#include "Network/Server.h" Server::Server(World* world, EventBroker* eventBroker, int port) : Network(world, eventBroker) , m_ServerlistRequest(13) { ConfigFile* config = ResourceManager::Load("Config.ini"); snapshotInterval = config->Get("Networking.SnapshotInterval", 0.05); pingInterval = config->Get("Networking.PingIntervalMs", 1000) / 1000.0; m_ServerName = config->Get("Networking.Name", "Unnamed"); // Subscribe to events EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand); EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned); EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted); EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage); EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup); EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &Server::OnPlayerDeath); EVENT_SUBSCRIBE_MEMBER(m_EWin, &Server::OnWin); // BindWW if (port == 0) { port = config->Get("Networking.Port", 27666); } m_Port = port; LOG_INFO("Server initialized and bound to port %i", port); } Server::~Server() { } void Server::Update(double dt) { m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers); for (auto& kv : m_ConnectedPlayers) { while (kv.second.TCPSocket->available()) { // Packet will get real data in receive Packet packet(MessageType::Invalid); m_Reliable.Receive(packet, kv.second); m_Address = kv.second.TCPSocket->remote_endpoint().address(); m_Port = kv.second.TCPSocket->remote_endpoint().port(); if (packet.GetMessageType() == MessageType::Connect) { parseTCPConnect(packet); } else { parseMessageType(packet); } } } PlayerDefinition pd; while (m_Unreliable.IsSocketAvailable()) { // Packet will get real data in receive Packet packet(MessageType::Invalid); m_Unreliable.Receive(packet, pd); m_Address = pd.Endpoint.address(); m_Port = pd.Endpoint.port(); if (packet.GetMessageType() == MessageType::Connect) { parseUDPConnect(packet); } else { parseMessageType(packet); } } while (m_ServerlistRequest.IsSocketAvailable()) { Packet packet(MessageType::Invalid); PlayerDefinition localArea; localArea.Endpoint = boost::asio::ip::udp::endpoint(); m_ServerlistRequest.Receive(packet, localArea); if (packet.GetMessageType() == MessageType::ServerlistRequest) { // Pop header popNetworkSegmentOfHeader(packet); packet.ReadPrimitive(); packet.ReadPrimitive(); int port = packet.ReadPrimitive(); std::string address = localArea.Endpoint.address().to_string(); parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port)); } } // Check if players have disconnected for (int i = 0; i < m_PlayersToDisconnect.size(); i++) { disconnect(m_PlayersToDisconnect.at(i)); } m_PlayersToDisconnect.clear(); // Send snapshot previousSnapshotMessage += dt; if (snapshotInterval < previousSnapshotMessage) { sendSnapshot(); previousSnapshotMessage = 0; } // Send pings each previousPingMessage += dt; if (pingInterval < previousPingMessage) { sendPing(); previousPingMessage = 0; } // Time out logic timeOutTimer += dt; if (checkTimeOutInterval < timeOutTimer) { checkForTimeOuts(); timeOutTimer = 0; } m_EventBroker->Process(); if (isReadingData) { Network::Update(dt); } if (m_GameIsOver) { auto pool = m_World->GetComponents("CapturePointGameMode"); if (pool != nullptr && pool->size() > 0) { // Take the first CapturePointGameMode component found. ComponentWrapper& modeComponent = *pool->begin(); // Decrease timer. Field timer = modeComponent["ResetCountdown"]; timer -= dt; if (timer < 0) { resetMap(); } } else { resetMap(); } } } void Server::parseMessageType(Packet& packet) { // Pop packetSize, sequenceNumber and packetsInSequence. // create a packet of the correct size popNetworkSegmentOfHeader(packet); int messageType = packet.ReadPrimitive(); // Read what type off message was sent from server // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id m_PacketID = packet.ReadPrimitive(); //Read new packet id //identifyPacketLoss(); switch (static_cast(messageType)) { case MessageType::Connect: //parseConnect(packet); break; case MessageType::Ping: parsePing(); break; case MessageType::Message: break; case MessageType::Snapshot: break; case MessageType::Disconnect: parseDisconnect(); break; case MessageType::OnInputCommand: