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NetworkServer.h
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420 lines (261 loc) · 12.1 KB
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#ifndef _RTENETWORKSERVER_
#define _RTENETWORKSERVER_
//////////////////////////////////////////////////////////////////////////////////////////
// File: NrtworkClient.h
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Header file for the NetworkServer class.
// Project: Retro Terrain Engine
// Author(s):
// Without this nested includes somewhere deep inside Allegro will summon winsock.h and it will conflict with winsock2.h from RakNet
// and we can't move "Network.h" here because for whatever reasons everything will collapse
#define WIN32_LEAN_AND_MEAN
#include <string.h>
#include "Singleton.h"
#include "UInputMan.h"
#include "Network.h"
#include "NetworkClient.h"
#include "NatPunchthroughClient.h"
#include "boost/thread.hpp"
#include <mutex>
#include "TimerMan.h"
//////////////////////////////////////////////////////////////////////////////////////////
// Inclusions of header files
#define STATS_SUM MAX_CLIENTS
#define MAX_STAT_RECORDS MAX_CLIENTS + 1
#define STAT_CURRENT 0
#define STAT_SHOWN 1
#define g_NetworkServer NetworkServer::Instance()
namespace RTE
{
//////////////////////////////////////////////////////////////////////////////////////////
// Class: NetworkServer
//////////////////////////////////////////////////////////////////////////////////////////
// Description: The centralized singleton manager of all Timer:s and overall
// timekeeping in RTE.
// Parent(s): Singleton
// Class history:
class NetworkServer :
public Singleton<NetworkServer>//,
// public Serializable
{
//////////////////////////////////////////////////////////////////////////////////////////
// Public member variable, method and friend function declarations
public:
enum TreadExitReasons
{
NORMAL = 0,
THREAD_FINISH,
TOO_EARLY_TO_SEND,
SEND_BUFFER_IS_FULL,
SEND_BUFFER_IS_LIMITED_BY_CONGESTION,
LOCKED
};
//////////////////////////////////////////////////////////////////////////////////////////
// Constructor: NetworkServer
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Constructor method used to instantiate a NetworkServer object in system
// memory. Create() should be called before using the object.
// Arguments: None.
NetworkServer() { Clear(); Create(); }
//////////////////////////////////////////////////////////////////////////////////////////
// Destructor: ~NetworkServer
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Destructor method used to clean up a NetworkServer object before deletion
// from system memory.
// Arguments: None.
virtual ~NetworkServer() { Destroy(); }
//////////////////////////////////////////////////////////////////////////////////////////
// Method: Create
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Makes the NetworkServer object ready for use.
// Arguments: None.
// Return value: An error return value signaling sucess or any particular failure.
// Anything below 0 is an error signal.
virtual int Create();
//////////////////////////////////////////////////////////////////////////////////////////
// Virtual method: Reset
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Resets the entire NetworkServer, including its inherited members, to
// their default settings or values.
// Arguments: None.
// Return value: None.
virtual void Reset() { Clear(); }
//////////////////////////////////////////////////////////////////////////////////////////
// Method: Destroy
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Destroys and resets (through Clear()) the NetworkServer object.
// Arguments: None.
// Return value: None.
void Destroy();
//////////////////////////////////////////////////////////////////////////////////////////
// Virtual method: GetClassName
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Gets the class name of this Entity.
// Arguments: None.
// Return value: A string with the friendly-formatted type name of this object.
virtual const std::string & GetClassName() const { return m_ClassName; }
//////////////////////////////////////////////////////////////////////////////////////////
// Virtual method: Start
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Start server, open ports etc.
// Arguments: None.
