#include "Client.hpp"
+#include "ClientConnection.hpp"
#include "Connection.hpp"
+#include "ConnectionHandler.hpp"
#include "io.hpp"
#include "Packet.hpp"
#include "Server.hpp"
#include "../app/init.hpp"
+#include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
+#include "../world/World.hpp"
#include <cstring>
#include <iostream>
+#include <glm/gtx/io.hpp>
using namespace std;
namespace blank {
+constexpr size_t Packet::Ping::MAX_LEN;
+constexpr size_t Packet::Login::MAX_LEN;
+constexpr size_t Packet::Join::MAX_LEN;
+constexpr size_t Packet::Part::MAX_LEN;
+constexpr size_t Packet::PlayerUpdate::MAX_LEN;
+constexpr size_t Packet::SpawnEntity::MAX_LEN;
+constexpr size_t Packet::DespawnEntity::MAX_LEN;
+constexpr size_t Packet::EntityUpdate::MAX_LEN;
+constexpr size_t Packet::PlayerCorrection::MAX_LEN;
+
namespace {
UDPsocket client_bind(Uint16 port) {
}
-Client::Client(const Config &conf, World &world)
-: world(world)
-, conn(client_resolve(conf.host.c_str(), conf.port))
+Client::Client(const Config &conf)
+: conn(client_resolve(conf.host.c_str(), conf.port))
, client_sock(client_bind(0))
, client_pack{ -1, nullptr, 0 } {
client_pack.data = new Uint8[sizeof(Packet)];
client_pack.maxlen = sizeof(Packet);
// establish connection
- conn.SendPing(client_pack, client_sock);
+ SendPing();
}
Client::~Client() {
return;
}
- conn.FlagRecv();
- cout << "I got something!" << endl;
+ conn.Received(udp_pack);
}
void Client::Update(int dt) {
conn.Update(dt);
- if (conn.TimedOut()) {
- cout << "connection timed out :(" << endl;
- } else if (conn.ShouldPing()) {
- conn.SendPing(client_pack, client_sock);
+ if (conn.ShouldPing()) {
+ SendPing();
+ }
+}
+
+uint16_t Client::SendPing() {
+ return conn.SendPing(client_pack, client_sock);
+}
+
+uint16_t Client::SendLogin(const string &name) {
+ auto pack = Packet::Make<Packet::Login>(client_pack);
+ pack.WritePlayerName(name);
+ return conn.Send(client_pack, client_sock);
+}
+
+uint16_t Client::SendPlayerUpdate(const Entity &player) {
+ auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
+ pack.WritePlayer(player);
+ return conn.Send(client_pack, client_sock);
+}
+
+uint16_t Client::SendPart() {
+ Packet::Make<Packet::Part>(client_pack);
+ return conn.Send(client_pack, client_sock);
+}
+
+
+ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
+: server(server)
+, conn(addr)
+, player(nullptr)
+, spawns()
+, confirm_wait(0)
+, player_update_state()
+, player_update_pack(0)
+, player_update_timer(1500) {
+ conn.SetHandler(this);
+}
+
+ClientConnection::~ClientConnection() {
+ DetachPlayer();
+}
+
+void ClientConnection::Update(int dt) {
+ conn.Update(dt);
+ if (Disconnected()) {
+ return;
+ }
+ if (HasPlayer()) {
+ // sync entities
+ auto global_iter = server.GetWorld().Entities().begin();
+ auto global_end = server.GetWorld().Entities().end();
+ auto local_iter = spawns.begin();
+ auto local_end = spawns.end();
+
+ while (global_iter != global_end && local_iter != local_end) {
+ if (global_iter->ID() == local_iter->entity->ID()) {
+ // they're the same
+ if (CanDespawn(*global_iter)) {
+ SendDespawn(*local_iter);
+ } else {
+ // update
+ SendUpdate(*local_iter);
+ }
+ ++global_iter;
+ ++local_iter;
+ } else if (global_iter->ID() < local_iter->entity->ID()) {
+ // global entity was inserted
+ if (CanSpawn(*global_iter)) {
+ auto spawned = spawns.emplace(local_iter, *global_iter);
+ SendSpawn(*spawned);
+ }
+ ++global_iter;
+ } else {
+ // global entity was removed
+ SendDespawn(*local_iter);
+ ++local_iter;
+ }
+ }
+
+ // leftover spawns
+ while (global_iter != global_end) {
+ if (CanSpawn(*global_iter)) {
+ spawns.emplace_back(*global_iter);
+ SendSpawn(spawns.back());
+ }
+ ++global_iter;
+ }
+
+ // leftover despawns
+ while (local_iter != local_end) {
