]> git.localhorst.tv Git - blank.git/blobdiff - src/server/net.cpp
move common exceptions to app/error
[blank.git] / src / server / net.cpp
index 44a42682497276f0c647578bd592c1725e94adde..b5590ee1b41dfe353d0ba8f12cc9594f572d3d8b 100644 (file)
@@ -2,14 +2,19 @@
 #include "ChunkTransmitter.hpp"
 #include "Server.hpp"
 
-#include "../app/init.hpp"
-#include "../model/CompositeModel.hpp"
+#include "../app/error.hpp"
+#include "../geometry/distance.hpp"
+#include "../io/WorldSave.hpp"
+#include "../model/Model.hpp"
+#include "../shared/CommandService.hpp"
 #include "../world/ChunkIndex.hpp"
 #include "../world/Entity.hpp"
 #include "../world/World.hpp"
 
+#include <algorithm>
 #include <iostream>
 #include <zlib.h>
+#include <glm/gtx/io.hpp>
 
 using namespace std;
 
@@ -158,7 +163,7 @@ void ChunkTransmitter::SendData(size_t i) {
        if (data_packets[i] == -1) {
                ++confirm_wait;
        }
-       data_packets[i] = conn.Send();
+       data_packets[i] = conn.Send(Packet::ChunkData::GetSize(len));
 }
 
 void ChunkTransmitter::Release() {
@@ -172,17 +177,20 @@ void ChunkTransmitter::Release() {
 ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
 : server(server)
 , conn(addr)
-, player(nullptr)
+, input()
 , player_model(nullptr)
 , spawns()
 , confirm_wait(0)
 , entity_updates()
+, entity_updates_skipped(0)
 , player_update_state()
 , player_update_pack(0)
 , player_update_timer(1500)
+, old_actions(0)
 , transmitter(*this)
 , chunk_queue()
-, old_base() {
+, old_base()
+, chunk_blocks_skipped(0) {
        conn.SetHandler(this);
 }
 
@@ -196,58 +204,60 @@ void ClientConnection::Update(int dt) {
                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
-                                       QueueUpdate(*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
+               CheckPlayerFix();
+               CheckChunkQueue();
+               CheckEntities();
+               SendUpdates();
+       }
+       if (conn.ShouldPing()) {
+               conn.SendPing(server.GetPacket(), server.GetSocket());
+       }
+}
+
+void ClientConnection::CheckEntities() {
+       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);
-                               ++local_iter;
+                       } else if (SendingUpdates()) {
+                               // update
+                               QueueUpdate(*local_iter);
                        }
-               }
-
-               // leftover spawns
-               while (global_iter != global_end) {
+                       ++global_iter;
+                       ++local_iter;
+               } else if (global_iter->ID() < local_iter->entity->ID()) {
+                       // global entity was inserted
                        if (CanSpawn(*global_iter)) {
-                               spawns.emplace_back(*global_iter);
-                               SendSpawn(spawns.back());
+                               auto spawned = spawns.emplace(local_iter, *global_iter);
+                               SendSpawn(*spawned);
                        }
                        ++global_iter;
-               }
-
-               // leftover despawns
-               while (local_iter != local_end) {
+               } else {
+                       // global entity was removed
                        SendDespawn(*local_iter);
                        ++local_iter;
                }
-               SendUpdates();
+       }
 
-               CheckPlayerFix();
-               CheckChunkQueue();
+       // leftover spawns
+       while (global_iter != global_end) {
+               if (CanSpawn(*global_iter)) {
+                       spawns.emplace_back(*global_iter);
+                       SendSpawn(spawns.back());
+               }
+               ++global_iter;
        }
-       if (conn.ShouldPing()) {
-               conn.SendPing(server.GetPacket(), server.GetSocket());
+
+       // leftover despawns
+       while (local_iter != local_end) {
+               SendDespawn(*local_iter);
+               ++local_iter;
        }
 }
 
@@ -280,7 +290,7 @@ uint16_t ClientConnection::Send() {
 }
 
 uint16_t ClientConnection::Send(size_t len) {
-       server.GetPacket().len = len;
+       server.GetPacket().len = sizeof(Packet::Header) + len;
        return Send();
 }
 
@@ -304,6 +314,10 @@ void ClientConnection::SendDespawn(SpawnStatus &status) {
        ++confirm_wait;
 }
 
