]> git.localhorst.tv Git - blank.git/blob - src/server/net.cpp
send updates less frequently on bad connections
[blank.git] / src / server / net.cpp
1 #include "ClientConnection.hpp"
2 #include "ChunkTransmitter.hpp"
3 #include "Server.hpp"
4
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"
11
12 #include <algorithm>
13 #include <iostream>
14 #include <zlib.h>
15 #include <glm/gtx/io.hpp>
16
17 using namespace std;
18
19
20 namespace blank {
21 namespace server {
22
23 ChunkTransmitter::ChunkTransmitter(ClientConnection &conn)
24 : conn(conn)
25 , current(nullptr)
26 , buffer_size(Chunk::BlockSize() + 10)
27 , buffer(new uint8_t[buffer_size])
28 , buffer_len(0)
29 , packet_len(Packet::ChunkData::MAX_DATA_LEN)
30 , cursor(0)
31 , num_packets(0)
32 , begin_packet(-1)
33 , data_packets()
34 , confirm_wait(0)
35 , trans_id(0)
36 , compressed(false) {
37
38 }
39
40 ChunkTransmitter::~ChunkTransmitter() {
41         Abort();
42 }
43
44 bool ChunkTransmitter::Idle() const noexcept {
45         return !Transmitting() && !Waiting();
46 }
47
48 bool ChunkTransmitter::Transmitting() const noexcept {
49         return cursor < num_packets;
50 }
51
52 void ChunkTransmitter::Transmit() {
53         if (cursor < num_packets) {
54                 SendData(cursor);
55                 ++cursor;
56         }
57 }
58
59 bool ChunkTransmitter::Waiting() const noexcept {
60         return confirm_wait > 0;
61 }
62
63 void ChunkTransmitter::Ack(uint16_t seq) {
64         if (!Waiting()) {
65                 return;
66         }
67         if (seq == begin_packet) {
68                 begin_packet = -1;
69                 --confirm_wait;
70                 if (Idle()) {
71                         Release();
72                 }
73                 return;
74         }
75         for (int i = 0, end = data_packets.size(); i < end; ++i) {
76                 if (seq == data_packets[i]) {
77                         data_packets[i] = -1;
78                         --confirm_wait;
79                         if (Idle()) {
80                                 Release();
81                         }
82                         return;
83                 }
84         }
85 }
86
87 void ChunkTransmitter::Nack(uint16_t seq) {
88         if (!Waiting()) {
89                 return;
90         }
91         if (seq == begin_packet) {
92                 SendBegin();
93                 return;
94         }
95         for (size_t i = 0, end = data_packets.size(); i < end; ++i) {
96                 if (seq == data_packets[i]) {
97                         SendData(i);
98                         return;
99                 }
100         }
101 }
102
103 void ChunkTransmitter::Abort() {
104         if (!current) return;
105
106         Release();
107
108         begin_packet = -1;
109         data_packets.clear();
110         confirm_wait = 0;
111 }
112
113 void ChunkTransmitter::Send(Chunk &chunk) {
114         // abort current chunk, if any
115         Abort();
116
117         current = &chunk;
118         current->Ref();
119
120         // load new chunk data
121         compressed = true;
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);
127                 compressed = false;
128         }
129         cursor = 0;
130         num_packets = (buffer_len / packet_len) + (buffer_len % packet_len != 0);
131         data_packets.resize(num_packets, -1);
132
133         ++trans_id;
134         SendBegin();
135 }
136
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) {
145                 ++confirm_wait;
146         }
147         begin_packet = conn.Send();
148 }
149
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];
154
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);
160
161         if (data_packets[i] == -1) {
162                 ++confirm_wait;
163         }
164         data_packets[i] = conn.Send();
165 }
166
167 void ChunkTransmitter::Release() {
168         if (current) {
169                 current->UnRef();
170                 current = nullptr;
171         }
172 }
173
174
175 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
176 : server(server)
177 , conn(addr)
178 , input()
179 , player_model(nullptr)
180 , spawns()
181 , confirm_wait(0)
182 , entity_updates()
183 , entity_updates_skipped(0)
184 , player_update_state()
185 , player_update_pack(0)
186 , player_update_timer(1500)
187 , old_actions(0)
188 , transmitter(*this)
189 , chunk_queue()
190 , old_base() {
191         conn.SetHandler(this);
192 }
193
194 ClientConnection::~ClientConnection() {
195         DetachPlayer();
196 }
197
198 void ClientConnection::Update(int dt) {
199         conn.Update(dt);
200         if (Disconnected()) {
201                 return;
202         }
203         if (HasPlayer()) {
204                 // sync entities
205                 auto global_iter = server.GetWorld().Entities().begin();
206                 auto global_end = server.GetWorld().Entities().end();