+ SendDespawn(*local_iter);
+ ++local_iter;
+ }
+
+ CheckPlayerFix();
+ }
+ if (conn.ShouldPing()) {
+ conn.SendPing(server.GetPacket(), server.GetSocket());
+ }
+}
+
+ClientConnection::SpawnStatus::SpawnStatus(Entity &e)
+: entity(&e)
+, spawn_pack(-1)
+, despawn_pack(-1) {
+ entity->Ref();
+}
+
+ClientConnection::SpawnStatus::~SpawnStatus() {
+ entity->UnRef();
+}
+
+bool ClientConnection::CanSpawn(const Entity &e) const noexcept {
+ return
+ &e != player &&
+ !e.Dead() &&
+ manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) < 7;
+}
+
+bool ClientConnection::CanDespawn(const Entity &e) const noexcept {
+ return
+ e.Dead() ||
+ manhattan_radius(e.ChunkCoords() - Player().ChunkCoords()) > 7;
+}
+
+void ClientConnection::SendSpawn(SpawnStatus &status) {
+ // don't double spawn
+ if (status.spawn_pack != -1) return;
+
+ auto pack = Packet::Make<Packet::SpawnEntity>(server.GetPacket());
+ pack.WriteEntity(*status.entity);
+ status.spawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ ++confirm_wait;
+}
+
+void ClientConnection::SendDespawn(SpawnStatus &status) {
+ // don't double despawn
+ if (status.despawn_pack != -1) return;
+
+ auto pack = Packet::Make<Packet::DespawnEntity>(server.GetPacket());
+ pack.WriteEntityID(status.entity->ID());
+ status.despawn_pack = conn.Send(server.GetPacket(), server.GetSocket());
+ ++confirm_wait;
+}
+
+void ClientConnection::SendUpdate(SpawnStatus &status) {
+ // don't send updates while spawn not ack'd or despawn sent
+ if (status.spawn_pack != -1 || status.despawn_pack != -1) return;
+
+ // TODO: pack entity updates
+ auto pack = Packet::Make<Packet::EntityUpdate>(server.GetPacket());
+ pack.WriteEntityCount(1);
+ pack.WriteEntity(*status.entity, 0);
+ server.GetPacket().len = Packet::EntityUpdate::GetSize(1);
+ conn.Send(server.GetPacket(), server.GetSocket());
+}
+
+void ClientConnection::CheckPlayerFix() {
+ // player_update_state's position holds the client's most recent prediction
+ glm::vec3 diff = player_update_state.Diff(Player().GetState());
+ float dist_squared = dot(diff, diff);
+
+ // if client's prediction is off by more than 1cm, send
+ // our (authoritative) state back so it can fix it
+ constexpr float fix_thresh = 0.0001f;
+
+ if (dist_squared > fix_thresh) {
+ auto pack = Packet::Make<Packet::PlayerCorrection>(server.GetPacket());
+ pack.WritePacketSeq(player_update_pack);
+ pack.WritePlayer(Player());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ }
+}
+
+void ClientConnection::AttachPlayer(Entity &new_player) {
+ DetachPlayer();
+ player = &new_player;
+ player->Ref();
+ cout << "player \"" << player->Name() << "\" joined" << endl;
+}
+
+void ClientConnection::DetachPlayer() {
+ if (!player) return;
+ player->Kill();
+ player->UnRef();
+ cout << "player \"" << player->Name() << "\" left" << endl;
+ player = nullptr;
+}
+
+void ClientConnection::OnPacketReceived(uint16_t seq) {
+ if (!confirm_wait) return;
+ for (auto iter = spawns.begin(), end = spawns.end(); iter != end; ++iter) {
+ if (seq == iter->spawn_pack) {
+ iter->spawn_pack = -1;
+ --confirm_wait;
+ return;
+ }
+ if (seq == iter->despawn_pack) {
+ spawns.erase(iter);
+ --confirm_wait;
+ return;
+ }
+ }
+}
+
+void ClientConnection::OnPacketLost(uint16_t seq) {
+ if (!confirm_wait) return;
+ for (SpawnStatus &status : spawns) {
+ if (seq == status.spawn_pack) {
+ status.spawn_pack = -1;
+ --confirm_wait;
+ SendSpawn(status);
+ return;
+ }
+ if (seq == status.despawn_pack) {
+ status.despawn_pack = -1;
+ --confirm_wait;
+ SendDespawn(status);
+ return;
+ }
+ }
+}
+
+void ClientConnection::On(const Packet::Login &pack) {
+ string name;
+ pack.ReadPlayerName(name);
+
+ Entity *new_player = server.GetWorld().AddPlayer(name).entity;
+
+ if (new_player) {
+ // success!