// Return value: None.
void Start();
void Update(bool processInput = false);
void EnableServerMode() { m_IsInServerMode = true; }
bool IsServerModeEnabled() { return m_IsInServerMode; }
bool IsPlayerConnected(int player) { return m_ClientConnections[player].IsActive; }
void SetServerPort(std::string newPort) { m_ServerPort = newPort; }
void ReceiveNewIncomingConnection(RakNet::Packet * p);
void ReceiveDisconnection(RakNet::Packet * p);
void ReceiveRegisterMsg(RakNet::Packet * p);
void ReceiveInputMsg(RakNet::Packet * p);
void SendAcceptedMsg(int player);
int SendFrame(int player);
void CreateBackBuffer(int player, int w, int h);
void DestroyBackBuffer(int player);
std::string & GetPlayerName(int player);
void SetThreadExitReason(int player, int reason) { m_ThreadExitReason[player] = reason; };
void SetMSecsToSleep(int player, int msecs) { m_MSecsToSleep[player] = msecs; };
void SendSceneSetupData(int player);
void ReceiveSceneSetupDataAccepted(RakNet::Packet * p);
bool NeedToSendSceneSetupData(int player) { return m_SendSceneSetupData[player]; }
bool NeedToSendSceneData(int player) { return m_SendSceneData[player]; }
bool IsSceneAvailable(int player) { return m_SceneAvailable[player]; }
void SendFrameSetupMsg(int player);
bool SendFrameData(int player) { return m_SendFrameData[player]; }
void ResetScene();
void SendSceneData(int player);
void SendSceneEndMsg(int player);
void ReceiveSceneAcceptedMsg(RakNet::Packet * p);
void RegisterTerrainChange(SceneMan::TerrainChange tc);
void NetworkServer::ClearTerrainChangeQueue(int player);
bool NeedToProcessTerrainChanges(int player);
void ProcessTerrainChanges(int player);
void SendTerrainChangeMsg(int player, SceneMan::TerrainChange tc);
bool ReadyForSimulation();
void SetInterlacingMode(bool newMode) { m_UseInterlacing = newMode; }
void SendNATServerRegistrationMsg(RakNet::SystemAddress addr);
void ClearInputMessages(int player);
void ProcessInputMessage(int player, NetworkClient::MsgInput msg);
RakNet::RakNetGUID GetServerGuid();
void DrawStatisticsData();
RakNet::SystemAddress NetworkServer::ConnectBlocking(RakNet::RakPeerInterface *rakPeer, const char *address, int port);
void UpdateStats(int player);
void SendPostEffectData(int player);
void SendSoundData(int player);
void SendMusicData(int player);
void LockScene(bool isLocked);
unsigned int GetPing(int player) const { return m_Ping[player]; }
//////////////////////////////////////////////////////////////////////////////////////////
// Protected member variable and method declarations
protected:
struct ClientConnection
{
bool IsActive;
RakNet::SystemAddress ClientId;
RakNet::SystemAddress InternalId;
int ResX;
int ResY;
boost::thread * pSendThread;
std::string PlayerName;
};
ClientConnection m_ClientConnections[MAX_CLIENTS];
// Member variables
static const std::string m_ClassName;
//////////////////////////////////////////////////////////////////////////////////////////
// Private member variable and method declarations
RakNet::RakPeerInterface *m_Server;
RakNet::NatPunchthroughClient m_NatPunchthroughClient;
std::string m_ServerPort;
bool m_IsInServerMode = false;
unsigned char m_aPixelLineBuffer[MAX_CLIENTS][MAX_PIXEL_LINE_BUFFER_SIZE];
unsigned char m_aTerrainChangeBuffer[MAX_CLIENTS][MAX_PIXEL_LINE_BUFFER_SIZE];
int64_t m_LastFrameSentTime[MAX_CLIENTS];
int64_t m_LastStatResetTime[MAX_CLIENTS];
unsigned int m_FramesSent[MAX_STAT_RECORDS];
unsigned int m_FramesSkipped[MAX_STAT_RECORDS];
