Files
pokerth/src/net/common/serverlobbythread.cpp
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C++

/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include <net/serverlobbythread.h>
#include <net/servergamethread.h>
#include <net/serverexception.h>
#include <net/senderthread.h>
#include <net/sendercallback.h>
#include <net/receiverhelper.h>
#include <net/socket_msg.h>
#include <core/avatarmanager.h>
#include <core/loghelper.h>
#include <core/openssl_wrapper.h>
#include <fstream>
#include <algorithm>
#include <boost/lambda/lambda.hpp>
#include <boost/filesystem.hpp>
#include <boost/bind.hpp>
#define SERVER_MAX_NUM_SESSIONS 512 // Maximum number of idle users in lobby.
#define SERVER_CACHE_CLEANUP_INTERVAL_SEC 86400 // 1 day
#define SERVER_SAVE_STATISTICS_INTERVAL_SEC 60
#define SERVER_INIT_AVATAR_CLIENT_LOCK_SEC 30 // Forbid a client to send an additional avatar.
#define SERVER_INIT_SESSION_TIMEOUT_SEC 20
#define SERVER_TIMEOUT_WARNING_REMAINING_SEC 60
#define SERVER_SESSION_ACTIVITY_TIMEOUT_SEC 1800 // 30 min, MUST be > SERVER_TIMEOUT_WARNING_REMAINING_SEC
#define SERVER_SESSION_FORCED_TIMEOUT_SEC 86400 // 1 day, should be quite large.
#define SERVER_CHECK_SESSION_TIMEOUTS_INTERVAL_MSEC 500
#define SERVER_STATISTICS_FILE_NAME "server_statistics.log"
#define SERVER_STATISTICS_STR_TOTAL_PLAYERS "TotalNumPlayersLoggedIn"
#define SERVER_STATISTICS_STR_TOTAL_GAMES "TotalNumGamesCreated"
#define SERVER_STATISTICS_STR_MAX_GAMES "MaxGamesOpen"
#define SERVER_STATISTICS_STR_MAX_PLAYERS "MaxPlayersLoggedIn"
#define SERVER_STATISTICS_STR_CUR_GAMES "CurGamesOpen"
#define SERVER_STATISTICS_STR_CUR_PLAYERS "CurPlayersLoggedIn"
using namespace std;
class ServerSenderCallback : public SenderCallback
{
public:
ServerSenderCallback(ServerLobbyThread &server) : m_server(server) {}
virtual ~ServerSenderCallback() {}
virtual void SignalNetError(SessionId /*session*/, int /*errorID*/, int /*osErrorID*/)
{
// We just ignore send errors for now, on server side.
// A serious send error should trigger a read error or a read
// returning 0 afterwards, and we will handle this error.
}
private:
ServerLobbyThread &m_server;
};
ServerLobbyThread::ServerLobbyThread(GuiInterface &gui, ConfigFile *playerConfig, AvatarManager &avatarManager)
: m_gui(gui), m_avatarManager(avatarManager), m_playerConfig(playerConfig),
m_curGameId(1), m_curUniquePlayerId(1), m_curSessionId(INVALID_SESSION + 1),
m_statDataChanged(false), m_startTime(boost::posix_time::second_clock::local_time())
{
m_senderCallback.reset(new ServerSenderCallback(*this));
m_sender.reset(new SenderThread(GetSenderCallback()));
m_receiver.reset(new ReceiverHelper);
}
ServerLobbyThread::~ServerLobbyThread()
{
CleanupConnectQueue();
}
void
ServerLobbyThread::Init(const string &pwd, const string &logDir)
{
m_password = pwd;
// Read previous server statistics.
if (!logDir.empty())
{
boost::filesystem::path logPath(logDir);
if (!logDir.empty())
{
logPath /= SERVER_STATISTICS_FILE_NAME;
m_statisticsFileName = logPath.directory_string();
ReadStatisticsFile();
}
}
}
void
ServerLobbyThread::AddConnection(boost::shared_ptr<ConnectData> data)
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
m_connectQueue.push_back(data);
}
void
ServerLobbyThread::ReAddSession(SessionWrapper session, int reason)
{
boost::shared_ptr<NetPacket> packet(new NetPacketRemovedFromGame);
NetPacketRemovedFromGame::Data removedData;
removedData.removeReason = reason;
static_cast<NetPacketRemovedFromGame *>(packet.get())->SetData(removedData);
GetSender().Send(session.sessionData, packet);
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
m_sessionQueue.push_back(session);
}
void
ServerLobbyThread::MoveSessionToGame(ServerGameThread &game, SessionWrapper session)
{
// Remove session from the lobby.
m_sessionManager.RemoveSession(session.sessionData->GetId());
// Session is now in game state.
session.sessionData->SetState(SessionData::Game);
// Store it in the list of game sessions.
m_gameSessionManager.AddSession(session);
// Add session to the game.
game.AddSession(session);
}
void
ServerLobbyThread::RemoveSessionFromGame(SessionWrapper session)
{
// Just remove the session. Only for fatal errors.
CloseSession(session);
}
void
ServerLobbyThread::CloseSession(SessionWrapper session)
{
LOG_VERBOSE("Closing session #" << session.sessionData->GetId() << ".");
m_sessionManager.RemoveSession(session.sessionData->GetId());
m_gameSessionManager.RemoveSession(session.sessionData->GetId());
// Update stats (if needed).
