#include "dvlnet/base.h" #include #include #include namespace devilution { namespace net { void base::setup_gameinfo(buffer_t info) { game_init_info = std::move(info); } void base::setup_password(std::string pw) { pktfty = std::make_unique(pw); } void base::clear_password() { pktfty = std::make_unique(); } void base::RunEventHandler(_SNETEVENT &ev) { auto f = registered_handlers[static_cast(ev.eventid)]; if (f != nullptr) { f(&ev); } } void base::DisconnectNet(plr_t plr) { } void base::SendEchoRequest(plr_t player) { if (plr_self == PLR_BROADCAST) return; if (player == plr_self) return; timestamp_t now = SDL_GetTicks(); auto echo = pktfty->make_packet(plr_self, player, now); send(*echo); } void base::HandleAccept(packet &pkt) { if (plr_self != PLR_BROADCAST) { return; // already have player id } if (pkt.Cookie() == cookie_self) { plr_self = pkt.NewPlayer(); Connect(plr_self); } if (game_init_info != pkt.Info()) { if (pkt.Info().size() != sizeof(GameData)) { ABORT(); } // we joined and did not create game_init_info = pkt.Info(); _SNETEVENT ev; ev.eventid = EVENT_TYPE_PLAYER_CREATE_GAME; ev.playerid = plr_self; ev.data = const_cast(pkt.Info().data()); ev.databytes = pkt.Info().size(); RunEventHandler(ev); } } void base::HandleConnect(packet &pkt) { plr_t newPlayer = pkt.NewPlayer(); Connect(newPlayer); } void base::HandleTurn(packet &pkt) { plr_t src = pkt.Source(); PlayerState &playerState = playerStateTable_[src]; std::deque &turnQueue = playerState.turnQueue; const turn_t &turn = pkt.Turn(); turnQueue.push_back(turn); MakeReady(turn.SequenceNumber); } void base::HandleDisconnect(packet &pkt) { plr_t newPlayer = pkt.NewPlayer(); if (newPlayer != plr_self) { if (IsConnected(newPlayer)) { auto leaveinfo = pkt.LeaveInfo(); _SNETEVENT ev; ev.eventid = EVENT_TYPE_PLAYER_LEAVE_GAME; ev.playerid = pkt.NewPlayer(); ev.data = reinterpret_cast(&leaveinfo); ev.databytes = sizeof(leaveinfo_t); RunEventHandler(ev); DisconnectNet(newPlayer); ClearMsg(newPlayer); PlayerState &playerState = playerStateTable_[newPlayer]; playerState.isConnected = false; playerState.turnQueue.clear(); } } else { ABORT(); // we were dropped by the owner?!? } } void base::HandleEchoRequest(packet &pkt) { auto reply = pktfty->make_packet(plr_self, pkt.Source(), pkt.Time()); send(*reply); } void base::HandleEchoReply(packet &pkt) { uint32_t now = SDL_GetTicks(); plr_t src = pkt.Source(); PlayerState &playerState = playerStateTable_[src]; playerState.roundTripLatency = now - pkt.Time(); } void base::ClearMsg(plr_t plr) { message_queue.erase(std::remove_if(message_queue.begin(), message_queue.end(), [&](message_t &msg) { return msg.sender == plr; }), message_queue.end()); } void base::Connect(plr_t player) { PlayerState &playerState = playerStateTable_[player]; bool wasConnected = playerState.isConnected; playerState.isConnected = true; if (!wasConnected) SendFirstTurnIfReady(player); } bool base::IsConnected(plr_t player) const { const PlayerState &playerState = playerStateTable_[player]; return playerState.isConnected; } void base::RecvLocal(packet &pkt) { if (pkt.Source() < MAX_PLRS) { Connect(pkt.Source()); } switch (pkt.Type()) { case PT_MESSAGE: message_queue.emplace_back(pkt.Source(), pkt.Message()); break; case PT_TURN: HandleTurn(pkt); break; case PT_JOIN_ACCEPT: HandleAccept(pkt); break; case PT_CONNECT: HandleConnect(pkt); break; case PT_DISCONNECT: HandleDisconnect(pkt); break; case PT_ECHO_REQUEST: HandleEchoRequest(pkt); break; case PT_ECHO_REPLY: HandleEchoReply(pkt); break; default: break; // otherwise drop } } bool base::SNetReceiveMessage(int *sender, void **data, uint32_t *size) { poll(); if (message_queue.empty()) return false; message_last = message_queue.front(); message_queue.pop_front(); *sender = message_last.sender; *size = message_last.payload.size(); *data = message_last.payload.data(); return true; } bool base::SNetSendMessage(int playerId, void *data, unsigned int size) { if (playerId != SNPLAYER_ALL && playerId != SNPLAYER_OTHERS && (playerId < 0 || playerId >= MAX_PLRS)) abort(); auto *rawMessage = reinterpret_cast(data); buffer_t message(rawMessage, rawMessage + size); if (playerId == plr_self || playerId == SNPLAYER_ALL) message_queue.emplace_back(plr_self, message); plr_t dest; if (playerId == SNPLAYER_ALL || playerId == SNPLAYER_OTHERS) dest = PLR_BROADCAST; else dest = playerId; if (dest != plr_self) { auto pkt = pktfty->make_packet(plr_self, dest, message); send(*pkt); } return true; } bool base::AllTurnsArrived() { for (auto i = 0; i < MAX_PLRS; ++i) { PlayerState &playerState = playerStateTable_[i]; if (!playerState.isConnected) continue; std::deque &turnQueue = playerState.turnQueue; if (turnQueue.empty()) { LogDebug("Turn missing from player {}", i); return false; } } return true; } bool base::SNetReceiveTurns(char **data, size_t *size, uint32_t *status) { poll(); for (auto i = 0; i < MAX_PLRS; ++i) { status[i] = 0; PlayerState &playerState = playerStateTable_[i]; if (!playerState.isConnected) continue; status[i] |= PS_CONNECTED; std::deque &turnQueue = playerState.turnQueue; while (!turnQueue.empty()) { const turn_t &turn = turnQueue.front(); seq_t diff = turn.SequenceNumber - next_turn; if (diff <= 0x7F) break; turnQueue.pop_front(); } } if (AllTurnsArrived()) { for (auto i = 0; i < MAX_PLRS; ++i) { PlayerState &playerState = playerStateTable_[i]; if (!playerState.isConnected) continue; std::deque &turnQueue = playerState.turnQueue; if (turnQueue.empty()) continue; const turn_t &turn = turnQueue.front(); if (turn.SequenceNumber != next_turn) continue; playerState.lastTurnValue = turn.Value; turnQueue.pop_front(); size[i] = sizeof(int32_t); status[i] |= PS_ACTIVE; status[i] |= PS_TURN_ARRIVED; data[i] = reinterpret_cast(&playerState.lastTurnValue); } next_turn++; return true; } for (auto i = 0; i < MAX_PLRS; ++i) { PlayerState &playerState = playerStateTable_[i]; if (!playerState.isConnected) continue; std::deque &turnQueue = playerState.turnQueue; if (turnQueue.empty()) continue; status[i] |= PS_ACTIVE; } return false; } bool base::SNetSendTurn(char *data, unsigned int size) { if (size != sizeof(int32_t)) ABORT(); turn_t turn; turn.SequenceNumber = next_turn; std::memcpy(&turn.Value, data, size); PlayerState &playerState = playerStateTable_[plr_self]; std::deque &turnQueue = playerState.turnQueue; turnQueue.push_back(turn); SendTurnIfReady(turn); return true; } void base::SendTurnIfReady(turn_t turn) { if (awaitingSequenceNumber_) awaitingSequenceNumber_ = !IsGameHost(); if (!awaitingSequenceNumber_) { auto pkt = pktfty->make_packet(plr_self, PLR_BROADCAST, turn); send(*pkt); } } void base::SendFirstTurnIfReady(plr_t player) { if (awaitingSequenceNumber_) return; PlayerState &playerState = playerStateTable_[plr_self]; std::deque &turnQueue = playerState.turnQueue; if (turnQueue.empty()) return; turn_t turn = turnQueue.back(); auto pkt = pktfty->make_packet(plr_self, player, turn); send(*pkt); } void base::MakeReady(seq_t sequenceNumber) { if (!awaitingSequenceNumber_) return; next_turn = sequenceNumber; awaitingSequenceNumber_ = false; PlayerState &playerState = playerStateTable_[plr_self]; std::deque &turnQueue = playerState.turnQueue; if (!turnQueue.empty()) { turn_t &turn = turnQueue.front(); turn.SequenceNumber = next_turn; SendTurnIfReady(turn); } } void base::SNetGetProviderCaps(struct _SNETCAPS *caps) { caps->size = 0; // engine writes only ?!? caps->flags = 0; // unused caps->maxmessagesize = 512; // capped to 512; underflow if < 24 caps->maxqueuesize = 0; // unused caps->maxplayers = MAX_PLRS; // capped to 4 caps->bytessec = 1000000; // ? caps->latencyms = 0; // unused caps->defaultturnssec = 10; // ? caps->defaultturnsintransit = 1; // maximum acceptable number // of turns in queue? } bool base::SNetUnregisterEventHandler(event_type evtype) { registered_handlers.erase(evtype); return true; } bool base::SNetRegisterEventHandler(event_type evtype, SEVTHANDLER func) { /* engine registers handler for: EVENT_TYPE_PLAYER_LEAVE_GAME EVENT_TYPE_PLAYER_CREATE_GAME (should be raised during SNetCreateGame for non-creating player) EVENT_TYPE_PLAYER_MESSAGE (for bnet? not implemented) (engine uses same function for all three) */ registered_handlers[evtype] = func; return true; } bool base::SNetLeaveGame(int type) { auto pkt = pktfty->make_packet(plr_self, PLR_BROADCAST, plr_self, type); send(*pkt); plr_self = PLR_BROADCAST; return true; } bool base::SNetDropPlayer(int playerid, uint32_t flags) { auto pkt = pktfty->make_packet(plr_self, PLR_BROADCAST, (plr_t)playerid, (leaveinfo_t)flags); send(*pkt); RecvLocal(*pkt); return true; } plr_t base::GetOwner() { for (auto i = 0; i < MAX_PLRS; ++i) { if (IsConnected(i)) { return i; } } return PLR_BROADCAST; // should be unreachable } bool base::SNetGetOwnerTurnsWaiting(uint32_t *turns) { poll(); plr_t owner = GetOwner(); PlayerState &playerState = playerStateTable_[owner]; std::deque &turnQueue = playerState.turnQueue; *turns = turnQueue.size(); return true; } bool base::SNetGetTurnsInTransit(uint32_t *turns) { PlayerState &playerState = playerStateTable_[plr_self]; std::deque &turnQueue = playerState.turnQueue; *turns = turnQueue.size(); return true; } } // namespace net } // namespace devilution