parseOnInputCommand(packet); break; case MessageType::OnPlayerDamage: parseOnPlayerDamage(packet); break; case MessageType::PlayerTransform: parsePlayerTransform(packet); break; case MessageType::OnDoubleJump: parseDoubleJump(packet); break; case MessageType::OnDashEffect: parseDashEffect(packet); break; default: break; } } void Server::reliableBroadcast(Packet& packet) { for (auto& kv : m_ConnectedPlayers) { packet.ChangePacketID(kv.second.PacketID); m_Reliable.Send(packet, kv.second); } } void Server::unreliableBroadcast(Packet& packet) { m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers); } // Send snapshot fields void Server::sendSnapshot() { Packet packet(MessageType::Snapshot); addInputCommandsToPacket(packet); addPlayersToPacket(packet, EntityID_Invalid); unreliableBroadcast(packet); } // Send snapshot fields void Server::createWorldSnapshot(Packet& packet) { addInputCommandsToPacket(packet); addChildrenToPacket(packet, EntityID_Invalid); } void Server::addInputCommandsToPacket(Packet& packet) { // Number of input commands packet.WritePrimitive(m_InputCommandsToBroadcast.size()); for (auto& command : m_InputCommandsToBroadcast) { packet.WritePrimitive(command.PlayerID); packet.WritePrimitive(m_ConnectedPlayers.at(command.PlayerID).EntityID); packet.WriteString(command.Command); packet.WritePrimitive(command.Value); } m_InputCommandsToBroadcast.clear(); } void Server::addPlayersToPacket(Packet & packet, EntityID entityID) { auto itPair = m_World->GetDirectChildren(entityID); std::unordered_map worldComponentPools = m_World->GetComponentPools(); // Loop through every child for (auto it = itPair.first; it != itPair.second; it++) { EntityID childEntityID = it->second; // HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself // HACK: Also checked CapturePointHUD for now. (this would get out of sync); EntityWrapper childEntity(m_World, childEntityID); if (shouldSendToClient(childEntity)) { // Write EntityID and parentsID and Entity name packet.WritePrimitive(childEntityID); packet.WritePrimitive(entityID); packet.WriteString(m_World->GetName(childEntityID)); // Write components to child int numberOfComponents = 0; for (auto& i : worldComponentPools) { if (i.second->KnowsEntity(childEntityID)) { numberOfComponents++; } } // Write how many components should be read packet.WritePrimitive(numberOfComponents); for (auto& i : worldComponentPools) { // If the entity exist in the pool if (i.second->KnowsEntity(childEntityID)) { ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID); // ComponentType packet.WriteString(componentWrapper.Info.Name); // Loop through fields for (auto& componentField : componentWrapper.Info.FieldsInOrder) { ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField); if (fieldInfo.Type == "string") { const std::string& value = componentWrapper[componentField]; packet.WriteString(value); } else { packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride); } } } } } // Go to to your children addPlayersToPacket(packet, childEntityID); } } void Server::addChildrenToPacket(Packet & packet, EntityID entityID) { auto itPair = m_World->GetDirectChildren(entityID); std::unordered_map worldComponentPools = m_World->GetComponentPools(); // Loop through every child for (auto it = itPair.first; it != itPair.second; it++) { EntityID childEntityID = it->second; // Write EntityID and parentsID and Entity name packet.WritePrimitive(childEntityID); packet.WritePrimitive(entityID); packet.WriteString(m_World->GetName(childEntityID)); // Write components to child int numberOfComponents = 0; for (auto& i : worldComponentPools) { if (i.second->KnowsEntity(childEntityID)) { numberOfComponents++; } } // Write how many components should be read packet.WritePrimitive(numberOfComponents); for (auto& i : worldComponentPools) { // If the entity exist in the pool if (i.second->KnowsEntity(childEntityID)) { ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID); // ComponentType packet.WriteString(componentWrapper.Info.Name); // Loop through fields for (auto& componentField : componentWrapper.Info.FieldsInOrder) { ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField); if (fieldInfo.Type == "string") { const std::string& value = componentWrapper[componentField]; packet.WriteString(value); } else { packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride); } } } } // Go to to your children addChildrenToPacket(packet, childEntityID); } } void Server::sendPing() { // Prints connected players ping //for (int i = 0; i < m_ConnectedPlayers.size(); i++) { // if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) { // int ping = 1000 * (m_ConnectedPlayers[i].StopTime - m_StartPingTime) / static_cast(CLOCKS_PER_SEC); // LOG_INFO("Last packetID received %i: User %i's ping: %i", m_ConnectedPlayers[i].PacketID, i, std::abs(ping)); // } //} // Create ping message Packet packet(MessageType::Ping); packet.WriteString("Ping from server"); // Time message m_StartPingTime = std::clock(); // Send message reliableBroadcast(packet); } void Server::checkForTimeOuts() { double startPing = 1000 * m_StartPingTime / static_cast(CLOCKS_PER_SEC); std::vector playersToRemove; for (auto& kv : m_ConnectedPlayers) { if (kv.second.TCPAddress != boost::asio::ip::address()) { int stopPing = 1000 * kv.second.StopTime / static_cast(CLOCKS_PER_SEC); if (startPing > stopPing + m_TimeoutMs) { LOG_INFO("User %i timed out!", kv.second.Name); playersToRemove.push_back(kv.first); } } } for (int i = playersToRemove.size() - 1; i >= 0; i--) { disconnect(playersToRemove.at(i)); } } void Server::parseUDPConnect(Packet & packet) { //Pop packetSize, sequenceNumber and packetsInSequence. popNetworkSegmentOfHeader(packet); int messageType = packet.ReadPrimitive(); // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id m_PacketID = packet.ReadPrimitive(); //Read new packet id // parse player id and other stuff PlayerID playerID = packet.ReadPrimitive(); boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port); m_ConnectedPlayers.at(playerID).Endpoint = endpoint; LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str()); // Send a message to the player that connected Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID); m_Unreliable.Send(connnectPacket); LOG_INFO("UDP Connect sent to client"); } void Server::parseTCPConnect(Packet & packet) { // Pop packetSize, sequenceNumber and packetsInSequence. popNetworkSegmentOfHeader(packet); int messageType = packet.ReadPrimitive(); // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id m_PacketID = packet.ReadPrimitive(); //Read new packet id LOG_INFO("Parsing connections"); // Check if player is already connected PlayerID playerID = getPlayerIDFromEndpoint(); if (playerID == -1) { LOG_INFO("Server::parseTCPConnect: Not connected"); return; } // Create a new player m_ConnectedPlayers.at(playerID).EntityID = 0; // Overlook this m_ConnectedPlayers.at(playerID).Name = packet.ReadString(); m_ConnectedPlayers.at(playerID).PacketID = 0; m_ConnectedPlayers.at(playerID).StopTime = std::clock(); m_ConnectedPlayers.at(playerID).TCPAddress = m_Address; m_ConnectedPlayers.at(playerID).TCPPort = m_Port; Events::PlayerConnected e; e.PlayerID = playerID; e.PlayerName = m_ConnectedPlayers.at(playerID).Name; m_EventBroker->Publish(e); LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).TCPAddress.to_string().c_str()); // Send a message to the player that connected Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID); // Write playerID to packet connnectPacket.WritePrimitive(playerID); m_Reliable.Send(connnectPacket, m_ConnectedPlayers.at(playerID)); Packet firstSnapshot(MessageType::Snapshot); createWorldSnapshot(firstSnapshot); m_Reliable.Send(firstSnapshot); // Send notification that a player has connected //Packet notificationPacket(MessageType::PlayerConnected); //broadcast(notificationPacket); } void Server::parseDisconnect() { LOG_INFO("%i: Parsing disconnect", m_PacketID); for (auto& kv : m_ConnectedPlayers) { if (kv.second.TCPAddress == m_Address && kv.second.TCPPort == m_Port) { m_PlayersToDisconnect.push_back(kv.first); break; } } } void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint) { Packet packet(MessageType::ServerlistRequest); packet.WriteString(m_Reliable.Address()); packet.WritePrimitive(m_Reliable.Port()); packet.WriteString(m_ServerName); packet.WritePrimitive(m_ConnectedPlayers.size()); m_ServerlistRequest.Send(packet); } void