207                 auto local_iter = spawns.begin();
208                 auto local_end = spawns.end();
209
210                 while (global_iter != global_end && local_iter != local_end) {
211                         if (global_iter->ID() == local_iter->entity->ID()) {
212                                 // they're the same
213                                 if (CanDespawn(*global_iter)) {
214                                         SendDespawn(*local_iter);
215                                 } else if (SendingUpdates()) {
216                                         // update
217                                         QueueUpdate(*local_iter);
218                                 }
219                                 ++global_iter;
220                                 ++local_iter;
221                         } else if (global_iter->ID() < local_iter->entity->ID()) {
222                                 // global entity was inserted
223                                 if (CanSpawn(*global_iter)) {
224                                         auto spawned = spawns.emplace(local_iter, *global_iter);
225                                         SendSpawn(*spawned);
226                                 }
227                                 ++global_iter;
228                         } else {
229                                 // global entity was removed
230                                 SendDespawn(*local_iter);
231                                 ++local_iter;
232                         }
233                 }
234
235                 // leftover spawns
236                 while (global_iter != global_end) {
237                         if (CanSpawn(*global_iter)) {
238                                 spawns.emplace_back(*global_iter);
239                                 SendSpawn(spawns.back());
240                         }
241                         ++global_iter;
242                 }
243
244                 // leftover despawns
245                 while (local_iter != local_end) {
246                         SendDespawn(*local_iter);
247                         ++local_iter;
248                 }
249                 SendUpdates();
250
251                 CheckPlayerFix();
252                 CheckChunkQueue();
253         }
254         if (conn.ShouldPing()) {
255                 conn.SendPing(server.GetPacket(), server.GetSocket());
256         }
257 }
258
259 ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
260 : entity(&e)
261 , spawn_pack(-1)
262 , despawn_pack(-1) {
263         entity->Ref();
264 }
265
266 ClientConnection::SpawnStatus::~SpawnStatus() {
267         entity->UnRef();
268 }
269
270 bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
271         return
272                 &e != &PlayerEntity() &&
273                 !e.Dead() &&
274                 manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) < 7;
275 }
276
277 bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
278         return
279                 e.Dead() ||
280                 manhattan_radius(e.ChunkCoords() - PlayerEntity().ChunkCoords()) > 7;
281 }
282
283 uint16_t ClientConnection::Send() {
284         return conn.Send(server.GetPacket(), server.GetSocket());
285 }
286
287 uint16_t ClientConnection::Send(size_t len) {
288         server.GetPacket().len = sizeof(Packet::Header) + len;
289         return Send();
290 }
291
292 void ClientConnection::SendSpawn(SpawnStatus &status) {
293         // don't double spawn
294         if (status.spawn_pack != -1) return;
295
296         auto pack = Prepare<Packet::SpawnEntity>();
297         pack.WriteEntity(*status.entity);
298         status.spawn_pack = Send();
299         ++confirm_wait;
300 }
301
302 void ClientConnection::SendDespawn(SpawnStatus &status) {
303         // don't double despawn
304         if (status.despawn_pack != -1) return;
305
306         auto pack = Prepare<Packet::DespawnEntity>();
307         pack.WriteEntityID(status.entity->ID());
308         status.despawn_pack = Send();
309         ++confirm_wait;
310 }
311
312 bool ClientConnection::SendingUpdates() const noexcept {
313         return entity_updates_skipped >= NetStat().SuggestedPacketSkip();
314 }
315
316 void ClientConnection::QueueUpdate(SpawnStatus &status) {
317         // don't send updates while spawn not ack'd or despawn sent
318         if (status.spawn_pack == -1 && status.despawn_pack == -1) {
319                 entity_updates.push_back(&status);
320         }
321 }
322
323 void ClientConnection::SendUpdates() {
324         if (!SendingUpdates()) {
325                 entity_updates.clear();
326                 ++entity_updates_skipped;
327                 return;
328         }
329         auto base = PlayerChunks().Base();
330         auto pack = Prepare<Packet::EntityUpdate>();
331         pack.WriteChunkBase(base);
332         int entity_pos = 0;
