1 #include "ClientConnection.hpp"
2 #include "ChunkTransmitter.hpp"
5 #include "../app/init.hpp"
6 #include "../io/WorldSave.hpp"
7 #include "../model/Model.hpp"
8 #include "../world/ChunkIndex.hpp"
9 #include "../world/Entity.hpp"
10 #include "../world/World.hpp"
15 #include <glm/gtx/io.hpp>
23 ChunkTransmitter::ChunkTransmitter(ClientConnection &conn)
26 , buffer_size(Chunk::BlockSize() + 10)
27 , buffer(new uint8_t[buffer_size])
29 , packet_len(Packet::ChunkData::MAX_DATA_LEN)
40 ChunkTransmitter::~ChunkTransmitter() {
44 bool ChunkTransmitter::Idle() const noexcept {
45 return !Transmitting() && !Waiting();
48 bool ChunkTransmitter::Transmitting() const noexcept {
49 return cursor < num_packets;
52 void ChunkTransmitter::Transmit() {
53 if (cursor < num_packets) {
59 bool ChunkTransmitter::Waiting() const noexcept {
60 return confirm_wait > 0;
63 void ChunkTransmitter::Ack(uint16_t seq) {
67 if (seq == begin_packet) {
75 for (int i = 0, end = data_packets.size(); i < end; ++i) {
76 if (seq == data_packets[i]) {
87 void ChunkTransmitter::Nack(uint16_t seq) {
91 if (seq == begin_packet) {
95 for (size_t i = 0, end = data_packets.size(); i < end; ++i) {
96 if (seq == data_packets[i]) {
103 void ChunkTransmitter::Abort() {
104 if (!current) return;
109 data_packets.clear();
113 void ChunkTransmitter::Send(Chunk &chunk) {
114 // abort current chunk, if any
120 // load new chunk data
122 buffer_len = buffer_size;
123 if (compress(buffer.get(), &buffer_len, reinterpret_cast<const Bytef *>(chunk.BlockData()), Chunk::BlockSize()) != Z_OK) {
124 // compression failed, send it uncompressed
125 buffer_len = Chunk::BlockSize();
126 memcpy(buffer.get(), chunk.BlockData(), buffer_len);
130 num_packets = (buffer_len / packet_len) + (buffer_len % packet_len != 0);
131 data_packets.resize(num_packets, -1);
137 void ChunkTransmitter::SendBegin() {
138 uint32_t flags = compressed;
139 auto pack = conn.Prepare<Packet::ChunkBegin>();
140 pack.WriteTransmissionId(trans_id);
141 pack.WriteFlags(flags);
142 pack.WriteChunkCoords(current->Position());
143 pack.WriteDataSize(buffer_len);
144 if (begin_packet == -1) {
147 begin_packet = conn.Send();
150 void ChunkTransmitter::SendData(size_t i) {
151 int pos = i * packet_len;
152 int len = min(packet_len, buffer_len - pos);
153 const uint8_t *data = &buffer[pos];
155 auto pack = conn.Prepare<Packet::ChunkData>();
156 pack.WriteTransmissionId(trans_id);
157 pack.WriteDataOffset(pos);
158 pack.WriteDataSize(len);
159 pack.WriteData(data, len);
161 if (data_packets[i] == -1) {
164 data_packets[i] = conn.Send();
167 void ChunkTransmitter::Release() {
175 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
179 , player_model(nullptr)
183 , player_update_state()
184 , player_update_pack(0)
185 , player_update_timer(1500)
190 conn.SetHandler(this);
193 ClientConnection::~ClientConnection() {
197 void ClientConnection::Update(int dt) {
199 if (Disconnected()) {
204 auto global_iter = server.GetWorld().Entities().begin();
205 auto global_end = server.GetWorld().Entities().end();
206 auto local_iter = spawns.begin();
207 auto local_end = spawns.end();
209 while (global_iter != global_end && local_iter != local_end) {
210 if (global_iter->ID() == local_iter->entity->ID()) {
212 if (CanDespawn(*global_iter)) {
213 SendDespawn(*local_iter);
216 QueueUpdate(*local_iter);
220 } else if (global_iter->ID() < local_iter->entity->ID()) {
221 // global entity was inserted
222 if (CanSpawn(*global_iter)) {
223 auto spawned = spawns.emplace(local_iter, *global_iter);
228 // global entity was removed
229 SendDespawn(*local_iter);
235 while (global_iter != global_end) {
236 if (CanSpawn(*global_iter)) {
237 spawns.emplace_back(*global_iter);
238 SendSpawn(spawns.back());
244 while (local_iter != local_end) {
245 SendDespawn(*local_iter);
254 if (conn.ShouldPing()) {
255 conn.SendPing(server.GetPacket(), server.GetSocket());
259 ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
266 ClientConnection::SpawnStatus::~SpawnStatus() {
270 bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
272 &e != &PlayerEntity() &&