UpdateStatisticsNumberOfPlayers();
}
void
ServerLobbyThread::ResubscribeLobbyMsg(SessionWrapper session)
{
boost::mutex::scoped_lock lock(m_resubscribeListMutex);
m_resubscribeList.push_back(session.sessionData->GetId());
}
void
ServerLobbyThread::NotifyPlayerJoinedGame(unsigned gameId, unsigned playerId)
{
// Send notification to players in lobby.
boost::shared_ptr<NetPacket> packet(new NetPacketGameListPlayerJoined);
NetPacketGameListPlayerJoined::Data packetData;
packetData.gameId = gameId;
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerJoined *>(packet.get())->SetData(packetData);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyPlayerLeftGame(unsigned gameId, unsigned playerId)
{
// Send notification to players in lobby.
boost::shared_ptr<NetPacket> packet(new NetPacketGameListPlayerLeft);
NetPacketGameListPlayerLeft::Data packetData;
packetData.gameId = gameId;
packetData.playerId = playerId;
static_cast<NetPacketGameListPlayerLeft *>(packet.get())->SetData(packetData);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyGameAdminChanged(unsigned gameId, unsigned newAdminPlayerId)
{
// Send notification to players in lobby.
boost::shared_ptr<NetPacket> packet(new NetPacketGameListAdminChanged);
NetPacketGameListAdminChanged::Data packetData;
packetData.gameId = gameId;
packetData.newAdminplayerId = newAdminPlayerId;
static_cast<NetPacketGameListAdminChanged *>(packet.get())->SetData(packetData);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyStartingGame(unsigned gameId)
{
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(gameId, GAME_MODE_STARTED);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::NotifyReopeningGame(unsigned gameId)
{
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(gameId, GAME_MODE_CREATED);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::HandleGameRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
// Someone within a game requested player info.
HandleNetPacketRetrievePlayerInfo(session, tmpPacket);
}
void
ServerLobbyThread::HandleGameRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket)
{
// Someone within a game requested an avatar.
HandleNetPacketRetrieveAvatar(session, tmpPacket);
}
bool
ServerLobbyThread::KickPlayerByName(const std::string &playerName)
{
bool retVal = false;
SessionWrapper session = m_sessionManager.GetSessionByPlayerName(playerName);
if (!session.sessionData.get())
session = m_gameSessionManager.GetSessionByPlayerName(playerName);
if (session.sessionData.get() && session.playerData.get())
{
RemovePlayer(session.playerData->GetUniqueId(), ERR_NET_PLAYER_KICKED);
retVal = true;
}
return retVal;
}
void
ServerLobbyThread::RemovePlayer(unsigned playerId, unsigned errorCode)
{
boost::mutex::scoped_lock lock(m_removePlayerListMutex);
m_removePlayerList.push_back(RemovePlayerList::value_type(playerId, errorCode));
}
void
ServerLobbyThread::SendGlobalNotice(const std::string &message)
{
boost::shared_ptr<NetPacket> outChat(new NetPacketChatText);
NetPacketChatText::Data outChatData;
outChatData.playerId = 0;
outChatData.text = message;
static_cast<NetPacketChatText *>(outChat.get())->SetData(outChatData);
m_gameSessionManager.SendToAllSessions(GetSender(), outChat, SessionData::Game);
}
void
ServerLobbyThread::AddComputerPlayer(boost::shared_ptr<PlayerData> player)
{
boost::mutex::scoped_lock lock(m_computerPlayersMutex);
m_computerPlayers.insert(PlayerDataMap::value_type(player->GetUniqueId(), player));
}
void
ServerLobbyThread::RemoveComputerPlayer(boost::shared_ptr<PlayerData> player)
{
boost::mutex::scoped_lock lock(m_computerPlayersMutex);
m_computerPlayers.erase(player->GetUniqueId());
}
void
ServerLobbyThread::RemoveGame(unsigned id)
{
boost::mutex::scoped_lock lock(m_removeGameListMutex);
m_removeGameList.push_back(id);
}
AvatarManager &
ServerLobbyThread::GetAvatarManager()
{
return m_avatarManager;
}
ServerStats
ServerLobbyThread::GetStats() const
{
boost::mutex::scoped_lock lock(m_statMutex);
return m_statData;
}
boost::posix_time::ptime
ServerLobbyThread::GetStartTime() const
{
return m_startTime;
}
u_int32_t
ServerLobbyThread::GetNextUniquePlayerId()
{
boost::mutex::scoped_lock lock(m_curUniquePlayerIdMutex);
m_curUniquePlayerId++;
if (m_curUniquePlayerId == 0) // 0 is an invalid id.
m_curUniquePlayerId++;
return m_curUniquePlayerId;
}
u_int32_t
ServerLobbyThread::GetNextGameId()
{
m_curGameId++;
if (m_curGameId == 0) // 0 is an invalid id.
m_curGameId++;
return m_curGameId;
}
void
ServerLobbyThread::Main()
{
GetSender().Run();
try
{
while (!ShouldTerminate())
{
// Process new connections.
NewConnectionLoop();
// Process re-added sessions.
NewSessionLoop();
// Main loop.
ProcessLoop();
// Remove games.
RemoveGameLoop();
// Kick players.
RemovePlayerLoop();
// Resubscribe Lobby Messages if needed.
ResubscribeLobbyMsgLoop();
// Check session timeouts.
CheckSessionTimeoutsLoop();
// Update avatar limitation lock.
UpdateAvatarClientTimerLoop();
// Cleanup cache.
CleanupAvatarCache();
// Save statistics if needed.
SaveStatisticsFile();
}
} catch (const PokerTHException &e)
{
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
LOG_ERROR(e.what());
}
TerminateGames();
GetSender().SignalTermination();
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
CleanupConnectQueue();
}
void
ServerLobbyThread::ProcessLoop()
{
// Wait for data.
