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Public Member Functions | Private Member Functions | Static Private Member Functions | Private Attributes | Friends | List of all members
CNetServerWorker Class Reference

Network server worker thread. More...

#include <NetServer.h>

Collaboration diagram for CNetServerWorker:
Collaboration graph
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Public Member Functions

bool SendMessage (ENetPeer *peer, const CNetMessage *message)
 Send a message to the given network peer. More...
 
void KickPlayer (const CStrW &playerName, const bool ban)
 Disconnects a player from gamesetup or session. More...
 
bool Broadcast (const CNetMessage *message, const std::vector< NetServerSessionState > &targetStates)
 Send a message to all clients who match one of the given states. More...
 

Private Member Functions

 NONCOPYABLE (CNetServerWorker)
 
 CNetServerWorker (bool useLobbyAuth)
 
 ~CNetServerWorker ()
 
bool CheckPassword (const std::string &password, const std::string &salt) const
 
void SetPassword (const CStr &hashedPassword)
 
void SetControllerSecret (const std::string &secret)
 
bool SetupConnection (const u16 port)
 Begin listening for network connections. More...
 
void AssignPlayer (int playerID, const CStr &guid)
 The given GUID will be (re)assigned to the given player ID. More...
 
void StartGame (const CStr &initAttribs)
 Switch in game mode and notify all clients to start the game. More...
 
CStrW DeduplicatePlayerName (const CStrW &original)
 Make a player name unique, if it matches any existing session's name. More...
 
const ScriptInterfaceGetScriptInterface ()
 Get the script context used for init attributes. More...
 
void SetTurnLength (u32 msecs)
 Set the turn length to a fixed value. More...
 
void ProcessLobbyAuth (const CStr &name, const CStr &token)
 
void AddPlayer (const CStr &guid, const CStrW &name)
 
void RemovePlayer (const CStr &guid)
 
void SendPlayerAssignments ()
 
void ClearAllPlayerReady ()
 
void SetupSession (CNetServerSession *session)
 
bool HandleConnect (CNetServerSession *session)
 
void OnUserJoin (CNetServerSession *session)
 
void OnUserLeave (CNetServerSession *session)
 
bool CheckGameLoadStatus (CNetServerSession *changedSession)
 Checks if all clients have finished loading. More...
 
void ConstructPlayerAssignmentMessage (CPlayerAssignmentMessage &message)
 
void HandleMessageReceive (const CNetMessage *message, CNetServerSession *session)
 
void CheckClientConnections ()
 Send a network warning if the connection to a client is being lost or has bad latency. More...
 
void SendHolePunchingMessage (const CStr &ip, u16 port)
 
void Run ()
 
bool RunStep ()
 

Static Private Member Functions

static CStrW SanitisePlayerName (const CStrW &original)
 Make a player name 'nicer' by limiting the length and removing forbidden characters etc. More...
 
static bool OnClientHandshake (void *context, CFsmEvent *event)
 
static bool OnAuthenticate (void *context, CFsmEvent *event)
 
static bool OnSimulationCommand (void *context, CFsmEvent *event)
 
static bool OnSyncCheck (void *context, CFsmEvent *event)
 
static bool OnEndCommandBatch (void *context, CFsmEvent *event)
 
static bool OnChat (void *context, CFsmEvent *event)
 
static bool OnReady (void *context, CFsmEvent *event)
 
static bool OnClearAllReady (void *context, CFsmEvent *event)
 
static bool OnGameSetup (void *context, CFsmEvent *event)
 
static bool OnAssignPlayer (void *context, CFsmEvent *event)
 
static bool OnGameStart (void *context, CFsmEvent *event)
 
static bool OnLoadedGame (void *context, CFsmEvent *event)
 
static bool OnJoinSyncingLoadedGame (void *context, CFsmEvent *event)
 
static bool OnRejoined (void *context, CFsmEvent *event)
 
static bool OnKickPlayer (void *context, CFsmEvent *event)
 
static bool OnDisconnect (void *context, CFsmEvent *event)
 
static bool OnClientPaused (void *context, CFsmEvent *event)
 
static void SetupUPnP ()
 Try to find a UPnP root on the network and setup port forwarding. More...
 
static void RunThread (CNetServerWorker *data)
 

Private Attributes

ScriptInterfacem_ScriptInterface
 Internal script context for (de)serializing script messages, and for storing init attributes. More...
 