+ AttachPlayer(*new_player);
+ cout << "accepted login from player \"" << name << '"' << endl;
+ auto response = Packet::Make<Packet::Join>(server.GetPacket());
+ response.WritePlayer(*new_player);
+ response.WriteWorldName(server.GetWorld().Name());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ // set up update tracking
+ player_update_state = new_player->GetState();
+ player_update_pack = pack.Seq();
+ player_update_timer.Reset();
+ player_update_timer.Start();
+ } else {
+ // aw no :(
+ cout << "rejected login from player \"" << name << '"' << endl;
+ Packet::Make<Packet::Part>(server.GetPacket());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ conn.Close();
+ }
+}
+
+void ClientConnection::On(const Packet::Part &) {
+ conn.Close();
+}
+
+void ClientConnection::On(const Packet::PlayerUpdate &pack) {
+ if (!HasPlayer()) return;
+ int pack_diff = int16_t(pack.Seq()) - int16_t(player_update_pack);
+ bool overdue = player_update_timer.HitOnce();
+ player_update_timer.Reset();
+ if (pack_diff > 0 || overdue) {
+ player_update_pack = pack.Seq();
+ pack.ReadPlayerState(player_update_state);
+ // accept velocity and orientation as "user input"
+ Player().Velocity(player_update_state.velocity);
+ Player().Orientation(player_update_state.orient);
}
}
Connection::Connection(const IPaddress &addr)
-: addr(addr)
-, send_timer(5000)
-, recv_timer(10000) {
+: handler(nullptr)
+, addr(addr)
+, send_timer(500)
+, recv_timer(10000)
+, ctrl_out{ 0, 0xFFFF, 0xFFFFFFFF }
+, ctrl_in{ 0, 0xFFFF, 0xFFFFFFFF }
+, closed(false) {
send_timer.Start();
recv_timer.Start();
}
}
bool Connection::ShouldPing() const noexcept {
- return send_timer.HitOnce();
+ return !closed && send_timer.HitOnce();
}
bool Connection::TimedOut() const noexcept {
void Connection::Update(int dt) {
send_timer.Update(dt);
recv_timer.Update(dt);
+ if (TimedOut()) {
+ Close();
+ if (HasHandler()) {
+ Handler().OnTimeout();
+ }
+ }
}
-void Connection::Send(UDPpacket &pack, UDPsocket sock) {
- pack.address = addr;
- if (SDLNet_UDP_Send(sock, -1, &pack) == 0) {
+uint16_t Connection::Send(UDPpacket &udp_pack, UDPsocket sock) {
+ Packet &pack = *reinterpret_cast<Packet *>(udp_pack.data);
+ pack.header.ctrl = ctrl_out;
+ uint16_t seq = ctrl_out.seq++;
+
+ udp_pack.address = addr;
+ if (SDLNet_UDP_Send(sock, -1, &udp_pack) == 0) {
throw NetError("SDLNet_UDP_Send");
}
+
FlagSend();
+ return seq;
}
-void Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
+void Connection::Received(const UDPpacket &udp_pack) {
Packet &pack = *reinterpret_cast<Packet *>(udp_pack.data);
- udp_pack.len = pack.Ping();
- Send(udp_pack, sock);
+
+ // ack to the remote
+ int16_t diff = int16_t(pack.header.ctrl.seq) - int16_t(ctrl_out.ack);
+ if (diff > 0) {
+ if (diff >= 32) {
+ ctrl_out.hist = 0;
+ } else {
+ ctrl_out.hist <<= diff;
+ ctrl_out.hist |= 1 << (diff - 1);
+ }
+ } else if (diff < 0 && diff >= -32) {
+ ctrl_out.hist |= 1 << (-diff - 1);
+ }
+ ctrl_out.ack = pack.header.ctrl.seq;
+ FlagRecv();
+
+ if (!HasHandler()) {
+ return;
+ }
+
+ Packet::TControl ctrl_new = pack.header.ctrl;
+ Handler().Handle(udp_pack);
+
+ if (diff > 0) {
+ // if the packet holds more recent information
+ // check if remote failed to ack one of our packets
+ diff = int16_t(ctrl_new.ack) - int16_t(ctrl_in.ack);
+ // should always be true, but you never know…
+ if (diff > 0) {
+ for (int i = 0; i < diff; ++i) {
+ if (i > 32 || (i < 32 && (ctrl_in.hist & (1 << (31 - i))) == 0)) {
+ Handler().OnPacketLost(ctrl_in.ack - 32 + i);
+ }
+ }
+ }
+ // check for newly ack'd packets
+ for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); --s) {