SessionWrapper session = m_sessionManager.Select(RECV_TIMEOUT_MSEC);
if (session.sessionData.get())
{
boost::shared_ptr<NetPacket> packet;
try
{
// Receive the next packet.
packet = GetReceiver().Recv(session.sessionData->GetSocket(), session.sessionData->GetReceiveBuffer());
} catch (const NetException &)
{
// On error: Close this session.
CloseSession(session);
return;
}
if (!packet.get())
LOG_VERBOSE("Select successful but no packet received for session #" << session.sessionData->GetId() << ".");
else
{
if (packet->IsClientActivity())
session.sessionData->ResetActivityTimer();
if (session.sessionData->GetState() == SessionData::Init)
{
if (packet->ToNetPacketInit())
HandleNetPacketInit(session, *packet->ToNetPacketInit());
else if (packet->ToNetPacketAvatarHeader())
HandleNetPacketAvatarHeader(session, *packet->ToNetPacketAvatarHeader());
else if (packet->ToNetPacketUnknownAvatar())
HandleNetPacketUnknownAvatar(session, *packet->ToNetPacketUnknownAvatar());
else
SessionError(session, ERR_SOCK_INVALID_STATE);
}
else if (session.sessionData->GetState() == SessionData::ReceivingAvatar)
{
if (packet->ToNetPacketAvatarFile())
HandleNetPacketAvatarFile(session, *packet->ToNetPacketAvatarFile());
else if (packet->ToNetPacketAvatarEnd())
HandleNetPacketAvatarEnd(session, *packet->ToNetPacketAvatarEnd());
else
SessionError(session, ERR_SOCK_INVALID_STATE);
}
else
{
if (packet->ToNetPacketRetrievePlayerInfo())
HandleNetPacketRetrievePlayerInfo(session, *packet->ToNetPacketRetrievePlayerInfo());
else if (packet->ToNetPacketRetrieveAvatar())
HandleNetPacketRetrieveAvatar(session, *packet->ToNetPacketRetrieveAvatar());
else if (packet->ToNetPacketResetTimeout())
{}
else if (packet->ToNetPacketUnsubscribeGameList())
session.sessionData->ResetWantsLobbyMsg();
else if (packet->ToNetPacketResubscribeGameList())
InternalResubscribeMsg(session);
else if (packet->ToNetPacketCreateGame())
HandleNetPacketCreateGame(session, *packet->ToNetPacketCreateGame());
else if (packet->ToNetPacketJoinGame())
HandleNetPacketJoinGame(session, *packet->ToNetPacketJoinGame());
else
SessionError(session, ERR_SOCK_INVALID_STATE);
}
}
}
}
void
ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket)
{
LOG_VERBOSE("Received init for session #" << session.sessionData->GetId() << ".");
NetPacketInit::Data initData;
tmpPacket.GetData(initData);
// Check the protocol version.
if (initData.versionMajor != NET_VERSION_MAJOR)
{
SessionError(session, ERR_NET_VERSION_NOT_SUPPORTED);
return;
}
// Check the server password.
if (!CheckPassword(initData.password))
{
SessionError(session, ERR_NET_INVALID_PASSWORD);
return;
}
// Check whether the player name is correct.
// Partly, this is also done in netpacket.
// However, some disallowed names are checked only here.
if (initData.playerName.empty() || initData.playerName.size() > MAX_NAME_SIZE
|| initData.playerName[0] == '#'
|| initData.playerName[0] == ' '
|| initData.playerName.substr(0, sizeof(SERVER_COMPUTER_PLAYER_NAME) - 1) == SERVER_COMPUTER_PLAYER_NAME)
{
SessionError(session, ERR_NET_INVALID_PLAYER_NAME);
return;
}
// Check whether this player is already connected.
if (IsPlayerConnected(initData.playerName))
{
SessionError(session, ERR_NET_PLAYER_NAME_IN_USE);
return;
}
// Create player data object.
boost::shared_ptr<PlayerData> tmpPlayerData(
new PlayerData(GetNextUniquePlayerId(), 0, PLAYER_TYPE_HUMAN, PLAYER_RIGHTS_NORMAL));
tmpPlayerData->SetName(initData.playerName);
tmpPlayerData->SetNetSessionData(session.sessionData);
if (initData.showAvatar)
tmpPlayerData->SetAvatarMD5(initData.avatar);
// Set player data for session.
m_sessionManager.SetSessionPlayerData(session.sessionData->GetId(), tmpPlayerData);
session.playerData = tmpPlayerData;
if (initData.showAvatar
&& !initData.avatar.IsZero()
&& !GetAvatarManager().HasAvatar(initData.avatar))
{
bool avatarRecentlyRequested = false;
{
boost::mutex::scoped_lock lock(m_timerAvatarClientAddressMapMutex);
if (m_timerAvatarClientAddressMap.find(session.sessionData->GetClientAddr()) != m_timerAvatarClientAddressMap.end())
avatarRecentlyRequested = true;
}
if (avatarRecentlyRequested)
SessionError(session, ERR_NET_AVATAR_UPLOAD_BLOCKED);
else
RequestPlayerAvatar(session);
}
else
{
EstablishSession(session);
}
}
void
ServerLobbyThread::HandleNetPacketAvatarHeader(SessionWrapper session, const NetPacketAvatarHeader &tmpPacket)
{
if (session.playerData.get())
{
NetPacketAvatarHeader::Data headerData;
tmpPacket.GetData(headerData);
if (headerData.avatarFileSize >= MIN_AVATAR_FILE_SIZE && headerData.avatarFileSize <= MAX_AVATAR_FILE_SIZE)
{
boost::shared_ptr<AvatarData> tmpAvatarData(new AvatarData);
tmpAvatarData->fileData.reserve(headerData.avatarFileSize);
tmpAvatarData->fileType = headerData.avatarFileType;
tmpAvatarData->reportedSize = headerData.avatarFileSize;
// Ignore request id for now.
