2do: Handle client joins after game go but before runtime join (Frame 0)?
// Those will not receive a player info list right in time
#include "C4Include.h"
#include "C4Network2Players.h"
#include "C4PlayerInfo.h"
#include "C4GameLobby.h"
#include <C4Game.h>
#include <C4Network2.h>
#include <C4GameControl.h>
#include "C4Control.h"
// *** C4Network2Players
C4Network2Players::C4Network2Players() : rInfoList(Game.Parameters.PlayerInfos)
{
// ctor - init rInfoList-ref to only
}
void C4Network2Players::Init()
{
// caution: In this call, only local players are joined
// remote players may have been added already for runtime joins
// not in replay
if (Game.C4S.Head.Replay) return;
// network only
assert(::Network.isEnabled());
// must init before game is running
assert(!Game.IsRunning);
// join the local player(s)
JoinLocalPlayer(Game.PlayerFilenames, false);
// host: Rejoin script players from savegame
if (::Network.isHost())
Game.PlayerInfos.CreateRestoreInfosForJoinedScriptPlayers(Game.RestorePlayerInfos);
}
void C4Network2Players::Clear()
{
// nothing...
}
bool C4Network2Players::JoinLocalPlayer(const char *szLocalPlayerFilename, bool fAdd)
{
// ignore in replay
// shouldn't even come here though
assert(!Game.C4S.Head.Replay);
if (Game.C4S.Head.Replay) return false;
// if observing: don't try
if (Game.Clients.getLocal()->isObserver()) return false;
// network only
assert(::Network.isEnabled());
// create join info packet
C4ClientPlayerInfos JoinInfo(szLocalPlayerFilename, fAdd);
// league game: get authentication for players
if (Game.Parameters.isLeague())
for(int i = 0; i < JoinInfo.GetPlayerCount(); i++)
{
C4PlayerInfo *pInfo = JoinInfo.GetPlayerInfo(i);
if(!::Network.LeaguePlrAuth(pInfo))
{
JoinInfo.RemoveIndexedInfo(i);
i--;
}
}
// host or client?
if (::Network.isHost())
{
// error joining players? Zero players is OK for initial packet; marks host as observer
if (fAdd && !JoinInfo.GetPlayerCount()) return false;
// handle it as a direct request
HandlePlayerInfoUpdRequest(&JoinInfo, true);
}
else
{
// clients request initial joins at host only
// create player info for local player joins
C4PacketPlayerInfoUpdRequest JoinRequest(JoinInfo);
// any players to join? Zero players is OK for initial packet; marks client as observer
// it's also necessary to send the empty player info packet, so the host will answer
// with infos of all other clients
if (fAdd && !JoinRequest.Info.GetPlayerCount()) return false;
::Network.Clients.SendMsgToHost(MkC4NetIOPacket(PID_PlayerInfoUpdReq, JoinRequest));
// request activation
if(JoinRequest.Info.GetPlayerCount() && !Game.Clients.getLocal()->isActivated())
::Network.RequestActivate();
}
// done, success
return true;
}
void C4Network2Players::RequestPlayerInfoUpdate(const class C4ClientPlayerInfos &rRequest)
{
// network only
assert(::Network.isEnabled());
// host or client?