333         for (SpawnStatus *status : entity_updates) {
334                 pack.WriteEntity(*status->entity, base, entity_pos);
335                 ++entity_pos;
336                 if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
337                         pack.WriteEntityCount(entity_pos);
338                         Send(Packet::EntityUpdate::GetSize(entity_pos));
339                         pack = Prepare<Packet::EntityUpdate>();
340                         entity_pos = 0;
341                 }
342         }
343         if (entity_pos > 0) {
344                 pack.WriteEntityCount(entity_pos);
345                 Send(Packet::EntityUpdate::GetSize(entity_pos));
346         }
347         entity_updates.clear();
348         entity_updates_skipped = 0;
349 }
350
351 void ClientConnection::CheckPlayerFix() {
352         // player_update_state's position holds the client's most recent prediction
353         glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
354         float dist_squared = dot(diff, diff);
355
356         // if client's prediction is off by more than 1cm, send
357         // our (authoritative) state back so it can fix it
358         constexpr float fix_thresh = 0.0001f;
359
360         if (dist_squared > fix_thresh) {
361                 auto pack = Prepare<Packet::PlayerCorrection>();
362                 pack.WritePacketSeq(player_update_pack);
363                 pack.WritePlayer(PlayerEntity());
364                 Send();
365         }
366 }
367
368 namespace {
369
370 struct QueueCompare {
371         explicit QueueCompare(const glm::ivec3 &base)
372         : base(base) { }
373         bool operator ()(const glm::ivec3 &left, const glm::ivec3 &right) const noexcept {
374                 const glm::ivec3 ld(left - base);
375                 const glm::ivec3 rd(right - base);
376                 return
377                         ld.x * ld.x + ld.y * ld.y + ld.z * ld.z <
378                         rd.x * rd.x + rd.y * rd.y + rd.z * rd.z;
379         }
380         const glm::ivec3 &base;
381 };
382
383 }
384
385 void ClientConnection::CheckChunkQueue() {
386         if (PlayerChunks().Base() != old_base) {
387                 Chunk::Pos begin = PlayerChunks().CoordsBegin();
388                 Chunk::Pos end = PlayerChunks().CoordsEnd();
389                 for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
390                         for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
391                                 for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
392                                         if (manhattan_radius(pos - old_base) > PlayerChunks().Extent()) {
393                                                 chunk_queue.push_back(pos);
394                                         }
395                                 }
396                         }
397                 }
398                 old_base = PlayerChunks().Base();
399                 sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
400         }
401         if (transmitter.Transmitting()) {
402                 transmitter.Transmit();
403                 return;
404         }
405         if (transmitter.Idle()) {
406                 int count = 0;
407                 constexpr int max = 64;
408                 while (count < max && !chunk_queue.empty()) {
409                         Chunk::Pos pos = chunk_queue.front();
410                         chunk_queue.pop_front();
411                         if (PlayerChunks().InRange(pos)) {
412                                 Chunk *chunk = PlayerChunks().Get(pos);
413                                 if (chunk) {
414                                         transmitter.Send(*chunk);
415                                         return;
416                                 } else {
417                                         chunk_queue.push_back(pos);
418                                 }
419                                 ++count;
420                         }
421                 }
422         }
423 }
424
425 void ClientConnection::AttachPlayer(Player &player) {
426         DetachPlayer();
427         input.reset(new DirectInput(server.GetWorld(), player, server));
428         PlayerEntity().Ref();
429
430         old_base = PlayerChunks().Base();
431         Chunk::Pos begin = PlayerChunks().CoordsBegin();
432         Chunk::Pos end = PlayerChunks().CoordsEnd();
433         for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
434                 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
435                         for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
436                                 chunk_queue.push_back(pos);
437                         }
438                 }
439         }
440         sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
441         // TODO: should the server do this?