274 manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
277 bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
280 manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) > 7;
283 uint16_t ClientConnection::Send() {
284 return conn.Send(server.GetPacket(), server.GetSocket());
287 uint16_t ClientConnection::Send(size_t len) {
288 server.GetPacket().len = sizeof(Packet::Header) + len;
292 void ClientConnection::SendSpawn(SpawnStatus &status) {
293 // don't double spawn
294 if (status.spawn_pack != -1) return;
296 auto pack = Prepare<Packet::SpawnEntity>();
297 pack.WriteEntity(*status.entity);
298 status.spawn_pack = Send();
302 void ClientConnection::SendDespawn(SpawnStatus &status) {
303 // don't double despawn
304 if (status.despawn_pack != -1) return;
306 auto pack = Prepare<Packet::DespawnEntity>();
307 pack.WriteEntityID(status.entity->ID());
308 status.despawn_pack = Send();
312 void ClientConnection::QueueUpdate(SpawnStatus &status) {
313 // don't send updates while spawn not ack'd or despawn sent
314 if (status.spawn_pack == -1 && status.despawn_pack == -1) {
315 entity_updates.push_back(&status);
319 void ClientConnection::SendUpdates() {
320 auto pack = Prepare<Packet::EntityUpdate>();
322 for (SpawnStatus *status : entity_updates) {
323 pack.WriteEntity(*status->entity, entity_pos);
325 if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
326 pack.WriteEntityCount(entity_pos);
327 Send(Packet::EntityUpdate::GetSize(entity_pos));
328 pack = Prepare<Packet::EntityUpdate>();
332 if (entity_pos > 0) {
333 pack.WriteEntityCount(entity_pos);
334 Send(Packet::EntityUpdate::GetSize(entity_pos));
336 entity_updates.clear();
339 void ClientConnection::CheckPlayerFix() {
340 // player_update_state's position holds the client's most recent prediction
341 glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
342 float dist_squared = dot(diff, diff);
344 // if client's prediction is off by more than 1cm, send
345 // our (authoritative) state back so it can fix it
346 constexpr float fix_thresh = 0.0001f;
348 if (dist_squared > fix_thresh) {
349 auto pack = Prepare<Packet::PlayerCorrection>();
350 pack.WritePacketSeq(player_update_pack);
351 pack.WritePlayer(PlayerEntity());
358 struct QueueCompare {
359 explicit QueueCompare(const glm::ivec3 &base)
361 bool operator ()(const glm::ivec3 &left, const glm::ivec3 &right) const noexcept {
362 const glm::ivec3 ld(left - base);
363 const glm::ivec3 rd(right - base);
365 ld.x * ld.x + ld.y * ld.y + ld.z * ld.z <
366 rd.x * rd.x + rd.y * rd.y + rd.z * rd.z;
368 const glm::ivec3 &base;
373 void ClientConnection::CheckChunkQueue() {
374 if (PlayerChunks().Base() != old_base) {
375 Chunk::Pos begin = PlayerChunks().CoordsBegin();
376 Chunk::Pos end = PlayerChunks().CoordsEnd();
377 for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
378 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
379 for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
380 if (manhattan_radius(pos - old_base) > PlayerChunks().Extent()) {
381 chunk_queue.push_back(pos);
386 old_base = PlayerChunks().Base();
387 sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
389 if (transmitter.Transmitting()) {
390 transmitter.Transmit();
393 if (transmitter.Idle()) {
395 constexpr int max = 64;
396 while (count < max && !chunk_queue.empty()) {
397 Chunk::Pos pos = chunk_queue.front();
398 chunk_queue.pop_front();
399 if (PlayerChunks().InRange(pos)) {
400 Chunk *chunk = PlayerChunks().Get(pos);
402 transmitter.Send(*chunk);
405 chunk_queue.push_back(pos);
413 void ClientConnection::AttachPlayer(Player &player) {
415 input.reset(new DirectInput(server.GetWorld(), player, server));
416 PlayerEntity().Ref();
418 old_base = PlayerChunks().Base();
419 Chunk::Pos begin = PlayerChunks().CoordsBegin();
420 Chunk::Pos end = PlayerChunks().CoordsEnd();
421 for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
422 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
423 for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
424 chunk_queue.push_back(pos);
428 sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
429 // TODO: should the server do this?