+bool ClientConnection::SendingUpdates() const noexcept {
+       return entity_updates_skipped >= NetStat().SuggestedPacketHold();
+}
+
 void ClientConnection::QueueUpdate(SpawnStatus &status) {
        // don't send updates while spawn not ack'd or despawn sent
        if (status.spawn_pack == -1 && status.despawn_pack == -1) {
@@ -312,10 +326,17 @@ void ClientConnection::QueueUpdate(SpawnStatus &status) {
 }
 
 void ClientConnection::SendUpdates() {
+       if (!SendingUpdates()) {
+               entity_updates.clear();
+               ++entity_updates_skipped;
+               return;
+       }
+       auto base = PlayerChunks().Base();
        auto pack = Prepare<Packet::EntityUpdate>();
+       pack.WriteChunkBase(base);
        int entity_pos = 0;
        for (SpawnStatus *status : entity_updates) {
-               pack.WriteEntity(*status->entity, entity_pos);
+               pack.WriteEntity(*status->entity, base, entity_pos);
                ++entity_pos;
                if (entity_pos == Packet::EntityUpdate::MAX_ENTITIES) {
                        pack.WriteEntityCount(entity_pos);
@@ -329,12 +350,13 @@ void ClientConnection::SendUpdates() {
                Send(Packet::EntityUpdate::GetSize(entity_pos));
        }
        entity_updates.clear();
+       entity_updates_skipped = 0;
 }
 
 void ClientConnection::CheckPlayerFix() {
        // player_update_state's position holds the client's most recent prediction
        glm::vec3 diff = player_update_state.Diff(PlayerEntity().GetState());
-       float dist_squared = dot(diff, diff);
+       float dist_squared = glm::length2(diff);
 
        // if client's prediction is off by more than 1cm, send
        // our (authoritative) state back so it can fix it
@@ -348,11 +370,28 @@ void ClientConnection::CheckPlayerFix() {
        }
 }
 
+namespace {
+
+struct QueueCompare {
+       explicit QueueCompare(const glm::ivec3 &base)
+       : base(base) { }
+       bool operator ()(const glm::ivec3 &left, const glm::ivec3 &right) const noexcept {
+               const glm::ivec3 ld(left - base);
+               const glm::ivec3 rd(right - base);
+               return
+                       ld.x * ld.x + ld.y * ld.y + ld.z * ld.z <
+                       rd.x * rd.x + rd.y * rd.y + rd.z * rd.z;
+       }
+       const glm::ivec3 &base;
+};
+
+}
+
 void ClientConnection::CheckChunkQueue() {
        if (PlayerChunks().Base() != old_base) {
-               Chunk::Pos begin = PlayerChunks().CoordsBegin();
-               Chunk::Pos end = PlayerChunks().CoordsEnd();
-               for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+               ExactLocation::Coarse begin = PlayerChunks().CoordsBegin();
+               ExactLocation::Coarse end = PlayerChunks().CoordsEnd();
+               for (ExactLocation::Coarse pos = begin; pos.z < end.z; ++pos.z) {
                        for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
                                for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
                                        if (manhattan_radius(pos - old_base) > PlayerChunks().Extent()) {
@@ -362,21 +401,30 @@ void ClientConnection::CheckChunkQueue() {
                        }
                }
                old_base = PlayerChunks().Base();
+               sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
+               chunk_queue.erase(unique(chunk_queue.begin(), chunk_queue.end()), chunk_queue.end());
+       }
+       // don't push entity updates and chunk data in the same tick
+       if (chunk_blocks_skipped >= NetStat().SuggestedPacketHold() && !SendingUpdates()) {
+               ++chunk_blocks_skipped;
+               return;
        }
        if (transmitter.Transmitting()) {
                transmitter.Transmit();
+               chunk_blocks_skipped = 0;
                return;
        }
        if (transmitter.Idle()) {
                int count = 0;
                constexpr int max = 64;
                while (count < max && !chunk_queue.empty()) {
-                       Chunk::Pos pos = chunk_queue.front();
+                       ExactLocation::Coarse pos = chunk_queue.front();
                        chunk_queue.pop_front();
                        if (PlayerChunks().InRange(pos)) {
                                Chunk *chunk = PlayerChunks().Get(pos);
                                if (chunk) {
                                        transmitter.Send(*chunk);
+                                       chunk_blocks_skipped = 0;
                                        return;
                                } else {
                                        chunk_queue.push_back(pos);
@@ -387,39 +435,51 @@ void ClientConnection::CheckChunkQueue() {
        }
 }
 