442         if (HasPlayerModel()) {
443                 GetPlayerModel().Instantiate(PlayerEntity().GetModel());
444         }
445
446         string msg = "player \"" + player.Name() + "\" joined";
447         cout << msg << endl;
448         server.DistributeMessage(0, 0, msg);
449 }
450
451 void ClientConnection::DetachPlayer() {
452         if (!HasPlayer()) return;
453         string msg = "player \"" + input->GetPlayer().Name() + "\" left";
454         cout << msg << endl;
455         server.DistributeMessage(0, 0, msg);
456
457         server.GetWorldSave().Write(input->GetPlayer());
458         PlayerEntity().Kill();
459         PlayerEntity().UnRef();
460         input.reset();
461         transmitter.Abort();
462         chunk_queue.clear();
463         old_actions = 0;
464 }
465
466 void ClientConnection::SetPlayerModel(const Model &m) noexcept {
467         player_model = &m;
468         if (HasPlayer()) {
469                 m.Instantiate(PlayerEntity().GetModel());
470         }
471 }
472
473 bool ClientConnection::HasPlayerModel() const noexcept {
474         return player_model;
475 }
476
477 const Model &ClientConnection::GetPlayerModel() const noexcept {
478         return *player_model;
479 }
480
481 void ClientConnection::OnPacketReceived(uint16_t seq) {
482         if (transmitter.Waiting()) {
483                 transmitter.Ack(seq);
484         }
485         if (!confirm_wait) return;
486         for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
487                 if (seq == iter->spawn_pack) {
488                         iter->spawn_pack = -1;
489                         --confirm_wait;
490                         return;
491                 }
492                 if (seq == iter->despawn_pack) {
493                         spawns.erase(iter);
494                         --confirm_wait;
495                         return;
496                 }
497         }
498 }
499
500 void ClientConnection::OnPacketLost(uint16_t seq) {
501         if (transmitter.Waiting()) {
502                 transmitter.Nack(seq);
503         }
504         if (!confirm_wait) return;
505         for (SpawnStatus &status : spawns) {
506                 if (seq == status.spawn_pack) {
507                         status.spawn_pack = -1;
508                         --confirm_wait;
509                         SendSpawn(status);
510                         return;
511                 }
512                 if (seq == status.despawn_pack) {
513                         status.despawn_pack = -1;
514                         --confirm_wait;
515                         SendDespawn(status);
516                         return;
517                 }
518         }
519 }
520
521 void ClientConnection::On(const Packet::Login &pack) {
522         string name;
523         pack.ReadPlayerName(name);
524
525         Player *new_player = server.JoinPlayer(name);
526
527         if (new_player) {
528                 // success!