session.playerData->SetNetAvatarData(tmpAvatarData);
// Session is now receiving an avatar.
session.sessionData->SetState(SessionData::ReceivingAvatar);
}
else
SessionError(session, ERR_NET_AVATAR_TOO_LARGE);
}
}
void
ServerLobbyThread::HandleNetPacketUnknownAvatar(SessionWrapper session, const NetPacketUnknownAvatar &/*tmpPacket*/)
{
if (session.playerData.get())
{
// Free memory (just in case).
session.playerData->SetNetAvatarData(boost::shared_ptr<AvatarData>());
session.playerData->SetAvatarMD5(MD5Buf());
// Start session.
EstablishSession(session);
}
}
void
ServerLobbyThread::HandleNetPacketAvatarFile(SessionWrapper session, const NetPacketAvatarFile &tmpPacket)
{
if (session.playerData.get())
{
NetPacketAvatarFile::Data data;
tmpPacket.GetData(data);
boost::shared_ptr<AvatarData> tmpAvatar = session.playerData->GetNetAvatarData();
if (tmpAvatar.get() && tmpAvatar->fileData.size() + data.fileData.size() <= tmpAvatar->reportedSize)
{
std::copy(data.fileData.begin(), data.fileData.end(), back_inserter(tmpAvatar->fileData));
}
}
}
void
ServerLobbyThread::HandleNetPacketAvatarEnd(SessionWrapper session, const NetPacketAvatarEnd &/*tmpPacket*/)
{
if (session.playerData.get())
{
boost::shared_ptr<AvatarData> tmpAvatar = session.playerData->GetNetAvatarData();
MD5Buf avatarMD5 = session.playerData->GetAvatarMD5();
if (!avatarMD5.IsZero() && tmpAvatar.get())
{
unsigned avatarSize = (unsigned)tmpAvatar->fileData.size();
if (avatarSize == tmpAvatar->reportedSize)
{
if (!GetAvatarManager().StoreAvatarInCache(avatarMD5, tmpAvatar->fileType, &tmpAvatar->fileData[0], avatarSize))
{
session.playerData->SetAvatarMD5(MD5Buf());
LOG_ERROR("Failed to store avatar in cache directory.");
}
// Free memory.
session.playerData->SetNetAvatarData(boost::shared_ptr<AvatarData>());
// Init finished - start session.
EstablishSession(session);
}
else
SessionError(session, ERR_NET_WRONG_AVATAR_SIZE);
}
}
}
void
ServerLobbyThread::HandleNetPacketRetrievePlayerInfo(SessionWrapper session, const NetPacketRetrievePlayerInfo &tmpPacket)
{
NetPacketRetrievePlayerInfo::Data request;
tmpPacket.GetData(request);
// Find player in lobby or in a game.
boost::shared_ptr<PlayerData> tmpPlayer = m_sessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (!tmpPlayer.get())
tmpPlayer = m_gameSessionManager.GetSessionByUniquePlayerId(request.playerId).playerData;
if (!tmpPlayer.get())
{
boost::mutex::scoped_lock lock(m_computerPlayersMutex);
PlayerDataMap::const_iterator pos = m_computerPlayers.find(request.playerId);
if (pos != m_computerPlayers.end())
tmpPlayer = pos->second;
}
if (tmpPlayer.get())
{
// Send player info to client.
boost::shared_ptr<NetPacket> info(new NetPacketPlayerInfo);
NetPacketPlayerInfo::Data infoData;
infoData.playerId = tmpPlayer->GetUniqueId();
infoData.playerInfo.ptype = tmpPlayer->GetType();
infoData.playerInfo.playerName = tmpPlayer->GetName();
infoData.playerInfo.hasAvatar = !tmpPlayer->GetAvatarMD5().IsZero();
if (infoData.playerInfo.hasAvatar)
infoData.playerInfo.avatar = tmpPlayer->GetAvatarMD5();
static_cast<NetPacketPlayerInfo *>(info.get())->SetData(infoData);
GetSender().Send(session.sessionData, info);
}
else
{
// Unknown player id - notify client.
boost::shared_ptr<NetPacket> unknown(new NetPacketUnknownPlayerId);
NetPacketUnknownPlayerId::Data unknownData;
unknownData.playerId = request.playerId;
static_cast<NetPacketUnknownPlayerId *>(unknown.get())->SetData(unknownData);
GetSender().Send(session.sessionData, unknown);
}
}
void
ServerLobbyThread::HandleNetPacketRetrieveAvatar(SessionWrapper session, const NetPacketRetrieveAvatar &tmpPacket)
{
bool avatarFound = false;
NetPacketRetrieveAvatar::Data request;
tmpPacket.GetData(request);
string tmpFile;
if (GetAvatarManager().GetAvatarFileName(request.avatar, tmpFile))
{
NetPacketList tmpPackets;
if (GetAvatarManager().AvatarFileToNetPackets(tmpFile, request.requestId, tmpPackets) == 0)
{
avatarFound = true;
GetSender().Send(session.sessionData, tmpPackets);
}
else
LOG_ERROR("Failed to read avatar file for network transmission.");
}
if (!avatarFound)
{
// Notify client we didn't find the avatar.
boost::shared_ptr<NetPacket> unknown(new NetPacketUnknownAvatar);
NetPacketUnknownAvatar::Data unknownData;
unknownData.requestId = request.requestId;
static_cast<NetPacketUnknownAvatar *>(unknown.get())->SetData(unknownData);
GetSender().Send(session.sessionData, unknown);
}
}
void
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
{
LOG_VERBOSE("Creating new game, initiated by session #" << session.sessionData->GetId() << ".");
// Create a new game.
