/* Copyright (C) 2024 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#ifndef NETCLIENT_H
#define NETCLIENT_H
#include "network/FSM.h"
#include "network/NetFileTransfer.h"
#include "network/NetHost.h"
#include "scriptinterface/Object.h"
#include "ps/CStr.h"
#include
#include
#include
class CGame;
class CNetClientSession;
class CNetClientTurnManager;
class ScriptInterface;
typedef struct _ENetHost ENetHost;
// NetClient session FSM states
enum
{
NCS_UNCONNECTED,
NCS_CONNECT,
NCS_HANDSHAKE,
NCS_AUTHENTICATE,
NCS_PREGAME,
NCS_LOADING,
NCS_JOIN_SYNCING,
NCS_INGAME
};
/**
* Network client.
* This code is run by every player (including the host, if they are not
* a dedicated server).
* It provides an interface between the GUI, the network (via CNetClientSession),
* and the game (via CGame and CNetClientTurnManager).
*/
class CNetClient : public CFsm
{
NONCOPYABLE(CNetClient);
public:
/**
* Construct a client associated with the given game object.
* The game must exist for the lifetime of this object.
*/
CNetClient(CGame* game);
virtual ~CNetClient();
/**
* We assume that adding a tracing function that's only called
* during GC is better for performance than using a
* PersistentRooted where each value needs to be added to
* the root set.
*/
static void Trace(JSTracer *trc, void *data)
{
reinterpret_cast(data)->TraceMember(trc);
}
void TraceMember(JSTracer *trc);
/**
* Set the user's name that will be displayed to all players.
* This must not be called after the connection setup.
*/
void SetUserName(const CStrW& username);
/**
* Store the JID of the host.
* This is needed for the secure lobby authentication.
*/
void SetHostJID(const CStr& jid);
void SetControllerSecret(const std::string& secret);
bool IsController() const { return m_IsController; }
/**
* Set the game password.
* Must be called after SetUserName, as that is used to hash further.
*/
void SetGamePassword(const CStr& hashedPassword);
/**
* Returns the GUID of the local client.
* Used for distinguishing observers.
*/
CStr GetGUID() const { return m_GUID; }
/**
* Set connection data to the remote networked server.
* @param address IP address or host name to connect to
*/
void SetupServerData(CStr address, u16 port, bool stun);
/**
* Set up a connection to the remote networked server.
* Must call SetupServerData first.
* @return true on success, false on connection failure
*/
bool SetupConnection(ENetHost* enetClient);
/**
* Request connection information over the lobby.
*/
void SetupConnectionViaLobby();
/**
* Connect to the remote networked server using lobby.
* Push netstatus messages on failure.
* @param localNetwork - if true, assume we are trying to connect on the local network.
* @return true on success, false on connection failure
*/
bool TryToConnect(const CStr& hostJID, bool localNetwork);
/**
* Destroy the connection to the server.
* This client probably cannot be used again.
*/
void DestroyConnection();
/**
* Poll the connection for messages from the server and process them, and send
* any queued messages.
* This must be called frequently (i.e. once per frame).
*/
void Poll();
/**
* Locally triggers a GUI message if the connection to the server is being lost or has bad latency.
*/
void CheckServerConnection();
/**
* Retrieves the next queued GUI message, and removes it from the queue.
* The returned value is in the GetScriptInterface() JS context.
*
* This is the only mechanism for the networking code to send messages to
* the GUI - it is pull-based (instead of push) so the engine code does not
* need to know anything about the code structure of the GUI scripts.
*
* The structure of the messages is { "type": "...", ... }
.
* The exact types and associated data are not specified anywhere - the
* implementation and GUI scripts must make the same assumptions.
*
* @return next message, or the value 'undefined' if the queue is empty
*/
void GuiPoll(JS::MutableHandleValue);
/**
* Add a message to the queue, to be read by GuiPoll.
* The script value must be in the GetScriptInterface() JS context.
*/
template
void PushGuiMessage(Args const&... args)
{
ScriptRequest rq(GetScriptInterface());
JS::RootedValue message(rq.cx);
Script::CreateObject(rq, &message, args...);
m_GuiMessageQueue.push_back(JS::Heap(message));
}
/**
* Return a concatenation of all messages in the GUI queue,
* for test cases to easily verify the queue contents.
*/
std::string TestReadGuiMessages();
/**
* Get the script interface associated with this network client,
* which is equivalent to the one used by the CGame in the constructor.
*/
const ScriptInterface& GetScriptInterface();
/**
* Send a message to the server.
* @param message message to send
* @return true on success
*/
bool SendMessage(const CNetMessage* message);
/**
* Call when the network connection has been successfully initiated.