-void ClientConnection::AttachPlayer(Player &new_player) {
+void ClientConnection::AttachPlayer(Player &player) {
        DetachPlayer();
-       player = &new_player;
+       input.reset(new DirectInput(server.GetWorld(), player, server));
        PlayerEntity().Ref();
 
+       cli_ctx.reset(new NetworkCLIFeedback(player, *this));
+
        old_base = PlayerChunks().Base();
-       Chunk::Pos begin = PlayerChunks().CoordsBegin();
-       Chunk::Pos end = PlayerChunks().CoordsEnd();
-       for (Chunk::Pos pos = begin; pos.z < end.z; ++pos.z) {
+       ExactLocation::Coarse begin = PlayerChunks().CoordsBegin();
+       ExactLocation::Coarse end = PlayerChunks().CoordsEnd();
+       for (ExactLocation::Coarse pos = begin; pos.z < end.z; ++pos.z) {
                for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
                        for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
                                chunk_queue.push_back(pos);
                        }
                }
        }
+       sort(chunk_queue.begin(), chunk_queue.end(), QueueCompare(old_base));
+       // TODO: should the server do this?
        if (HasPlayerModel()) {
                GetPlayerModel().Instantiate(PlayerEntity().GetModel());
        }
 
-       cout << "player \"" << player->Name() << "\" joined" << endl;
+       string msg = "player \"" + player.Name() + "\" joined";
+       cout << msg << endl;
+       server.DistributeMessage(0, 0, msg);
 }
 
 void ClientConnection::DetachPlayer() {
        if (!HasPlayer()) return;
-       cout << "player \"" << player->Name() << "\" left" << endl;
-       player->GetEntity().Kill();
-       player->GetEntity().UnRef();
-       player = nullptr;
+       string msg = "player \"" + input->GetPlayer().Name() + "\" left";
+       cout << msg << endl;
+       server.DistributeMessage(0, 0, msg);
+
+       server.GetWorldSave().Write(input->GetPlayer());
+       PlayerEntity().Kill();
+       PlayerEntity().UnRef();
+       cli_ctx.reset();
+       input.reset();
        transmitter.Abort();
        chunk_queue.clear();
+       old_actions = 0;
 }
 
-void ClientConnection::SetPlayerModel(const CompositeModel &m) noexcept {
+void ClientConnection::SetPlayerModel(const Model &m) noexcept {
        player_model = &m;
        if (HasPlayer()) {
                m.Instantiate(PlayerEntity().GetModel());
@@ -430,7 +490,7 @@ bool ClientConnection::HasPlayerModel() const noexcept {
        return player_model;
 }
 
-const CompositeModel &ClientConnection::GetPlayerModel() const noexcept {
+const Model &ClientConnection::GetPlayerModel() const noexcept {
        return *player_model;
 }
 
@@ -478,7 +538,7 @@ void ClientConnection::On(const Packet::Login &pack) {
        string name;
        pack.ReadPlayerName(name);
 
-       Player *new_player = server.GetWorld().AddPlayer(name);
+       Player *new_player = server.JoinPlayer(name);
 