if (::Network.isHost())
{
// host processes directly
HandlePlayerInfoUpdRequest(&rRequest, true);
}
else
{
// client sends request to host
C4PacketPlayerInfoUpdRequest UpdateRequest(rRequest);
::Network.Clients.SendMsgToHost(MkC4NetIOPacket(PID_PlayerInfoUpdReq, UpdateRequest));
}
}
void C4Network2Players::HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost)
{
// network host only
assert(::Network.isEnabled());
assert(::Network.isHost());
// copy client infos (need to be adjusted)
C4ClientPlayerInfos OwnInfoPacket(*pInfoPacket);
// safety: check any duplicate, unjoined players first
// check those with unassigned IDs only, so update packets won't be rejected by this
if (!OwnInfoPacket.IsInitialPacket())
{
C4ClientPlayerInfos *pExistingClientInfo = rInfoList.GetInfoByClientID(OwnInfoPacket.GetClientID());
if (pExistingClientInfo)
{
int iCnt=OwnInfoPacket.GetPlayerCount(); C4PlayerInfo *pPlrInfo;
C4Network2Res *pRes;
while (iCnt--) if (pPlrInfo=OwnInfoPacket.GetPlayerInfo(iCnt))
if (!pPlrInfo->GetID()) if (pRes = pPlrInfo->GetRes())
if (pExistingClientInfo->GetPlayerInfoByRes(pRes->getResID()))
{
// double join: simply deny without message
#ifdef _DEBUG
Log("Network: Duplicate player join rejected!");
#endif
OwnInfoPacket.RemoveIndexedInfo(iCnt);
}
}
if (!OwnInfoPacket.GetPlayerCount())
{
// player join request without players: probably all removed because doubled
#ifdef _DEBUG
Log("Network: Empty player join request ignored!");
#endif
return;
}
}
// assign player IDs
if (!rInfoList.AssignPlayerIDs(&OwnInfoPacket) && OwnInfoPacket.IsAddPacket())
{
// no players could be joined in an add request: probably because the maximum player limit has been reached
return;
}
// check doubled savegame player usage
UpdateSavegameAssignments(&OwnInfoPacket);
// update teams
rInfoList.AssignTeams(&OwnInfoPacket, fByHost);
// update any other player colors and names
// this may only change colors and names of all unjoined players (which is all players in lobby mode)
// any affected players will get an updated-flag
rInfoList.UpdatePlayerAttributes(&OwnInfoPacket, true);
// league score gains may now be different
rInfoList.ResetLeagueProjectedGain(true);
int32_t iPlrInfo = 0;
C4PlayerInfo *pPlrInfo;
while (pPlrInfo = OwnInfoPacket.GetPlayerInfo(iPlrInfo++)) pPlrInfo->ResetLeagueProjectedGain();
if (Game.Parameters.isLeague())
{
// lobby only
if(!::Network.isLobbyActive())
return;
// check league authentication for new players
for(int i = 0; i < OwnInfoPacket.GetPlayerCount(); i++)
if(!rInfoList.GetPlayerInfoByID(OwnInfoPacket.GetPlayerInfo(i)->GetID()))
{
C4PlayerInfo *pInfo = OwnInfoPacket.GetPlayerInfo(i);
// remove player infos without authentication
if(!::Network.LeaguePlrAuthCheck(pInfo))
{
OwnInfoPacket.RemoveIndexedInfo(i);
i--;
}
else
// always reset authentication ID after check - it's not needed anymore
pInfo->SetAuthID("");
}
}
// send updates to all other clients and reset update flags
SendUpdatedPlayers();
// finally, add new player join as direct input
// this will add the player infos directly on host side (DirectExec as a subcall),
// so future player join request will take the other joined clients into consideration
// when assigning player colors, etc.; it will also start resource loading
// in running mode, this call will also put the actual player joins into the queue
::Control.DoInput(CID_PlrInfo, new C4ControlPlayerInfo(OwnInfoPacket), CDT_Direct);
// notify lobby of updates
C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
if (pLobby) pLobby->OnPlayersChange();
}
void C4Network2Players::HandlePlayerInfo(const class C4ClientPlayerInfos &rInfoPacket)
{
// network only
assert(::Network.isEnabled());
// copy client player infos out of packet to be used in local list
C4ClientPlayerInfos *pClientInfo = new C4ClientPlayerInfos(rInfoPacket);
// add client info to local player info list - eventually deleting pClientInfo and
// returning a pointer to the new info structure when multiple player infos are merged
// may also replace existing info, if this is an update-call
pClientInfo = rInfoList.AddInfo(pClientInfo);
// make sure team list reflects teams set in player infos
Game.Teams.RecheckPlayers();
// make sure resources are loaded for those players
rInfoList.LoadResources();
// get associated client - note that pClientInfo might be NULL for empty packets that got discarded
if (pClientInfo)
{
const C4Client *pClient = Game.Clients.getClientByID(pClientInfo->GetClientID());
// host, game running and client active already?