*/
void HandleConnect();
/**
* Call when the network connection has been lost.
*/
void HandleDisconnect(u32 reason);
/**
* Call when a message has been received from the network.
*/
bool HandleMessage(CNetMessage* message);
/**
* Call when the game has started and all data files have been loaded,
* to signal to the server that we are ready to begin the game.
*/
void LoadFinished();
void SendGameSetupMessage(JS::MutableHandleValue attrs, const ScriptInterface& scriptInterface);
void SendAssignPlayerMessage(const int playerID, const CStr& guid);
void SendChatMessage(const std::wstring& text);
void SendReadyMessage(const int status);
void SendClearAllReadyMessage();
void SendStartGameMessage(const CStr& initAttribs);
/**
* Call when the client has rejoined a running match and finished
* the loading screen.
*/
void SendRejoinedMessage();
/**
* Call to kick/ban a client
*/
void SendKickPlayerMessage(const CStrW& playerName, bool ban);
/**
* Call when the client has paused or unpaused the game.
*/
void SendPausedMessage(bool pause);
/**
* @return Whether the NetClient is shutting down.
*/
bool ShouldShutdown() const;
/**
* Called when fetching connection data from the host failed, to inform JS code.
*/
void HandleGetServerDataFailed(const CStr& error);
private:
void SendAuthenticateMessage();
// Net message / FSM transition handlers
static bool OnConnect(CNetClient* client, CFsmEvent* event);
static bool OnHandshake(CNetClient* client, CFsmEvent* event);
static bool OnHandshakeResponse(CNetClient* client, CFsmEvent* event);
static bool OnAuthenticateRequest(CNetClient* client, CFsmEvent* event);
static bool OnAuthenticate(CNetClient* client, CFsmEvent* event);
static bool OnChat(CNetClient* client, CFsmEvent* event);
static bool OnReady(CNetClient* client, CFsmEvent* event);
static bool OnGameSetup(CNetClient* client, CFsmEvent* event);
static bool OnPlayerAssignment(CNetClient* client, CFsmEvent* event);
static bool OnInGame(CNetClient* client, CFsmEvent* event);
static bool OnGameStart(CNetClient* client, CFsmEvent* event);
static bool OnJoinSyncStart(CNetClient* client, CFsmEvent* event);
static bool OnJoinSyncEndCommandBatch(CNetClient* client, CFsmEvent* event);
static bool OnRejoined(CNetClient* client, CFsmEvent* event);
static bool OnKicked(CNetClient* client, CFsmEvent* event);
static bool OnClientTimeout(CNetClient* client, CFsmEvent* event);
static bool OnClientPerformance(CNetClient* client, CFsmEvent* event);
static bool OnClientsLoading(CNetClient* client, CFsmEvent* event);
static bool OnClientPaused(CNetClient* client, CFsmEvent* event);
static bool OnLoadedGame(CNetClient* client, CFsmEvent* event);
/**
* Take ownership of a session object, and use it for all network communication.
*/
void SetAndOwnSession(CNetClientSession* session);
/**
* Push a message onto the GUI queue listing the current player assignments.
*/
void PostPlayerAssignmentsToScript();
CGame *m_Game;
CStrW m_UserName;
CStr m_HostJID;
CStr m_ServerAddress;
u16 m_ServerPort;
bool m_UseSTUN;
/**
* Password to join the game.
*/
CStr m_Password;
/// The 'secret' used to identify the controller of the game.
std::string m_ControllerSecret;
/// Note that this is just a "gui hint" with no actual impact on being controller.
bool m_IsController = false;
/// Current network session (or NULL if not connected)
CNetClientSession* m_Session;
std::thread m_PollingThread;
/// Turn manager associated with the current game (or NULL if we haven't started the game yet)
CNetClientTurnManager* m_ClientTurnManager;
/// Unique-per-game identifier of this client, used to identify the sender of simulation commands
u32 m_HostID;
/// True if the player is currently rejoining or has already rejoined the game.
bool m_Rejoin;
/// Latest copy of player assignments heard from the server
PlayerAssignmentMap m_PlayerAssignments;
/// Globally unique identifier to distinguish users beyond the lifetime of a single network session
CStr m_GUID;
/// Queue of messages for GuiPoll
std::deque> m_GuiMessageQueue;
/// Serialized game state received when joining an in-progress game
std::string m_JoinSyncBuffer;
/// Time when the server was last checked for timeouts and bad latency
std::time_t m_LastConnectionCheck;
};
/// Global network client for the standard game
extern CNetClient *g_NetClient;
#endif // NETCLIENT_H