430 if (HasPlayerModel()) {
431 GetPlayerModel().Instantiate(PlayerEntity().GetModel());
434 string msg = "player \"" + player.Name() + "\" joined";
436 server.DistributeMessage(0, 0, msg);
439 void ClientConnection::DetachPlayer() {
440 if (!HasPlayer()) return;
441 string msg = "player \"" + input->GetPlayer().Name() + "\" left";
443 server.DistributeMessage(0, 0, msg);
445 server.GetWorldSave().Write(input->GetPlayer());
446 PlayerEntity().Kill();
447 PlayerEntity().UnRef();
454 void ClientConnection::SetPlayerModel(const Model &m) noexcept {
457 m.Instantiate(PlayerEntity().GetModel());
461 bool ClientConnection::HasPlayerModel() const noexcept {
465 const Model &ClientConnection::GetPlayerModel() const noexcept {
466 return *player_model;
469 void ClientConnection::OnPacketReceived(uint16_t seq) {
470 if (transmitter.Waiting()) {
471 transmitter.Ack(seq);
473 if (!confirm_wait) return;
474 for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
475 if (seq == iter->spawn_pack) {
476 iter->spawn_pack = -1;
480 if (seq == iter->despawn_pack) {
488 void ClientConnection::OnPacketLost(uint16_t seq) {
489 if (transmitter.Waiting()) {
490 transmitter.Nack(seq);
492 if (!confirm_wait) return;
493 for (SpawnStatus &status : spawns) {
494 if (seq == status.spawn_pack) {
495 status.spawn_pack = -1;
500 if (seq == status.despawn_pack) {
501 status.despawn_pack = -1;
509 void ClientConnection::On(const Packet::Login &pack) {
511 pack.ReadPlayerName(name);
513 Player *new_player = server.JoinPlayer(name);
517 AttachPlayer(*new_player);
518 cout << "accepted login from player \"" << name << '"' << endl;
519 auto response = Prepare<Packet::Join>();
520 response.WritePlayer(new_player->GetEntity());
521 response.WriteWorldName(server.GetWorld().Name());
523 // set up update tracking
524 player_update_state = new_player->GetEntity().GetState();
525 player_update_pack = pack.Seq();
526 player_update_timer.Reset();
527 player_update_timer.Start();
530 cout << "rejected login from player \"" << name << '"' << endl;
531 Prepare<Packet::Part>();
537 void ClientConnection::On(const Packet::Part &) {
541 void ClientConnection::On(const Packet::PlayerUpdate &pack) {
542 if (!HasPlayer()) return;
543 int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
544 bool overdue = player_update_timer.HitOnce();
545 player_update_timer.Reset();
546 if (pack_diff <= 0 && !overdue) {
547 // drop old packets if we have a fairly recent state
550 glm::vec3 movement(0.0f);
556 player_update_pack = pack.Seq();
557 pack.ReadPredictedState(player_update_state);
558 pack.ReadMovement(movement);
559 pack.ReadPitch(pitch);
561 pack.ReadActions(new_actions);
564 input->SetMovement(movement);
565 input->TurnHead(pitch - input->GetPitch(), yaw - input->GetYaw());
566 input->SelectInventory(slot);
568 if ((new_actions & 0x01) && !(old_actions & 0x01)) {
569 input->StartPrimaryAction();
570 } else if (!(new_actions & 0x01) && (old_actions & 0x01)) {
571 input->StopPrimaryAction();
573 if ((new_actions & 0x02) && !(old_actions & 0x02)) {
574 input->StartSecondaryAction();
575 } else if (!(new_actions & 0x02) && (old_actions & 0x02)) {
576 input->StopSecondaryAction();
578 if ((new_actions & 0x04) && !(old_actions & 0x04)) {
579 input->StartTertiaryAction();
580 } else if (!(new_actions & 0x04) && (old_actions & 0x04)) {
581 input->StopTertiaryAction();