529                 AttachPlayer(*new_player);
530                 cout << "accepted login from player \"" << name << '"' << endl;
531                 auto response = Prepare<Packet::Join>();
532                 response.WritePlayer(new_player->GetEntity());
533                 response.WriteWorldName(server.GetWorld().Name());
534                 Send();
535                 // set up update tracking
536                 player_update_state = new_player->GetEntity().GetState();
537                 player_update_pack = pack.Seq();
538                 player_update_timer.Reset();
539                 player_update_timer.Start();
540         } else {
541                 // aw no :(
542                 cout << "rejected login from player \"" << name << '"' << endl;
543                 Prepare<Packet::Part>();
544                 Send();
545                 conn.Close();
546         }
547 }
548
549 void ClientConnection::On(const Packet::Part &) {
550         conn.Close();
551 }
552
553 void ClientConnection::On(const Packet::PlayerUpdate &pack) {
554         if (!HasPlayer()) return;
555         int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
556         bool overdue = player_update_timer.HitOnce();
557         player_update_timer.Reset();
558         if (pack_diff <= 0 && !overdue) {
559                 // drop old packets if we have a fairly recent state
560                 return;
561         }
562         glm::vec3 movement(0.0f);
563         uint8_t new_actions;
564         uint8_t slot;
565
566         player_update_pack = pack.Seq();
567         pack.ReadPredictedState(player_update_state);
568         pack.ReadMovement(movement);
569         pack.ReadActions(new_actions);
570         pack.ReadSlot(slot);
571
572         input->SetMovement(movement);
573         input->TurnHead(player_update_state.pitch - input->GetPitch(), player_update_state.yaw - input->GetYaw());
574         input->SelectInventory(slot);
575
576         if ((new_actions & 0x01) && !(old_actions & 0x01)) {
577                 input->StartPrimaryAction();
578         } else if (!(new_actions & 0x01) && (old_actions & 0x01)) {
579                 input->StopPrimaryAction();
580         }
581         if ((new_actions & 0x02) && !(old_actions & 0x02)) {
582                 input->StartSecondaryAction();
583         } else if (!(new_actions & 0x02) && (old_actions & 0x02)) {
584                 input->StopSecondaryAction();
585         }
586         if ((new_actions & 0x04) && !(old_actions & 0x04)) {
587                 input->StartTertiaryAction();
588         } else if (!(new_actions & 0x04) && (old_actions & 0x04)) {
589                 input->StopTertiaryAction();
590         }
591         old_actions = new_actions;
592 }
593
594 bool ClientConnection::ChunkInRange(const glm::ivec3 &pos) const noexcept {
595         return HasPlayer() && PlayerChunks().InRange(pos);
596 }
597
598 void ClientConnection::On(const Packet::Message &pack) {
599         uint8_t type;
600         uint32_t ref;
601         string msg;
602         pack.ReadType(type);
603         pack.ReadReferral(ref);
604         pack.ReadMessage(msg);
605
606         if (type == 1 && HasPlayer()) {
607                 server.DispatchMessage(input->GetPlayer(), msg);
608         }
609 }
610
611
612 Server::Server(
613         const Config::Network &conf,
614         World &world,
615         const World::Config &wc,
616         const WorldSave &save)
617 : serv_sock(nullptr)
618 , serv_pack{ -1, nullptr, 0 }
619 , clients()
620 , world(world)
621 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
622 , save(save)
623 , player_model(nullptr)
624 , cli(world) {
625         serv_sock = SDLNet_UDP_Open(conf.port);
626         if (!serv_sock) {
627                 throw NetError("SDLNet_UDP_Open");
628         }
629
630         serv_pack.data = new Uint8[sizeof(Packet)];
631         serv_pack.maxlen = sizeof(Packet);
632 }
633
634 Server::~Server() {
635         world.Chunks().UnregisterIndex(spawn_index);
636         delete[] serv_pack.data;
637         SDLNet_UDP_Close(serv_sock);
638 }
639
640
641 void Server::Handle() {
642         int result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
643         while (result > 0) {