if (::Network.isHost() && ::Network.isRunning() && pClient && pClient->isActivated())
{
// then join the players immediately
JoinUnjoinedPlayersInControlQueue(pClientInfo);
}
}
// lobby: update players
C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
if (pLobby) pLobby->OnPlayersChange();
// invalidate reference
::Network.InvalidateReference();
}
void C4Network2Players::SendUpdatedPlayers()
{
// check all clients for update
C4ClientPlayerInfos *pUpdInfo; int i=0;
while (pUpdInfo = rInfoList.GetIndexedInfo(i++))
if (pUpdInfo->IsUpdated())
{
C4ControlPlayerInfo *pkSend = new C4ControlPlayerInfo(*pUpdInfo);
// send info to all
::Control.DoInput(CID_PlrInfo, pkSend, CDT_Direct);
}
ResetUpdatedPlayers();
}
void C4Network2Players::UpdateSavegameAssignments(C4ClientPlayerInfos *pNewInfo)
{
// safety
if (!pNewInfo) return;
// check all joins of new info; backwards so they can be deleted
C4PlayerInfo *pInfo, *pInfo2, *pSaveInfo; int i=pNewInfo->GetPlayerCount(), j, id;
while (i--) if (pInfo = pNewInfo->GetPlayerInfo(i))
if (id=pInfo->GetAssociatedSavegamePlayerID())
{
// check for non-existant savegame players
if (!(pSaveInfo=Game.RestorePlayerInfos.GetPlayerInfoByID(id)))
{
pInfo->SetAssociatedSavegamePlayer(id=0);
pNewInfo->SetUpdated();
}
// check for duplicates (can't really occur...)
if (id)
{
j=i;
while (pInfo2 = pNewInfo->GetPlayerInfo(++j))
if (pInfo2->GetAssociatedSavegamePlayerID() == id)
{
// fix it by resetting the savegame info
pInfo->SetAssociatedSavegamePlayer(id=0);
pNewInfo->SetUpdated(); break;
}
}
// check against all infos of other clients
C4ClientPlayerInfos *pkClientInfo; int k=0;
while ((pkClientInfo = rInfoList.GetIndexedInfo(k++)) && id)
{
// if it's not an add packet, don't check own client twice
if (pkClientInfo->GetClientID() == pNewInfo->GetClientID() && !(pNewInfo->IsAddPacket()))
continue;
// check against all players
j=0;
while (pInfo2 = pkClientInfo->GetPlayerInfo(j++))
if (pInfo2->GetAssociatedSavegamePlayerID() == id)
{
// fix it by resetting the savegame info
pInfo->SetAssociatedSavegamePlayer(id=0);
pNewInfo->SetUpdated(); break;
}
}
// if the player joined just for the savegame assignment, and that failed, delete it
if (!id && pInfo->IsJoinForSavegameOnly())
pNewInfo->RemoveIndexedInfo(i);
// prev info
}
}
void C4Network2Players::ResetUpdatedPlayers()
{
// mark all client packets as up-to-date
C4ClientPlayerInfos *pUpdInfo; int i=0;
while (pUpdInfo = rInfoList.GetIndexedInfo(i++)) pUpdInfo->ResetUpdated();
}
void C4Network2Players::JoinUnjoinedPlayersInControlQueue(C4ClientPlayerInfos *pNewPacket)
{
// only host may join any players to the queue
assert(::Network.isHost());
// check all players
int i=0; C4PlayerInfo *pInfo;
while (pInfo = pNewPacket->GetPlayerInfo(i++))
// not yet joined and no savegame assignment?
if (!pInfo->HasJoinIssued()) if (!pInfo->GetAssociatedSavegamePlayerID())
{
// join will be marked when queue is executed (C4Player::Join)
// but better mark join now already to prevent permanent sending overkill
pInfo->SetJoinIssued();
// do so!
C4Network2Res *pPlrRes = pInfo->GetRes();
C4Network2Client *pClient = ::Network.Clients.GetClientByID(pNewPacket->GetClientID());
if (!pPlrRes || (!pClient && pNewPacket->GetClientID() != ::Control.ClientID()))
if (pInfo->GetType() != C4PT_Script)
{
// failure: Non-script players must have a res to join from!
const char *szPlrName = pInfo->GetName(); if (!szPlrName) szPlrName="???";
LogF("Network: C4Network2Players::JoinUnjoinedPlayersInControlQueue failed to join player %s!", szPlrName);
continue;
}
if (pPlrRes)
{
// join with resource
Game.Input.Add(CID_JoinPlr,
new C4ControlJoinPlayer(pPlrRes->getFile(), pNewPacket->GetClientID(), pInfo->GetID(), pPlrRes->getCore()));
}
else
{
// join without resource (script player)
Game.Input.Add(CID_JoinPlr,
new C4ControlJoinPlayer(NULL, pNewPacket->GetClientID(), pInfo->GetID()));
}
}
}
void C4Network2Players::HandlePacket(char cStatus, const C4PacketBase *pPacket, C4Network2IOConnection *pConn)
{
if(!pConn) return;
// find associated client
C4Network2Client *pClient = ::Network.Clients.GetClient(pConn);
if(!pClient) pClient = ::Network.Clients.GetClientByID(pConn->getClientID());
#define GETPKT(type, name) \
assert(pPacket); const type &name = \
/*dynamic_cast*/ static_cast<const type &>(*pPacket);
// player join request?