NetPacketCreateGame::Data createGameData;
tmpPacket.GetData(createGameData);
boost::shared_ptr<ServerGameThread> game(
new ServerGameThread(
*this,
GetNextGameId(),
createGameData.gameName,
createGameData.password,
createGameData.gameData,
session.playerData->GetUniqueId(),
GetGui(),
m_playerConfig));
MoveSessionToGame(*game, session);
// Add game to list of games.
InternalAddGame(game);
// Start the game.
game->Run();
}
void
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
{
// Join an existing game.
NetPacketJoinGame::Data joinGameData;
tmpPacket.GetData(joinGameData);
GameMap::iterator pos = m_gameMap.find(joinGameData.gameId);
if (pos != m_gameMap.end())
{
ServerGameThread &game = *pos->second;
if (game.CheckPassword(joinGameData.password))
{
MoveSessionToGame(game, session);
}
else
{
SendJoinGameFailed(session.sessionData, NTF_NET_JOIN_INVALID_PASSWORD);
}
}
else
{
SessionError(session, ERR_NET_UNKNOWN_GAME);
}
}
void
ServerLobbyThread::EstablishSession(SessionWrapper session)
{
if (!session.playerData.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
// Send ACK to client.
boost::shared_ptr<NetPacket> initAck(new NetPacketInitAck);
NetPacketInitAck::Data initAckData;
initAckData.latestGameVersion = POKERTH_VERSION;
initAckData.latestBetaRevision = POKERTH_BETA_REVISION;
initAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
initAckData.playerId = session.playerData->GetUniqueId();
static_cast<NetPacketInitAck *>(initAck.get())->SetData(initAckData);
GetSender().Send(session.sessionData, initAck);
// Send the game list to the client.
SendGameList(session.sessionData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
{
boost::mutex::scoped_lock lock(m_statMutex);
++m_statData.totalPlayersEverLoggedIn;
m_statDataChanged = true;
}
UpdateStatisticsNumberOfPlayers();
}
void
ServerLobbyThread::RequestPlayerAvatar(SessionWrapper session)
{
if (!session.playerData.get())
throw ServerException(__FILE__, __LINE__, ERR_NET_INVALID_SESSION, 0);
// Accept no more new avatars from that client for a certain time.
{
boost::mutex::scoped_lock lock(m_timerAvatarClientAddressMapMutex);
m_timerAvatarClientAddressMap[session.sessionData->GetClientAddr()] = boost::timers::portable::microsec_timer();
}
// Ask the client to send its avatar.
boost::shared_ptr<NetPacket> retrieveAvatar(new NetPacketRetrieveAvatar);
NetPacketRetrieveAvatar::Data retrieveAvatarData;
retrieveAvatarData.requestId = session.playerData->GetUniqueId();
retrieveAvatarData.avatar = session.playerData->GetAvatarMD5();
static_cast<NetPacketRetrieveAvatar *>(retrieveAvatar.get())->SetData(retrieveAvatarData);
GetSender().Send(session.sessionData, retrieveAvatar);
}
void
ServerLobbyThread::NewConnectionLoop()
{
// Handle one incoming connection at a time.
boost::shared_ptr<ConnectData> tmpData;
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
if (!m_connectQueue.empty())
{
tmpData = m_connectQueue.front();
m_connectQueue.pop_front();
}
}
if (tmpData.get())
HandleNewConnection(tmpData);
}
void
ServerLobbyThread::NewSessionLoop()
{
// Handle one incoming session at a time.
SessionWrapper tmpSession;
{
boost::mutex::scoped_lock lock(m_sessionQueueMutex);
if (!m_sessionQueue.empty())
{
tmpSession = m_sessionQueue.front();
m_sessionQueue.pop_front();
}
}
if (tmpSession.sessionData.get() && tmpSession.playerData.get())
HandleReAddedSession(tmpSession);
}
void
ServerLobbyThread::RemoveGameLoop()
{
boost::mutex::scoped_lock lock(m_removeGameListMutex);
RemoveGameList::iterator i = m_removeGameList.begin();
RemoveGameList::iterator end = m_removeGameList.end();
// Synchronously remove games which have been closed.