+ if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
+ Handler().OnPacketReceived(s);
+ }
+ }
+ ctrl_in = ctrl_new;
+ }
+}
+
+bool Packet::TControl::Acks(uint16_t s) const noexcept {
+ int16_t diff = int16_t(ack) - int16_t(s);
+ if (diff == 0) return true;
+ if (diff < 0 || diff > 32) return false;
+ return (hist & (1 << (diff - 1))) != 0;
+}
+
+uint16_t Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
+ Packet::Make<Packet::Ping>(udp_pack);
+ return Send(udp_pack, sock);
}
}
-void Packet::Tag() noexcept {
- header.tag = TAG;
+const char *Packet::Type2String(uint8_t t) noexcept {
+ switch (t) {
+ case Ping::TYPE:
+ return "Ping";
+ case Login::TYPE:
+ return "Login";
+ case Join::TYPE:
+ return "Join";
+ case Part::TYPE:
+ return "Part";
+ case PlayerUpdate::TYPE:
+ return "PlayerUpdate";
+ case SpawnEntity::TYPE:
+ return "SpawnEntity";
+ case DespawnEntity::TYPE:
+ return "DespawnEntity";
+ case EntityUpdate::TYPE:
+ return "EntityUpdate";
+ case PlayerCorrection::TYPE:
+ return "PlayerCorrection";
+ default:
+ return "Unknown";
+ }
+}
+
+template<class T>
+void Packet::Payload::Write(const T &src, size_t off) noexcept {
+ if ((length - off) < sizeof(T)) {
+ // dismiss out of bounds write
+ return;
+ }
+ *reinterpret_cast<T *>(&data[off]) = src;
+}
+
+template<class T>
+void Packet::Payload::Read(T &dst, size_t off) const noexcept {
+ if ((length - off) < sizeof(T)) {
+ // dismiss out of bounds read
+ return;
+ }
+ dst = *reinterpret_cast<T *>(&data[off]);
}
-size_t Packet::Ping() noexcept {
- Tag();
- header.type = PING;
- return sizeof(Header);
+void Packet::Payload::WriteString(const string &src, size_t off, size_t maxlen) noexcept {
+ uint8_t *dst = &data[off];
+ size_t len = min(maxlen, length - off);
+ if (src.size() < len) {
+ memset(dst, '\0', len);
+ memcpy(dst, src.c_str(), src.size());
+ } else {
+ memcpy(dst, src.c_str(), len);
+ }
+}
+
+void Packet::Payload::ReadString(string &dst, size_t off, size_t maxlen) const noexcept {
+ size_t len = min(maxlen, length - off);
+ dst.clear();
+ dst.reserve(len);
+ for (size_t i = 0; i < len && data[off + i] != '\0'; ++i) {
+ dst.push_back(data[off + i]);
+ }
+}
+
+
+void Packet::Login::WritePlayerName(const string &name) noexcept {
+ WriteString(name, 0, 32);
+}
+
+void Packet::Login::ReadPlayerName(string &name) const noexcept {
+ ReadString(name, 0, 32);
+}
+
+void Packet::Join::WritePlayer(const Entity &player) noexcept {
+ Write(player.ID(), 0);
+ Write(player.GetState(), 4);
+}
+
+void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::Join::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 4);
+}
+
+void Packet::Join::WriteWorldName(const string &name) noexcept {
+ WriteString(name, 68, 32);
+}
+
+void Packet::Join::ReadWorldName(string &name) const noexcept {
+ ReadString(name, 68, 32);
+}
+
+void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
+ Write(player.GetState(), 0);
+}
+
+void Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 0);
+}
+
+void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
+ Write(e.ID(), 0);
+ if (e.GetModel()) {
+ Write(e.GetModel().GetModel().ID(), 4);
+ } else {
+ Write(uint32_t(0), 4);
+ }
+ Write(e.GetState(), 8);
+ Write(e.Bounds(), 72);
+ uint32_t flags = 0;
+ if (e.WorldCollidable()) {
+ flags |= 1;
+ }
+ Write(flags, 96);
+ WriteString(e.Name(), 100, 32);
+}
+
+void Packet::SpawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::SpawnEntity::ReadSkeletonID(uint32_t &id) const noexcept {
+ Read(id, 4);
+}
+
+void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
+ EntityState state;
+ AABB bounds;
+ uint32_t flags = 0;
+ string name;
+
+ Read(state, 8);
