# Basic experimental multiplayer integration with new simulation system.

Add new turn manager that should be more correct and potentially more
efficient.
Remove evil CNetServer/CNetClient multiple inheritance of CTurnManager.
Add multiplayer autostart.
Various minor cleanups.

This was SVN commit r7551.
This commit is contained in:
Ykkrosh
2010-05-20 00:59:01 +00:00
parent 8c1a3f7c8a
commit c684c211a2
41 changed files with 1330 additions and 463 deletions
+98 -41
View File
@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -39,13 +39,24 @@
#include "ps/Globals.h"
#include "ps/GameAttributes.h"
#include "simulation/Simulation.h"
#include "simulation2/Simulation2.h"
// DECLARATIONS
#define LOG_CATEGORY L"net"
CNetClient *g_NetClient=NULL;
extern int fps;
CNetClient *g_NetClient = NULL;
class CClientTurnManager : public CTurnManager
{
public:
CClientTurnManager(CNetClient& client) : m_Client(client) { }
virtual void QueueLocalCommand(CNetMessage* pMessage);
virtual void NewTurn();
virtual bool NewTurnReady() { return m_Client.m_TurnPending; }
private:
CNetClient& m_Client;
};
//-----------------------------------------------------------------------------
// Name: CServerPlayer()
@@ -84,6 +95,9 @@ void CServerPlayer::ScriptingInit( void )
CNetClient::CNetClient( CGame* pGame, CGameAttributes* pGameAttribs )
: m_JsPlayers( &m_Players )
{
m_TurnManager = new CClientTurnManager(*this);
m_ClientTurnManager = NULL;
m_pLocalPlayerSlot = NULL;
m_pGame = pGame;
m_pGameAttributes = pGameAttribs;
@@ -91,7 +105,8 @@ CNetClient::CNetClient( CGame* pGame, CGameAttributes* pGameAttribs )
//ONCE( ScriptingInit(); );
m_pGame->GetSimulation()->SetTurnManager(this);
if (!g_UseSimulation2)
m_pGame->GetSimulation()->SetTurnManager(m_TurnManager);
g_ScriptingHost.SetGlobal("g_NetClient", OBJECT_TO_JSVAL(GetScript()));
}
@@ -173,7 +188,7 @@ bool CNetClient::SetupSession( CNetSession* pSession )
// Validate parameters
if ( !pSession ) return false;
FsmActionCtx* pContext = new FsmActionCtx;
FsmActionCtx* pContext = new FsmActionCtx; // XXX: this gets leaked
if ( !pContext ) return false;
pContext->pHost = this;
@@ -193,7 +208,7 @@ bool CNetClient::SetupSession( CNetSession* pSession )
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_ASSIGN_PLAYER_SLOT, NCS_PREGAME, (void*)&OnPreGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_CONFIG, NCS_PREGAME, (void*)&OnPreGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_PLAYER_JOIN, NCS_PREGAME, (void*)&OnPlayerJoin, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_START, NCS_INGAME, (void*)&OnStartGame, pContext );
pSession->AddTransition( NCS_PREGAME, ( uint )NMT_GAME_START, NCS_INGAME, (void*)&OnStartGame_, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_CHAT, NCS_INGAME, (void*)&OnChat, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
@@ -208,6 +223,7 @@ bool CNetClient::SetupSession( CNetSession* pSession )
pSession->AddTransition( NCS_INGAME, ( uint )NMT_NOTIFY_REQUEST, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_GOTO, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_FORMATION_CONTACT_ACTION, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_SIMULATION_COMMAND, NCS_INGAME, (void*)&OnInGame, pContext );
pSession->AddTransition( NCS_INGAME, ( uint )NMT_END_COMMAND_BATCH, NCS_INGAME, (void*)&OnInGame, pContext );
// Set first state
@@ -253,7 +269,7 @@ bool CNetClient::OnError( void* pContext, CFsmEvent* pEvent )
if ( pEvent->GetType() != (uint)NMT_ERROR ) return true;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
assert( pClient );
debug_assert( pClient );
CErrorMessage* pMessage = ( CErrorMessage* )pEvent->GetParamRef();
if ( pMessage )