        if (new_player) {
                // success!
@@ -511,36 +571,171 @@ void ClientConnection::On(const Packet::PlayerUpdate &pack) {
        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"
-               PlayerEntity().Velocity(player_update_state.velocity);
-               PlayerEntity().Orientation(player_update_state.orient);
+       if (pack_diff <= 0 && !overdue) {
+               // drop old packets if we have a fairly recent state
+               return;
        }
+       glm::vec3 movement(0.0f);
+       uint8_t new_actions;
+       uint8_t slot;
+
+       player_update_pack = pack.Seq();
+       pack.ReadPredictedState(player_update_state);
+       pack.ReadMovement(movement);
+       pack.ReadActions(new_actions);
+       pack.ReadSlot(slot);
+
+       // accept client's orientation as is
+       input->GetPlayer().GetEntity().Orientation(player_update_state.orient);
+       // simulate movement
+       input->SetMovement(movement);
+       // rotate head to match client's "prediction"
+       input->TurnHead(player_update_state.pitch - input->GetPitch(), player_update_state.yaw - input->GetYaw());
+       // select the given inventory slot
+       input->SelectInventory(slot);
+
+       // check if any actions have been started or stopped
+       if ((new_actions & 0x01) && !(old_actions & 0x01)) {
+               input->StartPrimaryAction();
+       } else if (!(new_actions & 0x01) && (old_actions & 0x01)) {
+               input->StopPrimaryAction();
+       }
+       if ((new_actions & 0x02) && !(old_actions & 0x02)) {
+               input->StartSecondaryAction();
+       } else if (!(new_actions & 0x02) && (old_actions & 0x02)) {
+               input->StopSecondaryAction();
+       }
+       if ((new_actions & 0x04) && !(old_actions & 0x04)) {
+               input->StartTertiaryAction();
+       } else if (!(new_actions & 0x04) && (old_actions & 0x04)) {
+               input->StopTertiaryAction();
+       }
+       old_actions = new_actions;
 }
 
+bool ClientConnection::ChunkInRange(const glm::ivec3 &pos) const noexcept {
+       return HasPlayer() && PlayerChunks().InRange(pos);
+}
 
-Server::Server(const Config::Network &conf, World &world)
+void ClientConnection::On(const Packet::ChunkBegin &pack) {
+       glm::ivec3 pos;
+       pack.ReadChunkCoords(pos);
+       if (ChunkInRange(pos)) {
+               chunk_queue.push_front(pos);
+       }
+}
+
+void ClientConnection::On(const Packet::Message &pack) {
+       uint8_t type;
+       uint32_t ref;
+       string msg;
+       pack.ReadType(type);
+       pack.ReadReferral(ref);
+       pack.ReadMessage(msg);
+
+       if (type == 1 && cli_ctx) {
+               server.DispatchMessage(*cli_ctx, msg);
+       }
+}
+
+uint16_t ClientConnection::SendMessage(uint8_t type, uint32_t from, const string &msg) {
+       auto pack = Prepare<Packet::Message>();
+       pack.WriteType(type);
+       pack.WriteReferral(from);
+       pack.WriteMessage(msg);
+       return Send(Packet::Message::GetSize(msg));
+}
+
+
+NetworkCLIFeedback::NetworkCLIFeedback(Player &p, ClientConnection &c)
+: CLIContext(&p)
+, conn(c) {
+
+}
+
+void NetworkCLIFeedback::Error(const string &msg) {
+       conn.SendMessage(0, 0, msg);
+}
+
+void NetworkCLIFeedback::Message(const string &msg) {
+       conn.SendMessage(0, 0, msg);
+}
+
+void NetworkCLIFeedback::Broadcast(const string &msg) {
+       conn.GetServer().DistributeMessage(0, GetPlayer().GetEntity().ID(), msg);
+}
+
+
+// relying on {} zero intitialization for UDPpacket, because
+// the type and number of fields is not well defined
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wmissing-field-initializers"
+Server::Server(
+       const Config::Network &conf,
+       World &world,
+       const World::Config &wc,
+       const WorldSave &save)
 : serv_sock(nullptr)
 , serv_pack{ -1, nullptr, 0 }
+, serv_set(SDLNet_AllocSocketSet(1))
 , clients()
 , world(world)
-, player_model(nullptr) {
+, spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
+, save(save)
+, player_model(nullptr)
+, cli(world)
+, cmd_srv() {
+#pragma GCC diagnostic pop
+       if (!serv_set) {
+               throw NetError("SDLNet_AllocSocketSet");
+       }
+
        serv_sock = SDLNet_UDP_Open(conf.port);
        if (!serv_sock) {
+               SDLNet_FreeSocketSet(serv_set);
                throw NetError("SDLNet_UDP_Open");
        }
 
+       if (SDLNet_UDP_AddSocket(serv_set, serv_sock) == -1) {
+               SDLNet_UDP_Close(serv_sock);
+               SDLNet_FreeSocketSet(serv_set);
+               throw NetError("SDLNet_UDP_AddSocket");
+       }
+
        serv_pack.data = new Uint8[sizeof(Packet)];
        serv_pack.maxlen = sizeof(Packet);
+
+       if (conf.cmd_port) {
+               cmd_srv.reset(new CommandService(cli, conf.cmd_port));
+       }
 }
 