PlayerAssignmentMap m_PlayerAssignments
 
JS::PersistentRootedValue m_InitAttributes
 Stores the most current init attributes. More...
 
const bool m_LobbyAuth
 Whether this match requires lobby authentication. More...
 
ENetHostm_Host
 
std::vector< CNetServerSession * > m_Sessions
 
CNetStatsTablem_Stats
 
NetServerState m_State
 
CStrW m_ServerName
 
std::vector< u32m_BannedIPs
 
std::vector< CStrW > m_BannedPlayers
 
CStr m_Password
 
std::vector< CStr > m_PausingPlayers
 Holds the GUIDs of all currently paused players. More...
 
u32 m_NextHostID
 
CNetServerTurnManagerm_ServerTurnManager
 
CStr m_ControllerGUID
 The GUID of the client in control of the game (the 'host' from the players' perspective). More...
 
std::string m_ControllerSecret
 The 'secret' used to identify the controller of the game. More...
 
std::vector< std::vector< CSimulationMessage > > m_SavedCommands
 A copy of all simulation commands received so far, indexed by turn number, to simplify support for rejoining etc. More...
 
std::string m_JoinSyncFile
 The latest copy of the simulation state, received from an existing client when a new client has asked to rejoin the game. More...
 
std::time_t m_LastConnectionCheck
 Time when the clients connections were last checked for timeouts and latency. More...
 
std::thread m_UPnPThread
 
std::thread m_WorkerThread
 
std::mutex m_WorkerMutex
 
bool m_Shutdown
 
std::vector< bool > m_StartGameQueue
 
std::vector< std::string > m_InitAttributesQueue
 
std::vector< std::pair< CStr, CStr > > m_LobbyAuthQueue
 
std::vector< u32m_TurnLengthQueue
 

Friends

class CNetServer
 
class CNetFileReceiveTask_ServerRejoin
 

Detailed Description

Network server worker thread.

(This is run in a thread so that client/server communication is not delayed by the host player's framerate - the only delay should be the network latency.)

Thread-safety:

Constructor & Destructor Documentation

◆ CNetServerWorker()

CNetServerWorker::CNetServerWorker ( bool  useLobbyAuth)
private

◆ ~CNetServerWorker()

CNetServerWorker::~CNetServerWorker ( )
private

Member Function Documentation

◆ AddPlayer()

void CNetServerWorker::AddPlayer ( const CStr &  guid,
const CStrW &  name 
)
private

◆ AssignPlayer()

void CNetServerWorker::AssignPlayer ( int  playerID,
const CStr &  guid 
)
private

The given GUID will be (re)assigned to the given player ID.

Any player currently using that ID will be unassigned.

◆ Broadcast()

bool CNetServerWorker::Broadcast ( const CNetMessage message,
const std::vector< NetServerSessionState > &  targetStates 
)

Send a message to all clients who match one of the given states.

◆ CheckClientConnections()

void CNetServerWorker::CheckClientConnections ( )
private

Send a network warning if the connection to a client is being lost or has bad latency.

◆ CheckGameLoadStatus()

bool CNetServerWorker::CheckGameLoadStatus ( CNetServerSession changedSession)
private

Checks if all clients have finished loading.

If so informs the clients about that and change the server state.

Returns if all clients finished loading.

◆ CheckPassword()

bool CNetServerWorker::CheckPassword ( const std::string &  password,
const std::string &  salt 
) const
private

◆ ClearAllPlayerReady()

void CNetServerWorker::ClearAllPlayerReady ( )
private

◆ ConstructPlayerAssignmentMessage()

void CNetServerWorker::ConstructPlayerAssignmentMessage ( CPlayerAssignmentMessage &  message)
private

◆ DeduplicatePlayerName()

CStrW CNetServerWorker::DeduplicatePlayerName ( const CStrW &  original)
private

Make a player name unique, if it matches any existing session's name.