@@ -283,7 +299,7 @@ bool CNetClient::OnPlayerJoin( void* pContext, CFsmEvent* pEvent )
if ( pEvent->GetType() != NMT_PLAYER_JOIN ) return true;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
assert( pClient );
debug_assert( pClient );
CPlayerJoinMessage* pMessage = ( CPlayerJoinMessage* )pEvent->GetParamRef();
if ( pMessage )
@@ -292,17 +308,26 @@ bool CNetClient::OnPlayerJoin( void* pContext, CFsmEvent* pEvent )
{
pClient->OnPlayer( pMessage->m_Clients[ i ].m_SessionID, pMessage->m_Clients[ i ].m_Name );
}
if ( pClient->m_OnConnectComplete.Defined() )
{
CConnectCompleteEvent connectComplete( ( CStrW )PS_OK, true );
pClient->m_OnConnectComplete.DispatchEvent( pClient->GetScript(), &connectComplete );
}
pClient->OnConnectComplete();
}
return true;
}
//-----------------------------------------------------------------------------
// Name: OnConnectComplete()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::OnConnectComplete( )
{
if ( m_OnConnectComplete.Defined() )
{
CConnectCompleteEvent connectComplete( ( CStrW )PS_OK, true );
m_OnConnectComplete.DispatchEvent( GetScript(), &connectComplete );
}
}
//-----------------------------------------------------------------------------
// Name: OnHandshake()
// Desc:
@@ -315,8 +340,8 @@ bool CNetClient::OnHandshake( void* pContext, CFsmEvent* pEvent )
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetSession* pSession = ( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
debug_assert( pClient );
debug_assert( pSession );
switch ( pEvent->GetType() )
{
@@ -331,7 +356,7 @@ bool CNetClient::OnHandshake( void* pContext, CFsmEvent* pEvent )
handshake.m_MagicResponse = PS_PROTOCOL_MAGIC_RESPONSE;
handshake.m_ProtocolVersion = PS_PROTOCOL_VERSION;
handshake.m_SoftwareVersion = PS_PROTOCOL_VERSION;
( ( CNetHost* )pClient )->SendMessage( pSession, &handshake );
pClient->SendMessage( pSession, &handshake );
}
break;
@@ -340,7 +365,7 @@ bool CNetClient::OnHandshake( void* pContext, CFsmEvent* pEvent )
CAuthenticateMessage authenticate;
authenticate.m_Name = pClient->m_Nickname;
authenticate.m_Password = pClient->m_Password;
( ( CNetHost* )pClient )->SendMessage( pSession, &authenticate );
pClient->SendMessage( pSession, &authenticate );
}
break;
}
@@ -361,8 +386,8 @@ bool CNetClient::OnAuthenticate( void* pContext, CFsmEvent* pEvent )
UNUSED2(pClient);
CNetSession* pSession = ( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
debug_assert( pClient );
debug_assert( pSession );
if ( pEvent->GetType() == (uint)NMT_ERROR )
{
@@ -395,8 +420,8 @@ bool CNetClient::OnPreGame( void* pContext, CFsmEvent* pEvent )
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetSession* pSession = ( CNetSession* )( ( FsmActionCtx* )pContext )->pSession;
assert( pClient );
assert( pSession );
debug_assert( pClient );
debug_assert( pSession );
switch ( pEvent->GetType() )
{
@@ -499,6 +524,13 @@ bool CNetClient::OnInGame( void *pContext, CFsmEvent* pEvent )
CNetMessage* pMessage = ( CNetMessage* )pEvent->GetParamRef();
if ( pMessage )
{
if (pMessage->GetType() == NMT_SIMULATION_COMMAND)
{
CSimulationMessage* simMessage = static_cast<CSimulationMessage*> (pMessage);
pClient->m_ClientTurnManager->OnSimulationMessage(simMessage);
return true;
}
if ( pMessage->GetType() >= NMT_COMMAND_FIRST && pMessage->GetType() < NMT_COMMAND_LAST )
{
pClient->QueueIncomingMessage( pMessage );
@@ -511,7 +543,13 @@ bool CNetClient::OnInGame( void *pContext, CFsmEvent* pEvent )
CEndCommandBatchMessage* pMessage = ( CEndCommandBatchMessage* )pEvent->GetParamRef();
if ( !pMessage ) return false;
pClient->SetTurnLength( 1, pMessage->m_TurnLength );
if (g_UseSimulation2)
{
CEndCommandBatchMessage* endMessage = static_cast<CEndCommandBatchMessage*> (pMessage);