644                 HandlePacket(serv_pack);
645                 result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
646         }
647         if (result == -1) {
648                 // a boo boo happened
649                 throw NetError("SDLNet_UDP_Recv");
650         }
651 }
652
653 void Server::HandlePacket(const UDPpacket &udp_pack) {
654         if (udp_pack.len < int(sizeof(Packet::Header))) {
655                 // packet too small, drop
656                 return;
657         }
658         const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
659         if (pack.header.tag != Packet::TAG) {
660                 // mistagged packet, drop
661                 return;
662         }
663
664         ClientConnection &client = GetClient(udp_pack.address);
665         client.GetConnection().Received(udp_pack);
666 }
667
668 ClientConnection &Server::GetClient(const IPaddress &addr) {
669         for (ClientConnection &client : clients) {
670                 if (client.Matches(addr)) {
671                         return client;
672                 }
673         }
674         clients.emplace_back(*this, addr);
675         if (HasPlayerModel()) {
676                 clients.back().SetPlayerModel(GetPlayerModel());
677         }
678         return clients.back();
679 }
680
681 void Server::Update(int dt) {
682         for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
683                 client->Update(dt);
684                 if (client->Disconnected()) {
685                         client = clients.erase(client);
686                 } else {
687                         ++client;
688                 }
689         }
690 }
691
692 void Server::SetPlayerModel(const Model &m) noexcept {
693         player_model = &m;
694         for (ClientConnection &client : clients) {
695                 client.SetPlayerModel(m);
696         }
697 }
698
699 bool Server::HasPlayerModel() const noexcept {
700         return player_model;
701 }
702
703 const Model &Server::GetPlayerModel() const noexcept {
704         return *player_model;
705 }
706
707 Player *Server::JoinPlayer(const string &name) {
708         if (spawn_index.MissingChunks() > 0) {
709                 return nullptr;
710         }
711         Player *player = world.AddPlayer(name);
712         if (!player) {
713                 return nullptr;
714         }
715         if (save.Exists(*player)) {
716                 save.Read(*player);
717         } else {
718                 // TODO: spawn
719         }
720         return player;
721 }
722
723 void Server::SetBlock(Chunk &chunk, int index, const Block &block) {
724         chunk.SetBlock(index, block);
725         // TODO: batch chunk changes
726         auto pack = Packet::Make<Packet::BlockUpdate>(GetPacket());
727         pack.WriteChunkCoords(chunk.Position());
728         pack.WriteBlockCount(uint32_t(1));
729         pack.WriteIndex(index, 0);
730         pack.WriteBlock(chunk.BlockAt(index), 0);
731         GetPacket().len = sizeof(Packet::Header) + Packet::BlockUpdate::GetSize(1);
732         for (ClientConnection &client : clients) {
733                 if (client.ChunkInRange(chunk.Position())) {
734                         client.Send();
735                 }
736         }
737 }
738
739 void Server::DispatchMessage(Player &player, const string &msg) {
740         if (msg.empty()) {
741                 return;
742         }
743         if (msg[0] == '/' && msg.size() > 1 && msg[1] != '/') {
744                 cli.Execute(player, msg.substr(1));
745         } else {
746                 DistributeMessage(1, player.GetEntity().ID(), msg);
747         }
748 }
749
750 void Server::DistributeMessage(uint8_t type, uint32_t ref, const string &msg) {
751         auto pack = Packet::Make<Packet::Message>(serv_pack);
752         pack.WriteType(type);
753         pack.WriteReferral(ref);
754         pack.WriteMessage(msg);
755         serv_pack.len = sizeof(Packet::Header) + Packet::Message::GetSize(msg);
756         SendAll();
757 }
758
759 void Server::SendAll() {
760         for (ClientConnection &client : clients) {
761                 client.GetConnection().Send(serv_pack, serv_sock);
762         }
763 }
764
765 }
766 }