583 old_actions = new_actions;
586 bool ClientConnection::ChunkInRange(const glm::ivec3 &pos) const noexcept {
587 return HasPlayer() && PlayerChunks().InRange(pos);
590 void ClientConnection::On(const Packet::Message &pack) {
595 pack.ReadReferral(ref);
596 pack.ReadMessage(msg);
598 if (type == 1 && HasPlayer()) {
599 server.DistributeMessage(1, PlayerEntity().ID(), msg);
605 const Config::Network &conf,
607 const World::Config &wc,
608 const WorldSave &save)
610 , serv_pack{ -1, nullptr, 0 }
613 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
615 , player_model(nullptr) {
616 serv_sock = SDLNet_UDP_Open(conf.port);
618 throw NetError("SDLNet_UDP_Open");
621 serv_pack.data = new Uint8[sizeof(Packet)];
622 serv_pack.maxlen = sizeof(Packet);
626 world.Chunks().UnregisterIndex(spawn_index);
627 delete[] serv_pack.data;
628 SDLNet_UDP_Close(serv_sock);
632 void Server::Handle() {
633 int result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
635 HandlePacket(serv_pack);
636 result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
639 // a boo boo happened
640 throw NetError("SDLNet_UDP_Recv");
644 void Server::HandlePacket(const UDPpacket &udp_pack) {
645 if (udp_pack.len < int(sizeof(Packet::Header))) {
646 // packet too small, drop
649 const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
650 if (pack.header.tag != Packet::TAG) {
651 // mistagged packet, drop
655 ClientConnection &client = GetClient(udp_pack.address);
656 client.GetConnection().Received(udp_pack);
659 ClientConnection &Server::GetClient(const IPaddress &addr) {
660 for (ClientConnection &client : clients) {
661 if (client.Matches(addr)) {
665 clients.emplace_back(*this, addr);
666 if (HasPlayerModel()) {
667 clients.back().SetPlayerModel(GetPlayerModel());
669 return clients.back();
672 void Server::Update(int dt) {
673 for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
675 if (client->Disconnected()) {
676 client = clients.erase(client);
683 void Server::SetPlayerModel(const Model &m) noexcept {
685 for (ClientConnection &client : clients) {
686 client.SetPlayerModel(m);
690 bool Server::HasPlayerModel() const noexcept {
694 const Model &Server::GetPlayerModel() const noexcept {
695 return *player_model;
698 Player *Server::JoinPlayer(const string &name) {
699 if (spawn_index.MissingChunks() > 0) {
702 Player *player = world.AddPlayer(name);
706 if (save.Exists(*player)) {
714 void Server::SetBlock(Chunk &chunk, int index, const Block &block) {
715 chunk.SetBlock(index, block);
716 // TODO: batch chunk changes
717 auto pack = Packet::Make<Packet::BlockUpdate>(GetPacket());
718 pack.WriteChunkCoords(chunk.Position());
719 pack.WriteBlockCount(uint32_t(1));
720 pack.WriteIndex(index, 0);
721 pack.WriteBlock(chunk.BlockAt(index), 0);
722 GetPacket().len = sizeof(Packet::Header) + Packet::BlockUpdate::GetSize(1);
723 for (ClientConnection &client : clients) {
724 if (client.ChunkInRange(chunk.Position())) {
730 void Server::DistributeMessage(uint8_t type, uint32_t ref, const string &msg) {
731 auto pack = Packet::Make<Packet::Message>(serv_pack);
732 pack.WriteType(type);
733 pack.WriteReferral(ref);
734 pack.WriteMessage(msg);
735 serv_pack.len = sizeof(Packet::Header) + Packet::Message::GetSize(msg);
739 void Server::SendAll() {
740 for (ClientConnection &client : clients) {
741 client.GetConnection().Send(serv_pack, serv_sock);