pClient->m_ClientTurnManager->FinishedAllCommands(endMessage->m_Turn);
}
pClient->m_TurnManager->SetTurnLength( 1, pMessage->m_TurnLength );
pClient->m_TurnPending = true;
@@ -563,19 +601,35 @@ bool CNetClient::OnChat( void* pContext, CFsmEvent* pEvent )
// Name: OnStartGame()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnStartGame( void* pContext, CFsmEvent* pEvent )
void CNetClient::OnStartGame( void )
{
if ( m_OnStartGame.Defined() )
{
CStartGameEvent event;
m_OnStartGame.DispatchEvent( GetScript(), &event );
}
}
//-----------------------------------------------------------------------------
// Name: OnStartGame_()
// Desc:
//-----------------------------------------------------------------------------
bool CNetClient::OnStartGame_( void* pContext, CFsmEvent* pEvent )
{
// Validate parameters
if ( !pEvent || !pContext ) return false;
CNetClient* pClient = ( CNetClient* )( ( FsmActionCtx* )pContext )->pHost;
CNetSession* pSession = ( ( FsmActionCtx* )pContext )->pSession;
if ( pClient->m_OnStartGame.Defined() )
if (g_UseSimulation2)
{
CStartGameEvent event;
pClient->m_OnStartGame.DispatchEvent( pClient->GetScript(), &event );
pClient->m_ClientTurnManager = new CNetClientTurnManager(*pClient->m_pGame->GetSimulation2(), *pClient, pClient->GetLocalPlayer()->GetPlayerID(), pSession->GetID());
pClient->m_pGame->SetTurnManager(pClient->m_ClientTurnManager);
}
pClient->OnStartGame();
return true;
}
@@ -635,12 +689,15 @@ int CNetClient::StartGame( void )
if ( m_pGame->StartGame( m_pGameAttributes ) != PSRETURN_OK ) return -1;
// Send an end-of-batch message for turn 0 to signal that we're ready.
CEndCommandBatchMessage endBatch;
endBatch.m_TurnLength = 1000 / g_frequencyFilter->StableFrequency();
if (!g_UseSimulation2)
{
// Send an end-of-batch message for turn 0 to signal that we're ready.
CEndCommandBatchMessage endBatch;
endBatch.m_TurnLength = 1000 / g_frequencyFilter->StableFrequency();
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, &endBatch );
CNetSession* pSession = GetSession( 0 );
SendMessage( pSession, &endBatch );
}
return 0;
}
@@ -658,33 +715,33 @@ CPlayer* CNetClient::GetLocalPlayer()
// Name: NewTurn()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::NewTurn()
void CClientTurnManager::NewTurn()
{
CScopeLock lock(m_Mutex);
CScopeLock lock(m_Client.m_Mutex);
RotateBatches();
ClearBatch(2);
m_TurnPending = false;
m_Client.m_TurnPending = false;
//debug_printf(L"In NewTurn - sending ack\n");
CEndCommandBatchMessage* pMsg = new CEndCommandBatchMessage;
pMsg->m_TurnLength=1000/g_frequencyFilter->StableFrequency(); // JW: it'd probably be nicer to get the FPS as a parameter
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, pMsg );
CNetSession* pSession = m_Client.GetSession( 0 );
m_Client.SendMessage( pSession, pMsg );
}
//-----------------------------------------------------------------------------
// Name: QueueLocalCommand()
// Desc:
//-----------------------------------------------------------------------------
void CNetClient::QueueLocalCommand( CNetMessage* pMessage )
void CClientTurnManager::QueueLocalCommand( CNetMessage* pMessage )
{
if ( !pMessage ) return;
// Don't save these locally, since they'll be bounced by the server anyway
CNetSession* pSession = GetSession( 0 );
CNetHost::SendMessage( pSession, pMessage );
CNetSession* pSession = m_Client.GetSession( 0 );
m_Client.SendMessage( pSession, pMessage );
}
//-----------------------------------------------------------------------------
@@ -695,5 +752,5 @@ void CNetClient::QueueIncomingMessage( CNetMessage* pMessage )
{
CScopeLock lock( m_Mutex );
QueueMessage( 2, pMessage );
m_TurnManager->QueueMessage( 2, pMessage );
}