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#include "dvlnet/base.h"
#include <algorithm>
#include <cstdint>
#include <cstring>
#include <memory>
#include "player.h"
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<packet_factory>(pw);
}
void base::clear_password()
{
pktfty = std::make_unique<packet_factory>();
}
void base::RunEventHandler(_SNETEVENT &ev)
{
auto f = registered_handlers[static_cast<event_type>(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<PT_ECHO_REQUEST>(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<unsigned char *>(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<turn_t> &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<unsigned char *>(&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<PT_ECHO_REPLY>(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(uint8_t *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<unsigned char *>(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<PT_MESSAGE>(plr_self, dest, message);
send(*pkt);
}
return true;
}
bool base::AllTurnsArrived()
{
for (size_t i = 0; i < Players.size(); ++i) {
PlayerState &playerState = playerStateTable_[i];
if (!playerState.isConnected)
continue;
std::deque<turn_t> &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 (size_t i = 0; i < Players.size(); ++i) {
status[i] = 0;
PlayerState &playerState = playerStateTable_[i];
if (!playerState.isConnected)
continue;
status[i] |= PS_CONNECTED;
std::deque<turn_t> &turnQueue = playerState.turnQueue;
while (!turnQueue.empty()) {
const turn_t &turn = turnQueue.front();
seq_t diff = turn.SequenceNumber - current_turn;
if (diff <= 0x7F)
break;
turnQueue.pop_front();
}
}
if (AllTurnsArrived()) {
for (size_t i = 0; i < Players.size(); ++i) {
PlayerState &playerState = playerStateTable_[i];
if (!playerState.isConnected)
continue;
std::deque<turn_t> &turnQueue = playerState.turnQueue;
if (turnQueue.empty())
continue;
const turn_t &turn = turnQueue.front();
if (turn.SequenceNumber != current_turn)
continue;
playerState.lastTurnValue = turn.Value;
turnQueue.pop_front();
status[i] |= PS_ACTIVE;
status[i] |= PS_TURN_ARRIVED;
size[i] = sizeof(int32_t);
data[i] = reinterpret_cast<char *>(&playerState.lastTurnValue);
}
current_turn++;
return true;
}
for (size_t i = 0; i < Players.size(); ++i) {
PlayerState &playerState = playerStateTable_[i];
if (!playerState.isConnected)
continue;
std::deque<turn_t> &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);
next_turn++;
PlayerState &playerState = playerStateTable_[plr_self];
std::deque<turn_t> &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<PT_TURN>(plr_self, PLR_BROADCAST, turn);
send(*pkt);
}
}
void base::SendFirstTurnIfReady(plr_t player)
{
if (awaitingSequenceNumber_)
return;
PlayerState &playerState = playerStateTable_[plr_self];
std::deque<turn_t> &turnQueue = playerState.turnQueue;
if (turnQueue.empty())
return;
for (turn_t turn : turnQueue) {
auto pkt = pktfty->make_packet<PT_TURN>(plr_self, player, turn);
send(*pkt);
}
}
void base::MakeReady(seq_t sequenceNumber)
{
if (!awaitingSequenceNumber_)
return;
current_turn = sequenceNumber;
next_turn = sequenceNumber;
awaitingSequenceNumber_ = false;
PlayerState &playerState = playerStateTable_[plr_self];
std::deque<turn_t> &turnQueue = playerState.turnQueue;
for (turn_t &turn : turnQueue) {
turn.SequenceNumber = next_turn;
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 = 2; // 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<PT_DISCONNECT>(plr_self, PLR_BROADCAST,
plr_self, static_cast<leaveinfo_t>(type));
send(*pkt);
plr_self = PLR_BROADCAST;
return true;
}
bool base::SNetDropPlayer(int playerid, uint32_t flags)
{
const plr_t plr = static_cast<plr_t>(playerid);
auto pkt = pktfty->make_packet<PT_DISCONNECT>(plr_self,
PLR_BROADCAST,
plr,
static_cast<leaveinfo_t>(flags));
// Disconnect at the network layer first so we
// don't send players their own disconnect packet
DisconnectNet(plr);
send(*pkt);
RecvLocal(*pkt);
return true;
}
plr_t base::GetOwner()
{
for (size_t i = 0; i < Players.size(); ++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<turn_t> &turnQueue = playerState.turnQueue;
*turns = turnQueue.size();
return true;
}
bool base::SNetGetTurnsInTransit(uint32_t *turns)
{
PlayerState &playerState = playerStateTable_[plr_self];
std::deque<turn_t> &turnQueue = playerState.turnQueue;
*turns = turnQueue.size();
return true;
}
} // namespace net
} // namespace devilution