Server::disconnect(PlayerID playerID) { //broadcast("A player disconnected"); LOG_INFO("User %s disconnected/timed out", m_ConnectedPlayers[playerID].Name.c_str()); // Remove enteties and stuff (When we can remove entity, remove it and tell clients to remove the copy they have) Events::PlayerDisconnected e; e.Entity = m_ConnectedPlayers.at(playerID).EntityID; e.PlayerID = playerID; m_EventBroker->Publish(e); //m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID); m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both); m_ConnectedPlayers[playerID].TCPSocket->close(); m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID); m_ConnectedPlayers.erase(playerID); // Send disconnect to the other players. } void Server::parseOnPlayerDamage(Packet & packet) { Events::PlayerDamage e; e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive()); e.Victim = EntityWrapper(m_World, packet.ReadPrimitive()); e.Damage = packet.ReadPrimitive(); m_EventBroker->Publish(e); //LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str()); } void Server::identifyPacketLoss() { // if no packets lost, difference should be equal to 1 int difference = m_PacketID - m_PreviousPacketID; if (difference != 1) { LOG_INFO("%i Packet(s) were lost...", difference); } } void Server::kick(PlayerID player) { disconnect(player); Packet packet = Packet(MessageType::Kick); m_Reliable.Send(packet); } bool Server::OnInputCommand(const Events::InputCommand & e) { //LOG_DEBUG("Server::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID); if (e.Command == "LogNetworkBandwidth" && e.Value > 0) { if (isReadingData) { saveToFile(); } isReadingData = !isReadingData; m_SaveDataTimer = std::clock(); } else if (e.Command == "KickPlayer" && e.Value > 0) { kick(0); } return true; } bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e) { m_ConnectedPlayers[e.PlayerID].EntityID = e.Player.ID; Packet packet = Packet(MessageType::OnPlayerSpawned); packet.WritePrimitive(e.Player.ID); packet.WritePrimitive(e.Spawner.ID); // We don't send PlayerID here because it will always be set to -1 packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name); m_Reliable.Send(packet, m_ConnectedPlayers[e.PlayerID]); return false; } bool Server::OnEntityDeleted(const Events::EntityDeleted & e) { if (!e.Cascaded) { Packet packet = Packet(MessageType::EntityDeleted); packet.WritePrimitive(e.DeletedEntity.ID); reliableBroadcast(packet); } return false; } bool Server::OnComponentDeleted(const Events::ComponentDeleted & e) { if (!e.Cascaded) { if (shouldSendToClient(EntityWrapper(m_World, e.Entity))) { Packet packet = Packet(MessageType::ComponentDeleted); packet.WritePrimitive(e.Entity); packet.WriteString(e.ComponentType); reliableBroadcast(packet); } } return false; } bool Server::OnPlayerDamage(const Events::PlayerDamage& e) { Packet packet(MessageType::OnPlayerDamage); packet.WritePrimitive(e.Inflictor.ID); packet.WritePrimitive(e.Victim.ID); packet.WritePrimitive(e.Damage); reliableBroadcast(packet); return true; } bool Server::OnAmmoPickup(const Events::AmmoPickup & e) { for (auto& kv : m_ConnectedPlayers) { if (e.Player.ID == kv.second.EntityID) { Packet packet(MessageType::AmmoPickup); // We dont send playerID as it will be set at client to local packet.WritePrimitive(e.AmmoGain); m_Reliable.Send(packet, kv.second); } } return true; } bool Server::OnPlayerDeath(const Events::PlayerDeath& e) { Events::KillDeath eKD; auto entity = e; eKD.Casualty = getPlayerIDFromEntityID(e.Player.ID); eKD.Killer = getPlayerIDFromEntityID(e.Killer.ID); eKD.CasualtyName = m_ConnectedPlayers.at(getPlayerIDFromEntityID(e.Player.ID)).Name; eKD.KillerName = m_ConnectedPlayers.at(getPlayerIDFromEntityID(e.Killer.ID)).Name; if(entity.Player.HasComponent("Team")) { eKD.CasualtyTeam = (const int&)entity.Player["Team"]["Team"]; } if (entity.Killer.HasComponent("Team")) { eKD.KillerTeam = (const int&)entity.Killer["Team"]["Team"]; } if(entity.Player.HasComponent("DashAbility")) { eKD.CasualtyClass = 1; } else if (entity.Player.HasComponent("ShieldAbility")) { eKD.CasualtyClass = 2; } else if (entity.Player.HasComponent("SprintAbility")) { eKD.CasualtyClass = 3; } if (entity.Killer.HasComponent("DashAbility")) { eKD.KillerClass = 1; } else if (entity.Killer.HasComponent("ShieldAbility")) { eKD.KillerClass = 2; } else if (entity.Killer.HasComponent("SprintAbility")) { eKD.KillerClass = 3; } m_EventBroker->Publish(eKD); Packet kdPacket(MessageType::KD); kdPacket.WritePrimitive(eKD.Casualty); kdPacket.WritePrimitive(eKD.CasualtyClass); kdPacket.WriteString(eKD.CasualtyName); kdPacket.WritePrimitive(eKD.CasualtyTeam); kdPacket.WritePrimitive(eKD.Killer); kdPacket.WritePrimitive(eKD.KillerClass); kdPacket.WriteString(eKD.KillerName); kdPacket.WritePrimitive(eKD.KillerTeam); reliableBroadcast(kdPacket); return false; } bool Server::OnWin(const Events::Win & e) { // Postpone the gameover reset m_GameIsOver = true; return true; } void Server::parseClientPing() { LOG_INFO("%i: Parsing ping", m_PacketID); PlayerID player = getPlayerIDFromEndpoint(); if (player == -1) { return; } // Return ping Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID); packet.WriteString("Ping received"); m_Reliable.Send(packet); } void Server::parsePing() { for (auto& kv : m_ConnectedPlayers) { if (kv.second.TCPAddress == m_Address && kv.second.TCPPort == m_Port || (kv.second.Endpoint.address() == m_Address && kv.second.Endpoint.port() == m_Port)) { kv.second.StopTime = std::clock(); break; } } } bool Server::parseDoubleJump(Packet & packet) { reliableBroadcast(packet); return true; } void Server::parseDashEffect(Packet& packet) { reliableBroadcast(packet); } void Server::parseOnInputCommand(Packet& packet) { PlayerID player = -1; // Check which player it was who sent the message player = getPlayerIDFromEndpoint(); if (player != -1) { while (packet.DataReadSize() < packet.Size()) { Events::InputCommand e; e.Command = packet.ReadString(); e.PlayerID = player; // Set correct player id e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID); e.Value = packet.ReadPrimitive(); m_EventBroker->Publish(e); if (e.Command == "PrimaryFire" || e.Command == "Reload") { m_InputCommandsToBroadcast.push_back(e); } //LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID); } } } void Server::parsePlayerTransform(Packet& packet) { PlayerID playerID = getPlayerIDFromEndpoint(); if (playerID == -1) { return; } glm::vec3 position; glm::vec3 orientation; position.x = packet.ReadPrimitive(); position.y = packet.ReadPrimitive(); position.z = packet.ReadPrimitive(); orientation.x = packet.ReadPrimitive(); orientation.y = packet.ReadPrimitive(); orientation.z = packet.ReadPrimitive(); bool hasAssaultWeapon = packet.ReadPrimitive(); int magazineAmmo; int ammo; if (hasAssaultWeapon) { magazineAmmo = packet.ReadPrimitive(); ammo = packet.ReadPrimitive(); } EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID); if (player.Valid()) { player["Transform"]["Position"] = position; player["Transform"]["Orientation"] = orientation; if (hasAssaultWeapon) { player["AssaultWeapon"]["MagazineAmmo"] = magazineAmmo; player["AssaultWeapon"]["Ammo"] = ammo; } } } bool Server::shouldSendToClient(EntityWrapper childEntity) { return childEntity.HasComponent("NetworkComponent") || childEntity.FirstParentWithComponent("NetworkComponent").Valid(); } PlayerID Server::getPlayerIDFromEndpoint() { // check both tcp and udp connection for (auto& kv : m_ConnectedPlayers) { if ((kv.second.TCPAddress == m_Address && kv.second.TCPPort == m_Port) || (kv.second.Endpoint.address() == m_Address && kv.second.Endpoint.port() == m_Port)) { return kv.first; } } return -1; } PlayerID Server::getPlayerIDFromEntityID(EntityID entityID) { for (auto& kv : m_ConnectedPlayers) { if (entityID == kv.second.EntityID) { return kv.first; } } return -1; } void Server::resetMap() { m_GameIsOver = false; Events::Reset reset; m_EventBroker->Publish(reset); Packet removeMap(MessageType::RemoveWorld); reliableBroadcast(removeMap); removeWorld(); // Hardcoded for now. auto entityFile = ResourceManager::Load("Schema/Entities/CP_Rocky2.xml"); entityFile->MergeInto(m_World); Packet newWorld(MessageType::Snapshot); createWorldSnapshot(newWorld); reliableBroadcast(newWorld); }