while (i != end)
{
GameMap::iterator pos = m_gameMap.find(*i);
if (pos != m_gameMap.end())
{
boost::shared_ptr<ServerGameThread> tmpGame = pos->second;
tmpGame->SignalTermination();
if (!tmpGame->Join(GAME_THREAD_TERMINATE_TIMEOUT))
throw ServerException(__FILE__, __LINE__, ERR_NET_GAME_TERMINATION_FAILED, 0);
InternalRemoveGame(tmpGame);
}
++i;
}
m_removeGameList.clear();
}
void
ServerLobbyThread::RemovePlayerLoop()
{
boost::mutex::scoped_lock lock(m_removePlayerListMutex);
if (!m_removePlayerList.empty())
{
RemovePlayerList::iterator i = m_removePlayerList.begin();
RemovePlayerList::iterator end = m_removePlayerList.end();
while (i != end)
{
InternalRemovePlayer(i->first, i->second);
++i;
}
m_removePlayerList.clear();
}
}
void
ServerLobbyThread::ResubscribeLobbyMsgLoop()
{
boost::mutex::scoped_lock lock(m_resubscribeListMutex);
if (!m_resubscribeList.empty())
{
SessionIdList::iterator i = m_resubscribeList.begin();
SessionIdList::iterator end = m_resubscribeList.end();
while (i != end)
{
SessionWrapper tmpSession = m_gameSessionManager.GetSessionById(*i);
if (!tmpSession.sessionData.get())
tmpSession = m_sessionManager.GetSessionById(*i);
if (tmpSession.sessionData.get())
InternalResubscribeMsg(tmpSession);
++i;
}
m_resubscribeList.clear();
}
}
void
ServerLobbyThread::CheckSessionTimeoutsLoop()
{
if (m_checkSessionTimeoutsTimer.elapsed().total_milliseconds() >= SERVER_CHECK_SESSION_TIMEOUTS_INTERVAL_MSEC)
{
m_sessionManager.ForEach(boost::bind(&ServerLobbyThread::InternalCheckSessionTimeouts, boost::ref(*this), _1));
m_gameSessionManager.ForEach(boost::bind(&ServerLobbyThread::InternalCheckSessionTimeouts, boost::ref(*this), _1));
m_checkSessionTimeoutsTimer.reset();
m_checkSessionTimeoutsTimer.start();
}
}
void
ServerLobbyThread::UpdateAvatarClientTimerLoop()
{
boost::mutex::scoped_lock lock(m_timerAvatarClientAddressMapMutex);
TimerClientAddressMap::iterator i = m_timerAvatarClientAddressMap.begin();
TimerClientAddressMap::iterator end = m_timerAvatarClientAddressMap.end();
while (i != end)
{
TimerClientAddressMap::iterator next = i;
++next;
if (i->second.elapsed().total_seconds() > SERVER_INIT_AVATAR_CLIENT_LOCK_SEC)
m_timerAvatarClientAddressMap.erase(i);
i = next;
}
}
void
ServerLobbyThread::CleanupAvatarCache()
{
// Only act on timer and if there are no sessions.
if (m_cacheCleanupTimer.elapsed().total_seconds() >= SERVER_CACHE_CLEANUP_INTERVAL_SEC
&& !m_sessionManager.HasSessions() && !m_gameSessionManager.HasSessions())
{
LOG_VERBOSE("Cleaning up avatar cache.");
m_avatarManager.RemoveOldAvatarCacheEntries();
m_cacheCleanupTimer.reset();
m_cacheCleanupTimer.start();
}
}
void
ServerLobbyThread::InternalAddGame(boost::shared_ptr<ServerGameThread> game)
{
// Add game to list.
m_gameMap.insert(GameMap::value_type(game->GetId(), game));
// Notify all players.
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), CreateNetPacketGameListNew(*game), SessionData::Game);
{
boost::mutex::scoped_lock lock(m_statMutex);
++m_statData.totalGamesEverCreated;
++m_statData.numberOfGamesOpen;
unsigned numGames = static_cast<unsigned>(m_gameMap.size());
if (numGames > m_statData.maxGamesOpen)
m_statData.maxGamesOpen = numGames;
m_statDataChanged = true;
}
}
void
ServerLobbyThread::InternalRemoveGame(boost::shared_ptr<ServerGameThread> game)
{
{
boost::mutex::scoped_lock lock(m_statMutex);
if (m_statData.numberOfGamesOpen)
{
--m_statData.numberOfGamesOpen;
m_statDataChanged = true;
}
}
// Remove game from list.
m_gameMap.erase(game->GetId());
// Remove all sessions left in the game.
game->RemoveAllSessions();
// Notify all players.
boost::shared_ptr<NetPacket> packet = CreateNetPacketGameListUpdate(game->GetId(), GAME_MODE_CLOSED);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
}
void
ServerLobbyThread::InternalRemovePlayer(unsigned playerId, unsigned errorCode)
{
SessionWrapper session = m_sessionManager.GetSessionByUniquePlayerId(playerId);
if (session.sessionData.get())
SessionError(session, errorCode);
else
{
// Scan games for the player.
GameMap::iterator i = m_gameMap.begin();
GameMap::iterator end = m_gameMap.end();
while (i != end)
{
boost::shared_ptr<ServerGameThread> tmpGame = i->second;
if (tmpGame->GetPlayerDataByUniqueId(playerId).get())
{
tmpGame->RemovePlayer(playerId, errorCode);
break;
}
++i;
}
}
}
void
ServerLobbyThread::InternalResubscribeMsg(SessionWrapper session)
{
if (!session.sessionData->WantsLobbyMsg())
{
session.sessionData->SetWantsLobbyMsg();
SendGameList(session.sessionData);
// Send new statistics information.
boost::shared_ptr<NetPacket> packet(new NetPacketStatisticsChanged);
NetPacketStatisticsChanged::Data statData;
statData.stats.numberOfPlayersOnServer = m_sessionManager.GetRawSessionCount() + m_gameSessionManager.GetRawSessionCount();
try {
static_cast<NetPacketStatisticsChanged *>(packet.get())->SetData(statData);
GetSender().Send(session.sessionData, packet);
} catch (const NetException &)
{
// Ignore errors for now.
}
}
}
void
ServerLobbyThread::TerminateGames()
{
GameMap::iterator i = m_gameMap.begin();
GameMap::iterator end = m_gameMap.end();
while (i != end)
{
i->second->SignalTermination();
i->second->Join(GAME_THREAD_TERMINATE_TIMEOUT);
++i;
}
m_gameMap.clear();
}
void
ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
{
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
//unsigned sessionId;
// TODO: use randomized method.