unsigned long int m_DataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_DataSentTotal[MAX_STAT_RECORDS];
unsigned long int m_DataUncompressedTotal[MAX_STAT_RECORDS];
unsigned long int m_DataUncompressedCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_FrameDataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_FrameDataSentTotal[MAX_STAT_RECORDS];
unsigned long int m_PostEffectDataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_PostEffectDataSentTotal[MAX_STAT_RECORDS];
unsigned long int m_SoundDataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_SoundDataSentTotal[MAX_STAT_RECORDS];
unsigned long int m_TerrainDataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_TerrainDataSentTotal[MAX_STAT_RECORDS];
unsigned long int m_OtherDataSentCurrent[MAX_STAT_RECORDS][2];
unsigned long int m_OtherDataSentTotal[MAX_STAT_RECORDS];
int m_EmptyBlocks[MAX_STAT_RECORDS];
int m_FullBlocks[MAX_STAT_RECORDS];
int m_SendBufferBytes[MAX_STAT_RECORDS];
int m_SendBufferMessages[MAX_STAT_RECORDS];
int m_DelayedFrames[MAX_CLIENTS];
int m_MsecPerFrame[MAX_CLIENTS];
int m_MsecPerSendCall[MAX_CLIENTS];
BITMAP * m_pBackBuffer8[MAX_CLIENTS];
BITMAP * m_pBackBufferGUI8[MAX_CLIENTS];
void * m_pLZ4CompressionState[MAX_CLIENTS];
void * m_pLZ4FastCompressionState[MAX_CLIENTS];
const int m_MicroSecs = 1000000;
int m_MouseState1[MAX_CLIENTS];
int m_MouseState2[MAX_CLIENTS];
int m_MouseState3[MAX_CLIENTS];
int m_MouseEvent1[MAX_CLIENTS];
int m_MouseEvent2[MAX_CLIENTS];
int m_MouseEvent3[MAX_CLIENTS];
bool m_UseHighCompression;
bool m_UseFastCompression;
int m_HighCompressionLevel;
int m_FastAccelerationFactor;
bool m_UseInterlacing;
int m_EncodingFps;
bool m_SendEven[MAX_CLIENTS];
bool m_ShowStats;
bool m_ShowInput;
int m_ThreadExitReason[MAX_CLIENTS];
long m_MSecsSinceLastUpdate[MAX_CLIENTS];
long m_MSecsToSleep[MAX_CLIENTS];
bool m_SendSceneSetupData[MAX_CLIENTS];
bool m_SendSceneData[MAX_CLIENTS];
bool m_SceneAvailable[MAX_CLIENTS];
bool m_SendFrameData[MAX_CLIENTS];
std::mutex m_SceneLock[MAX_CLIENTS];
std::queue<SceneMan::TerrainChange> m_PendingTerrainChanges[MAX_CLIENTS];
std::queue<SceneMan::TerrainChange> m_CurrentTerrainChanges[MAX_CLIENTS];
std::mutex m_Mutex[MAX_CLIENTS];
//std::mutex m_InputQueueMutex[MAX_CLIENTS];
std::queue<NetworkClient::MsgInput>m_InputMessages[MAX_CLIENTS];
float OffsetX[MAX_CLIENTS][MAX_BACKGROUND_LAYERS_TRANSMITTED];
float OffsetY[MAX_CLIENTS][MAX_BACKGROUND_LAYERS_TRANSMITTED];
unsigned char m_SceneId;
bool m_ResetActivityVotes[MAX_CLIENTS];
int m_FrameNumbers[MAX_CLIENTS];
unsigned int m_Ping[MAX_CLIENTS];
Timer m_PingTimer[MAX_CLIENTS];
Timer m_LastPackedReceived;
// Transmit frames divided into boxes instead of lines
bool m_TransmitAsBoxes;
int m_BoxWidth;
int m_BoxHeight;
bool m_NatServerConnected;
RakNet::SystemAddress m_NATServiceServerID;
private:
//////////////////////////////////////////////////////////////////////////////////////////
// Method: Clear
//////////////////////////////////////////////////////////////////////////////////////////
// Description: Clears all the member variables of this NetworkServer, effectively
// resetting the members of this abstraction level only.
// Arguments: None.
// Return value: None.
void Clear();
// Disallow the use of some implicit methods.
NetworkServer(const NetworkServer &reference);
NetworkServer & operator=(const NetworkServer &rhs);
unsigned char GetPacketIdentifier(RakNet::Packet *p);
};
} // namespace RTE
#endif // File