◆ GetScriptInterface()

const ScriptInterface & CNetServerWorker::GetScriptInterface ( )
private

Get the script context used for init attributes.

◆ HandleConnect()

bool CNetServerWorker::HandleConnect ( CNetServerSession session)
private

◆ HandleMessageReceive()

void CNetServerWorker::HandleMessageReceive ( const CNetMessage message,
CNetServerSession session 
)
private

◆ KickPlayer()

void CNetServerWorker::KickPlayer ( const CStrW &  playerName,
const bool  ban 
)

Disconnects a player from gamesetup or session.

◆ NONCOPYABLE()

CNetServerWorker::NONCOPYABLE ( CNetServerWorker  )
private

◆ OnAssignPlayer()

bool CNetServerWorker::OnAssignPlayer ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnAuthenticate()

bool CNetServerWorker::OnAuthenticate ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnChat()

bool CNetServerWorker::OnChat ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnClearAllReady()

bool CNetServerWorker::OnClearAllReady ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnClientHandshake()

bool CNetServerWorker::OnClientHandshake ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnClientPaused()

bool CNetServerWorker::OnClientPaused ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnDisconnect()

bool CNetServerWorker::OnDisconnect ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnEndCommandBatch()

bool CNetServerWorker::OnEndCommandBatch ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnGameSetup()

bool CNetServerWorker::OnGameSetup ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnGameStart()

bool CNetServerWorker::OnGameStart ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnJoinSyncingLoadedGame()

bool CNetServerWorker::OnJoinSyncingLoadedGame ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnKickPlayer()

bool CNetServerWorker::OnKickPlayer ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnLoadedGame()

bool CNetServerWorker::OnLoadedGame ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnReady()

bool CNetServerWorker::OnReady ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnRejoined()

bool CNetServerWorker::OnRejoined ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnSimulationCommand()

bool CNetServerWorker::OnSimulationCommand ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnSyncCheck()

bool CNetServerWorker::OnSyncCheck ( void *  context,
CFsmEvent event 
)
staticprivate

◆ OnUserJoin()

void CNetServerWorker::OnUserJoin ( CNetServerSession session)
private

◆ OnUserLeave()

void CNetServerWorker::OnUserLeave ( CNetServerSession session)
private

◆ ProcessLobbyAuth()

void CNetServerWorker::ProcessLobbyAuth ( const CStr &  name,
const CStr &  token 
)
private

◆ RemovePlayer()

void CNetServerWorker::RemovePlayer ( const CStr &  guid)
private

◆ Run()

void CNetServerWorker::Run ( )
private

◆ RunStep()

bool CNetServerWorker::RunStep ( )
private

◆ RunThread()

void CNetServerWorker::RunThread ( CNetServerWorker data)
staticprivate

◆ SanitisePlayerName()

CStrW CNetServerWorker::SanitisePlayerName ( const CStrW &  original)
staticprivate

Make a player name 'nicer' by limiting the length and removing forbidden characters etc.

◆ SendHolePunchingMessage()

void CNetServerWorker::SendHolePunchingMessage ( const CStr &  ip,
u16  port 
)
private

◆ SendMessage()

bool CNetServerWorker::SendMessage ( ENetPeer peer,
const CNetMessage message 
)

Send a message to the given network peer.

◆ SendPlayerAssignments()

void CNetServerWorker::SendPlayerAssignments ( )
private

◆ SetControllerSecret()

void CNetServerWorker::SetControllerSecret ( const std::string &  secret)
private

◆ SetPassword()

void CNetServerWorker::SetPassword ( const CStr &  hashedPassword)
private

◆ SetTurnLength()

void CNetServerWorker::SetTurnLength ( u32  msecs)
private

Set the turn length to a fixed value.

TODO: we should replace this with some adaptive lag-dependent computation.

◆ SetupConnection()

bool CNetServerWorker::SetupConnection ( const u16  port)
private

Begin listening for network connections.

Returns
true on success, false on error (e.g. port already in use)

◆ SetupSession()

void CNetServerWorker::SetupSession ( CNetServerSession session)
private

◆ SetupUPnP()

void CNetServerWorker::SetupUPnP ( )
staticprivate

Try to find a UPnP root on the network and setup port forwarding.