//if(!RAND_bytes((unsigned char *)&sessionId, sizeof(sessionId)))
//{
// RAND_pseudo_bytes((unsigned char *)&sessionId, sizeof(sessionId));
//}
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), m_curSessionId++));
m_sessionManager.AddSession(sessionData);
LOG_VERBOSE("Accepted connection - session #" << sessionData->GetId() << ".");
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
char tmpAddress[MAX_ADDR_STRING_LEN];
// Only consider address, set port to zero.
if (socket_set_port(0, connData->GetPeerAddr()->sa_family, connData->GetPeerAddr(), connData->GetPeerAddrSize())
&& socket_addr_to_string(connData->GetPeerAddr(), connData->GetPeerAddrSize(), connData->GetPeerAddr()->sa_family, tmpAddress, sizeof(tmpAddress)))
{
tmpAddress[sizeof(tmpAddress) - 1] = 0; // paranoia
sessionData->SetClientAddr(tmpAddress);
}
}
else
{
// Server is full.
// Gracefully close this session.
SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_SERVER_FULL);
}
}
void
ServerLobbyThread::HandleReAddedSession(SessionWrapper session)
{
// Remove session from game session list.
m_gameSessionManager.RemoveSession(session.sessionData->GetId());
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
// Set state (back) to established.
session.sessionData->SetState(SessionData::Established);
// Add session to lobby list.
m_sessionManager.AddSession(session);
}
else
{
// Gracefully close this session.
SessionError(session, ERR_NET_SERVER_FULL);
}
}
void
ServerLobbyThread::InternalCheckSessionTimeouts(SessionWrapper session)
{
bool closeSession = false;
if (session.sessionData.get() && session.playerData.get())
{
if (session.sessionData->GetState() == SessionData::Init && session.sessionData->GetAutoDisconnectTimerElapsedSec() >= SERVER_INIT_SESSION_TIMEOUT_SEC)
{
LOG_VERBOSE("Session init timeout, removing session #" << session.sessionData->GetId() << ".");
closeSession = true;
}
else if (session.sessionData->GetActivityTimerElapsedSec() >= SERVER_SESSION_ACTIVITY_TIMEOUT_SEC - SERVER_TIMEOUT_WARNING_REMAINING_SEC
&& !session.sessionData->HasActivityNoticeBeenSent())
{
session.sessionData->MarkActivityNotice();
boost::shared_ptr<NetPacket> packet(new NetPacketTimeoutWarning);
NetPacketTimeoutWarning::Data warningData;
warningData.timeoutReason = NETWORK_TIMEOUT_GENERIC;
warningData.remainingSeconds = SERVER_TIMEOUT_WARNING_REMAINING_SEC;
static_cast<NetPacketTimeoutWarning *>(packet.get())->SetData(warningData);
GetSender().Send(session.sessionData, packet);
}
else if (session.sessionData->GetActivityTimerElapsedSec() >= SERVER_SESSION_ACTIVITY_TIMEOUT_SEC)
{
LOG_VERBOSE("Activity timeout, removing session #" << session.sessionData->GetId() << ".");
closeSession = true;
}
else if (session.sessionData->GetAutoDisconnectTimerElapsedSec() >= SERVER_SESSION_FORCED_TIMEOUT_SEC)
{
LOG_VERBOSE("Auto disconnect timeout, removing session #" << session.sessionData->GetId() << ".");
closeSession = true;
}
}
if (closeSession)
{
RemovePlayer(session.playerData->GetUniqueId(), ERR_NET_SESSION_TIMED_OUT);
}
}
void
ServerLobbyThread::CleanupConnectQueue()
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
// Sockets will be closed automatically.
m_connectQueue.clear();
}
void
ServerLobbyThread::SessionError(SessionWrapper session, int errorCode)
{
if (session.sessionData.get())
{
SendError(session.sessionData, errorCode);
CloseSession(session);
}
}
void
ServerLobbyThread::SendError(boost::shared_ptr<SessionData> s, int errorCode)
{
LOG_VERBOSE("Sending error code " << errorCode << " to session #" << s->GetId() << ".");
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
errorData.errorCode = errorCode;
static_cast<NetPacketError *>(packet.get())->SetData(errorData);
GetSender().Send(s, packet);
}
void
ServerLobbyThread::SendJoinGameFailed(boost::shared_ptr<SessionData> s, int reason)
{
boost::shared_ptr<NetPacket> packet(new NetPacketJoinGameFailed);
NetPacketJoinGameFailed::Data failedData;
failedData.failureCode = reason;
static_cast<NetPacketJoinGameFailed *>(packet.get())->SetData(failedData);
GetSender().Send(s, packet);
}
void
ServerLobbyThread::SendGameList(boost::shared_ptr<SessionData> s)
{
GameMap::const_iterator game_i = m_gameMap.begin();
GameMap::const_iterator game_end = m_gameMap.end();
while (game_i != game_end)
{
GetSender().Send(s, CreateNetPacketGameListNew(*game_i->second));
++game_i;
}
}
void
ServerLobbyThread::UpdateStatisticsNumberOfPlayers()
{
ServerStats stats;
unsigned curNumberOfPlayersOnServer = m_sessionManager.GetRawSessionCount() + m_gameSessionManager.GetRawSessionCount();
{
boost::mutex::scoped_lock lock(m_statMutex);
if (curNumberOfPlayersOnServer != m_statData.numberOfPlayersOnServer)
{
m_statData.numberOfPlayersOnServer = stats.numberOfPlayersOnServer = curNumberOfPlayersOnServer;
if (curNumberOfPlayersOnServer > m_statData.maxPlayersLoggedIn)
m_statData.maxPlayersLoggedIn = curNumberOfPlayersOnServer;
m_statDataChanged = true;
}
}
// Do not send other stats than number of players for now.
BroadcastStatisticsUpdate(stats);
}
void
ServerLobbyThread::BroadcastStatisticsUpdate(const ServerStats &stats)
{
if (stats.numberOfPlayersOnServer)
{
boost::shared_ptr<NetPacket> packet(new NetPacketStatisticsChanged);
NetPacketStatisticsChanged::Data statData;
statData.stats = stats;
try {
static_cast<NetPacketStatisticsChanged *>(packet.get())->SetData(statData);
m_sessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Established);
m_gameSessionManager.SendLobbyMsgToAllSessions(GetSender(), packet, SessionData::Game);
} catch (const NetException &)
{
// Ignore errors for now.
//LOG_ERROR("ServerLobbyThread::BroadcastStatisticsUpdate: " << e.what());
}
}
}
void
ServerLobbyThread::ReadStatisticsFile()
{
ifstream i(m_statisticsFileName.c_str(), ios_base::in);
if (!i.fail() && !i.eof())
{
boost::mutex::scoped_lock lock(m_statMutex);
do
{
string statisticsType;
unsigned statisticsValue;
i >> statisticsType;
i >> statisticsValue;
if (statisticsType == SERVER_STATISTICS_STR_TOTAL_PLAYERS)
m_statData.totalPlayersEverLoggedIn = statisticsValue;
else if (statisticsType == SERVER_STATISTICS_STR_TOTAL_GAMES)
m_statData.totalGamesEverCreated = statisticsValue;
else if (statisticsType == SERVER_STATISTICS_STR_MAX_PLAYERS)
m_statData.maxPlayersLoggedIn = statisticsValue;
else if (statisticsType == SERVER_STATISTICS_STR_MAX_GAMES)
m_statData.maxGamesOpen = statisticsValue;
// other statistics are non-persistant and not read.
} while (!i.fail() && !i.eof());
m_statDataChanged = false;
}
}
void
ServerLobbyThread::SaveStatisticsFile()
{
if (m_saveStatisticsTimer.elapsed().total_seconds() >= SERVER_SAVE_STATISTICS_INTERVAL_SEC)
{
LOG_VERBOSE("Saving statistics.");
{
boost::mutex::scoped_lock lock(m_statMutex);
if (m_statDataChanged)
{
ofstream o(m_statisticsFileName.c_str(), ios_base::out | ios_base::trunc);
if (!o.fail())
{
o << SERVER_STATISTICS_STR_TOTAL_PLAYERS " " << m_statData.totalPlayersEverLoggedIn << endl;
o << SERVER_STATISTICS_STR_TOTAL_GAMES " " << m_statData.totalGamesEverCreated << endl;
o << SERVER_STATISTICS_STR_MAX_PLAYERS " " << m_statData.maxPlayersLoggedIn << endl;
o << SERVER_STATISTICS_STR_MAX_GAMES " " << m_statData.maxGamesOpen << endl;
o << SERVER_STATISTICS_STR_CUR_PLAYERS " " << m_statData.numberOfPlayersOnServer << endl;
o << SERVER_STATISTICS_STR_CUR_GAMES " " << m_statData.numberOfGamesOpen << endl;
m_statDataChanged = false;
}
}
}
m_saveStatisticsTimer.reset();
m_saveStatisticsTimer.start();
}
}
ServerCallback &
ServerLobbyThread::GetCallback()
{
return m_gui;
}
SenderThread &
ServerLobbyThread::GetSender()
{
assert(m_sender.get());
return *m_sender;
}
ReceiverHelper &
ServerLobbyThread::GetReceiver()
{
assert(m_receiver.get());
return *m_receiver;
}
bool
ServerLobbyThread::CheckPassword(const string &password) const
{
return (password == m_password);
}
ServerSenderCallback &
ServerLobbyThread::GetSenderCallback()
{
assert(m_senderCallback.get());
return *m_senderCallback;
}
GuiInterface &
ServerLobbyThread::GetGui()
{
return m_gui;
}
bool
ServerLobbyThread::IsPlayerConnected(const string &name)
{
bool retVal = false;
retVal = m_sessionManager.IsPlayerConnected(name);
if (!retVal)
retVal = m_gameSessionManager.IsPlayerConnected(name);
return retVal;
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListNew(const ServerGameThread &game)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListNew);
NetPacketGameListNew::Data packetData;
packetData.gameId = game.GetId();
packetData.gameInfo.adminPlayerId = game.GetAdminPlayerId();
packetData.gameInfo.mode = game.IsRunning() ? GAME_MODE_STARTED : GAME_MODE_CREATED;
packetData.gameInfo.name = game.GetName();
packetData.gameInfo.data = game.GetGameData();
packetData.gameInfo.players = game.GetPlayerIdList();
packetData.gameInfo.isPasswordProtected = game.IsPasswordProtected();
static_cast<NetPacketGameListNew *>(packet.get())->SetData(packetData);
return packet;
}
boost::shared_ptr<NetPacket>
ServerLobbyThread::CreateNetPacketGameListUpdate(unsigned gameId, GameMode mode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketGameListUpdate);
NetPacketGameListUpdate::Data packetData;
packetData.gameId = gameId;
packetData.gameMode = mode;
static_cast<NetPacketGameListUpdate *>(packet.get())->SetData(packetData);
return packet;
}