+ Read(bounds, 72);
+ Read(flags, 96);
+ ReadString(name, 100, 32);
+
+ e.SetState(state);
+ e.Bounds(bounds);
+ e.WorldCollidable(flags & 1);
+ e.Name(name);
+}
+
+void Packet::DespawnEntity::WriteEntityID(uint32_t id) noexcept {
+ Write(id, 0);
+}
+
+void Packet::DespawnEntity::ReadEntityID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::EntityUpdate::WriteEntityCount(uint32_t count) noexcept {
+ Write(count, 0);
+}
+
+void Packet::EntityUpdate::ReadEntityCount(uint32_t &count) const noexcept {
+ Read(count, 0);
+}
+
+void Packet::EntityUpdate::WriteEntity(const Entity &entity, uint32_t num) noexcept {
+ uint32_t off = 4 + (num * 64);
+
+ Write(entity.ID(), off);
+ Write(entity.GetState(), off + 4);
+}
+
+void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
+ Read(id, 4 + (num * 64));
+}
+
+void Packet::EntityUpdate::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
+ uint32_t off = 4 + (num * 64);
+ Read(state, off + 4);
+}
+
+void Packet::PlayerCorrection::WritePacketSeq(std::uint16_t s) noexcept {
+ Write(s, 0);
+}
+
+void Packet::PlayerCorrection::ReadPacketSeq(std::uint16_t &s) const noexcept {
+ Read(s, 0);
+}
+
+void Packet::PlayerCorrection::WritePlayer(const Entity &player) noexcept {
+ Write(player.GetState(), 2);
+}
+
+void Packet::PlayerCorrection::ReadPlayerState(EntityState &state) const noexcept {
+ Read(state, 2);
+}
+
+
+void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
+ const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
+ switch (pack.Type()) {
+ case Packet::Ping::TYPE:
+ On(Packet::As<Packet::Ping>(udp_pack));
+ break;
+ case Packet::Login::TYPE:
+ On(Packet::As<Packet::Login>(udp_pack));
+ break;
+ case Packet::Join::TYPE:
+ On(Packet::As<Packet::Join>(udp_pack));
+ break;
+ case Packet::Part::TYPE:
+ On(Packet::As<Packet::Part>(udp_pack));
+ break;
+ case Packet::PlayerUpdate::TYPE:
+ On(Packet::As<Packet::PlayerUpdate>(udp_pack));
+ break;
+ case Packet::SpawnEntity::TYPE:
+ On(Packet::As<Packet::SpawnEntity>(udp_pack));
+ break;
+ case Packet::DespawnEntity::TYPE:
+ On(Packet::As<Packet::DespawnEntity>(udp_pack));
+ break;
+ case Packet::EntityUpdate::TYPE:
+ On(Packet::As<Packet::EntityUpdate>(udp_pack));
+ break;
+ case Packet::PlayerCorrection::TYPE:
+ On(Packet::As<Packet::PlayerCorrection>(udp_pack));
+ break;
+ default:
+ // drop unknown or unhandled packets
+ break;
+ }
}
return;
}
- Connection &client = GetClient(udp_pack.address);
- client.FlagRecv();
+ ClientConnection &client = GetClient(udp_pack.address);
+ client.GetConnection().Received(udp_pack);
}
-Connection &Server::GetClient(const IPaddress &addr) {
- for (Connection &client : clients) {
+ClientConnection &Server::GetClient(const IPaddress &addr) {
+ for (ClientConnection &client : clients) {
if (client.Matches(addr)) {
return client;
}
}
- clients.emplace_back(addr);
- OnConnect(clients.back());
+ clients.emplace_back(*this, addr);
return clients.back();
}
-void Server::OnConnect(Connection &client) {
- cout << "new connection from " << client.Address() << endl;
- // tell it we're alive
- client.SendPing(serv_pack, serv_sock);
-}
-
void Server::Update(int dt) {
- for (list<Connection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
+ for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
client->Update(dt);
- if (client->TimedOut()) {
- OnDisconnect(*client);
+ if (client->Disconnected()) {
client = clients.erase(client);
} else {
- if (client->ShouldPing()) {
- client->SendPing(serv_pack, serv_sock);
- }
++client;
}
}
}
-void Server::OnDisconnect(Connection &client) {
- cout << "connection timeout from " << client.Address() << endl;
-}
-
}