#include "Client.hpp"
#include "Connection.hpp"
+#include "ConnectionHandler.hpp"
#include "io.hpp"
#include "Packet.hpp"
#include "Server.hpp"
#include "../app/init.hpp"
+#include "../world/World.hpp"
#include <cstring>
#include <iostream>
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;
+
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);
+}
+
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);
+ }
+ }
+ }
+ ctrl_in = ctrl_new;
+ }
+}
+
+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";
+ 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]);
+}
+
+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]);
+ }
}
-size_t Packet::Ping() noexcept {
- Tag();
- header.type = PING;
- return sizeof(Header);
+
+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.ChunkCoords(), 4);
+ Write(player.Position(), 16);
+ Write(player.Velocity(), 28);
+ Write(player.Orientation(), 40);
+ Write(player.AngularVelocity(), 56);
+}
+
+void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
+void Packet::Join::ReadPlayer(Entity &player) const noexcept {
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+
+ Read(chunk_coords, 4);
+ Read(pos, 16);
+ Read(vel, 28);
+ Read(rot, 40);
+ Read(ang, 56);
+
+ player.Position(chunk_coords, pos);
+ player.Velocity(vel);
+ player.Orientation(rot);
+ player.AngularVelocity(ang);
+}
+
+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 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;
+ default:
+ // drop unknown or unhandled packets
+ break;
+ }
}
}
Connection &client = GetClient(udp_pack.address);
- client.FlagRecv();
+ client.Received(udp_pack);
+
+ switch (pack.header.type) {
+ case Packet::Login::TYPE:
+ HandleLogin(client, udp_pack);
+ break;
+ case Packet::Part::TYPE:
+ HandlePart(client, udp_pack);
+ break;
+ default:
+ // just drop packets of unknown or unhandled type
+ break;
+ }
}
Connection &Server::GetClient(const IPaddress &addr) {
void Server::Update(int dt) {
for (list<Connection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
client->Update(dt);
- if (client->TimedOut()) {
+ if (client->Closed()) {
OnDisconnect(*client);
client = clients.erase(client);
} else {
cout << "connection timeout from " << client.Address() << endl;
}
+
+void Server::HandleLogin(Connection &client, const UDPpacket &udp_pack) {
+ auto pack = Packet::As<Packet::Login>(udp_pack);
+
+ string name;
+ pack.ReadPlayerName(name);
+
+ Entity *player = world.AddPlayer(name);
+
+ if (player) {
+ // success!
+ cout << "accepted login from player \"" << name << '"' << endl;
+ auto response = Packet::Make<Packet::Join>(serv_pack);
+ response.WritePlayer(*player);
+ response.WriteWorldName(world.Name());
+ client.Send(serv_pack, serv_sock);
+ } else {
+ // aw no :(
+ cout << "rejected login from player \"" << name << '"' << endl;
+ Packet::Make<Packet::Part>(serv_pack);
+ client.Send(serv_pack, serv_sock);
+ client.Close();
+ }
+}
+
+void Server::HandlePart(Connection &client, const UDPpacket &udp_pack) {
+ client.Close();
+}
+
}