◆ StartGame()

void CNetServerWorker::StartGame ( const CStr &  initAttribs)
private

Switch in game mode and notify all clients to start the game.

Friends And Related Function Documentation

◆ CNetFileReceiveTask_ServerRejoin

friend class CNetFileReceiveTask_ServerRejoin
friend

◆ CNetServer

friend class CNetServer
friend

Member Data Documentation

◆ m_BannedIPs

std::vector<u32> CNetServerWorker::m_BannedIPs
private

◆ m_BannedPlayers

std::vector<CStrW> CNetServerWorker::m_BannedPlayers
private

◆ m_ControllerGUID

CStr CNetServerWorker::m_ControllerGUID
private

The GUID of the client in control of the game (the 'host' from the players' perspective).

◆ m_ControllerSecret

std::string CNetServerWorker::m_ControllerSecret
private

The 'secret' used to identify the controller of the game.

◆ m_Host

ENetHost* CNetServerWorker::m_Host
private

◆ m_InitAttributes

JS::PersistentRootedValue CNetServerWorker::m_InitAttributes
private

Stores the most current init attributes.

NB: this is not guaranteed to be up-to-date until the server is LOADING or INGAME. At that point, the settings are frozen and ought to be identical to the simulation Init Attributes.

◆ m_InitAttributesQueue

std::vector<std::string> CNetServerWorker::m_InitAttributesQueue
private

◆ m_JoinSyncFile

std::string CNetServerWorker::m_JoinSyncFile
private

The latest copy of the simulation state, received from an existing client when a new client has asked to rejoin the game.

◆ m_LastConnectionCheck

std::time_t CNetServerWorker::m_LastConnectionCheck
private

Time when the clients connections were last checked for timeouts and latency.

◆ m_LobbyAuth

const bool CNetServerWorker::m_LobbyAuth
private

Whether this match requires lobby authentication.

◆ m_LobbyAuthQueue

std::vector<std::pair<CStr, CStr> > CNetServerWorker::m_LobbyAuthQueue
private

◆ m_NextHostID

u32 CNetServerWorker::m_NextHostID
private

◆ m_Password

CStr CNetServerWorker::m_Password
private

◆ m_PausingPlayers

std::vector<CStr> CNetServerWorker::m_PausingPlayers
private

Holds the GUIDs of all currently paused players.

◆ m_PlayerAssignments

PlayerAssignmentMap CNetServerWorker::m_PlayerAssignments
private

◆ m_SavedCommands

std::vector<std::vector<CSimulationMessage> > CNetServerWorker::m_SavedCommands
private

A copy of all simulation commands received so far, indexed by turn number, to simplify support for rejoining etc.

TODO: verify this doesn't use too much RAM.

◆ m_ScriptInterface

ScriptInterface* CNetServerWorker::m_ScriptInterface
private

Internal script context for (de)serializing script messages, and for storing init attributes.

(TODO: we shouldn't bother deserializing (except for debug printing of messages), we should just forward messages blindly and efficiently.)

◆ m_ServerName

CStrW CNetServerWorker::m_ServerName
private

◆ m_ServerTurnManager

CNetServerTurnManager* CNetServerWorker::m_ServerTurnManager
private

◆ m_Sessions

std::vector<CNetServerSession*> CNetServerWorker::m_Sessions
private

◆ m_Shutdown

bool CNetServerWorker::m_Shutdown
private

◆ m_StartGameQueue

std::vector<bool> CNetServerWorker::m_StartGameQueue
private

◆ m_State

NetServerState CNetServerWorker::m_State
private

◆ m_Stats

CNetStatsTable* CNetServerWorker::m_Stats
private

◆ m_TurnLengthQueue

std::vector<u32> CNetServerWorker::m_TurnLengthQueue
private

◆ m_UPnPThread

std::thread CNetServerWorker::m_UPnPThread
private

◆ m_WorkerMutex

std::mutex CNetServerWorker::m_WorkerMutex
private

◆ m_WorkerThread

std::thread CNetServerWorker::m_WorkerThread
private

The documentation for this class was generated from the following files: