Files
pokerth/src/net/common/serverlobbythread.cpp
T

369 lines
10 KiB
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/serverexception.h>
#include <net/senderthread.h>
#include <net/sendercallback.h>
#include <net/receiverhelper.h>
#include <net/socket_msg.h>
#include <core/rand.h>
#include <boost/lambda/lambda.hpp>
#define SERVER_CLOSE_SESSION_DELAY_SEC 10
#define SERVER_MAX_NUM_SESSIONS 64 // Maximum number of idle users in lobby.
#define SERVER_COMPUTER_PLAYER_NAME "Computer"
using namespace std;
class ServerSenderCallback : public SenderCallback
{
public:
ServerSenderCallback(ServerLobbyThread &server) : m_server(server) {}
virtual ~ServerSenderCallback() {}
virtual void SignalNetError(SOCKET sock, 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)
: m_gui(gui), m_playerConfig(playerConfig)
{
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)
{
m_password = pwd;
}
void
ServerLobbyThread::AddConnection(boost::shared_ptr<ConnectData> data)
{
boost::mutex::scoped_lock lock(m_connectQueueMutex);
m_connectQueue.push_back(data);
}
void
ServerLobbyThread::CloseSessionDelayed(SessionWrapper session)
{
m_sessionManager.RemoveSession(session.sessionData->GetSocket());
boost::microsec_timer closeTimer;
closeTimer.start();
CloseSessionList::value_type closeSessionData(closeTimer, session.sessionData);
boost::mutex::scoped_lock lock(m_closeSessionListMutex);
m_closeSessionList.push_back(closeSessionData);
}
u_int32_t
ServerLobbyThread::GetNextUniquePlayerId()
{
return m_curUniquePlayerId++;
}
void
ServerLobbyThread::Main()
{
GetSender().Run();
try
{
while (!ShouldTerminate())
{
{
// 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);
}
// Process loop.
ProcessLoop();
// Close sessions.
CloseSessionLoop();
}
} catch (const NetException &e)
{
GetCallback().SignalNetServerError(e.GetErrorId(), e.GetOsErrorCode());
}
GetSender().SignalTermination();
GetSender().Join(SENDER_THREAD_TERMINATE_TIMEOUT);
CleanupConnectQueue();
m_sessionManager.Clear();
}
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());
} catch (const NetException &)
{
// On error: Close this session.
CloseSessionDelayed(session);
return;
}
if (packet.get())
{
if (packet->ToNetPacketInit())
{
// Session should be in initial state.
if (session.sessionData->GetState() != SessionData::Init)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
HandleNetPacketInit(session, *packet->ToNetPacketInit());
}
// Session should be established.
else if (session.sessionData->GetState() != SessionData::Established)
SessionError(session, ERR_SOCK_INVALID_STATE);
else
{
if (packet->ToNetPacketCreateGame())
HandleNetPacketCreateGame(session, *packet->ToNetPacketCreateGame());
else if (packet->ToNetPacketJoinGame())
HandleNetPacketJoinGame(session, *packet->ToNetPacketJoinGame());
}
}
}
}
void
ServerLobbyThread::HandleNetPacketInit(SessionWrapper session, const NetPacketInit &tmpPacket)
{
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.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 (m_sessionManager.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);
// Send ACK to client.
boost::shared_ptr<NetPacket> initAck(new NetPacketInitAck);
NetPacketInitAck::Data initAckData;
initAckData.sessionId = session.sessionData->GetId(); // TODO: currently unused.
initAckData.playerId = tmpPlayerData->GetUniqueId();
static_cast<NetPacketInitAck *>(initAck.get())->SetData(initAckData);
GetSender().Send(session.sessionData->GetSocket(), initAck);
// Send the game list to the client.
/*GameThreadList::iterator game_i = m_gameList.begin();
GameThreadList::iterator game_end = m_gameList.end();
while (game_i != game_end)
{
GetSender().Send(session.sessionData->GetSocket(), CreateNetPacketGameListUpdate(*(*game_i)));
++game_i;
}*/
// Set player data for session.
m_sessionManager.SetSessionPlayerData(session.sessionData->GetSocket(), tmpPlayerData);
// Session is now established.
session.sessionData->SetState(SessionData::Established);
}
void
ServerLobbyThread::HandleNetPacketCreateGame(SessionWrapper session, const NetPacketCreateGame &tmpPacket)
{
}
void
ServerLobbyThread::HandleNetPacketJoinGame(SessionWrapper session, const NetPacketJoinGame &tmpPacket)
{
}
void
ServerLobbyThread::CloseSessionLoop()
{
boost::mutex::scoped_lock lock(m_closeSessionListMutex);
CloseSessionList::iterator i = m_closeSessionList.begin();
CloseSessionList::iterator end = m_closeSessionList.end();
while (i != end)
{
CloseSessionList::iterator cur = i++;
if (cur->first.elapsed().total_seconds() >= SERVER_CLOSE_SESSION_DELAY_SEC)
m_closeSessionList.erase(cur);
}
}
void
ServerLobbyThread::HandleNewConnection(boost::shared_ptr<ConnectData> connData)
{
if (m_sessionManager.GetRawSessionCount() <= SERVER_MAX_NUM_SESSIONS)
{
// Create a random session id.
// This id can be used to reconnect to the server if the connection was lost.
unsigned sessionId;
RandomBytes((unsigned char *)&sessionId, sizeof(sessionId)); // TODO: check for collisions.
// Create a new session.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), sessionId));
m_sessionManager.AddSession(sessionData);
}
else
{
// Server is full.
// Create a generic session with Id 0.
boost::shared_ptr<SessionData> sessionData(new SessionData(connData->ReleaseSocket(), 0));
// Gracefully close this session.
SessionError(SessionWrapper(sessionData, boost::shared_ptr<PlayerData>()), ERR_NET_SERVER_FULL);
}
}
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->GetSocket(), errorCode);
CloseSessionDelayed(session);
}
}
void
ServerLobbyThread::SendError(SOCKET s, int errorCode)
{
boost::shared_ptr<NetPacket> packet(new NetPacketError);
NetPacketError::Data errorData;
errorData.errorCode = errorCode;
static_cast<NetPacketError *>(packet.get())->SetData(errorData);
GetSender().Send(s, packet);
}
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;
}