if (cStatus == PID_PlayerInfoUpdReq)
{
GETPKT(C4PacketPlayerInfoUpdRequest, pkPlrInfo);
// this packet is sent to the host only, and thus cannot have been sent from the host
if(!::Network.isHost()) return;
// handle this packet
HandlePlayerInfoUpdRequest(&pkPlrInfo.Info, false);
}
else if (cStatus == PID_LeagueRoundResults)
{
GETPKT(C4PacketLeagueRoundResults, pkLeagueInfo);
// accepted from the host only
if (!pClient || !pClient->isHost()) return;
// process
Game.RoundResults.EvaluateLeague(pkLeagueInfo.sResultsString.getData(), pkLeagueInfo.fSuccess, pkLeagueInfo.Players);
}
#undef GETPKT
}
void C4Network2Players::OnClientPart(C4Client *pPartClient)
{
// lobby could be notified about the removal - but this would be redundant, because
// client leave notification is already done directly; this will delete any associated players
C4ClientPlayerInfos **ppCltInfo = rInfoList.GetInfoPtrByClientID(pPartClient->getID());
// abort here if no info is registered - client seems to have had a short life only, anyway...
if (!ppCltInfo) return;
// remove all unjoined player infos
for(int32_t i = 0; i < (*ppCltInfo)->GetPlayerCount();)
{
C4PlayerInfo *pInfo = (*ppCltInfo)->GetPlayerInfo(i);
// not joined yet? remove it
if(!pInfo->HasJoined())
(*ppCltInfo)->RemoveIndexedInfo(i);
else
// just ignore, the "removed" flag will be set eventually
i++;
}
// empty? remove
if(!(*ppCltInfo)->GetPlayerCount())
rInfoList.RemoveInfo(ppCltInfo);
// update team association to left player
Game.Teams.RecheckPlayers();
// host: update player data according to leaver
if (::Network.isHost() && ::Network.isEnabled())
{
// host: update any player colors and names
rInfoList.UpdatePlayerAttributes();
// team distribution of remaining unjoined players may change
Game.Teams.RecheckTeams();
// league score gains may now be different
Game.PlayerInfos.ResetLeagueProjectedGain(true);
// send changes to all clients and reset update flags
SendUpdatedPlayers();
}
// invalidate reference
if(::Network.isHost())
::Network.InvalidateReference();
}
void C4Network2Players::OnStatusGoReached()
{
// host only
if (!::Network.isHost()) return;
// check all player lists
int i=0; C4ClientPlayerInfos *pkInfo;
while (pkInfo = rInfoList.GetIndexedInfo(i++))
// any unsent player joins?
if (pkInfo->HasUnjoinedPlayers())
{
// get client core
const C4Client *pClient = Game.Clients.getClientByID(pkInfo->GetClientID());
// don't send if client is unknown or not activated yet
if (!pClient || !pClient->isActivated()) continue;
// send them w/o info packet
// info packets are synced during pause mode
JoinUnjoinedPlayersInControlQueue(pkInfo);
}
}
C4ClientPlayerInfos *C4Network2Players::GetLocalPlayerInfoPacket() const
{
// get local client ID
int iLocalClientID = Game.Clients.getLocalID();
// check all packets for same client ID as local
int i=0; C4ClientPlayerInfos *pkInfo;
while (pkInfo = rInfoList.GetIndexedInfo(i++))
if (pkInfo->GetClientID() == iLocalClientID)
// found
return pkInfo;
// not found
return NULL;
}
C4ClientPlayerInfos *C4Network2Players::GetIndexedPlayerInfoPacket(int iIndex)
{
// just get from info list
return rInfoList.GetIndexedInfo(iIndex);
}
DWORD C4Network2Players::GetClientChatColor(int idForClient, bool fLobby) const
{
// return color of first joined player; force to white for unknown
// deactivated always white
const C4Client *pClient = Game.Clients.getClientByID(idForClient);
if (pClient && pClient->isActivated())
{
// get players for activated
C4ClientPlayerInfos *pInfoPacket = rInfoList.GetInfoByClientID(idForClient);
C4PlayerInfo *pPlrInfo;
if (pInfoPacket && (pPlrInfo = pInfoPacket->GetPlayerInfo(0, C4PT_User)))
if (fLobby)
return pPlrInfo->GetLobbyColor();
else
return pPlrInfo->GetColor();
}
// default color
return 0xffffff;
}