 Server::~Server() {
+       for (ClientConnection &client : clients) {
+               client.Disconnected();
+       }
+       clients.clear();
+       world.Chunks().UnregisterIndex(spawn_index);
        delete[] serv_pack.data;
+       SDLNet_UDP_DelSocket(serv_set, serv_sock);
        SDLNet_UDP_Close(serv_sock);
+       SDLNet_FreeSocketSet(serv_set);
+}
+
+
+void Server::Wait(int dt) noexcept {
+       SDLNet_CheckSockets(serv_set, dt);
+       if (cmd_srv) {
+               cmd_srv->Wait(0);
+       }
 }
 
+bool Server::Ready() noexcept {
+       if (SDLNet_CheckSockets(serv_set, 0) > 0) {
+               return true;
+       }
+       return cmd_srv && cmd_srv->Ready();
+}
 
 void Server::Handle() {
        int result = SDLNet_UDP_Recv(serv_sock, &serv_pack);
@@ -552,6 +747,9 @@ void Server::Handle() {
                // a boo boo happened
                throw NetError("SDLNet_UDP_Recv");
        }
+       if (cmd_srv) {
+               cmd_srv->Handle();
+       }
 }
 
 void Server::HandlePacket(const UDPpacket &udp_pack) {
@@ -591,9 +789,12 @@ void Server::Update(int dt) {
                        ++client;
                }
        }
+       if (cmd_srv) {
+               cmd_srv->Send();
+       }
 }
 
-void Server::SetPlayerModel(const CompositeModel &m) noexcept {
+void Server::SetPlayerModel(const Model &m) noexcept {
        player_model = &m;
        for (ClientConnection &client : clients) {
                client.SetPlayerModel(m);
@@ -604,9 +805,67 @@ bool Server::HasPlayerModel() const noexcept {
        return player_model;
 }
 
-const CompositeModel &Server::GetPlayerModel() const noexcept {
+const Model &Server::GetPlayerModel() const noexcept {
        return *player_model;
 }
 
+Player *Server::JoinPlayer(const string &name) {
+       if (spawn_index.MissingChunks() > 0) {
+               return nullptr;
+       }
+       Player *player = world.AddPlayer(name);
+       if (!player) {
+               return nullptr;
+       }
+       if (save.Exists(*player)) {
+               save.Read(*player);
+       } else {
+               // TODO: spawn
+       }
+       return player;
+}
+
+void Server::SetBlock(Chunk &chunk, int index, const Block &block) {
+       chunk.SetBlock(index, block);
+       // TODO: batch chunk changes
+       auto pack = Packet::Make<Packet::BlockUpdate>(GetPacket());
+       pack.WriteChunkCoords(chunk.Position());
+       pack.WriteBlockCount(uint32_t(1));
+       pack.WriteIndex(index, 0);
+       pack.WriteBlock(chunk.BlockAt(index), 0);
+       GetPacket().len = sizeof(Packet::Header) + Packet::BlockUpdate::GetSize(1);
+       for (ClientConnection &client : clients) {
+               if (client.ChunkInRange(chunk.Position())) {
+                       client.Send();
+               }
+       }
+}
+
+void Server::DispatchMessage(CLIContext &ctx, const string &msg) {
+       if (msg.empty()) {
+               return;
+       }
+       if (msg[0] == '/' && msg.size() > 1 && msg[1] != '/') {
+               cli.Execute(ctx, msg.substr(1));
+       } else {
+               DistributeMessage(1, ctx.GetPlayer().GetEntity().ID(), msg);
+       }
+}
+
+void Server::DistributeMessage(uint8_t type, uint32_t ref, const string &msg) {
+       auto pack = Packet::Make<Packet::Message>(serv_pack);
+       pack.WriteType(type);
+       pack.WriteReferral(ref);
+       pack.WriteMessage(msg);
+       serv_pack.len = sizeof(Packet::Header) + Packet::Message::GetSize(msg);
+       SendAll();
+}
+
+void Server::SendAll() {
+       for (ClientConnection &client : clients) {
+               client.GetConnection().Send(serv_pack, serv_sock);
+       }
+}
+
 }
 }