#include "Network/Server.h" Server::Server() { Network::initialize(); ConfigFile* config = ResourceManager::Load("Config.ini"); snapshotInterval = 1000 * config->Get("Networking.SnapshotInterval", 0.05f); pingIntervalMs = config->Get("Networking.PingIntervalMs", 1000); } Server::~Server() { } void Server::Start(World* world, EventBroker* eventBroker) { m_World = world; m_EventBroker = eventBroker; // 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); LOG_INFO("I am Server. BIP BOP\n"); } void Server::Update() { PlayerDefinition pd; 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); } } } 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); } } std::clock_t currentTime = std::clock(); // Send snapshot if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) { sendSnapshot(); previousSnapshotMessage = currentTime; } // Send pings each if (pingIntervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) { sendPing(); previousePingMessage = currentTime; } // Time out logic if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) { checkForTimeOuts(); timOutTimer = currentTime; } m_EventBroker->Process(); if (isReadingData) { Network::Update(); } } void Server::parseMessageType(Packet& packet) { // Pop packetSize which is used by TCP Client to // create a packet of the correct size packet.ReadPrimitive(); 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; 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) { for (auto& kv : m_ConnectedPlayers) { packet.ChangePacketID(kv.second.PacketID); m_Unreliable.Send(packet, kv.second); } } // Send snapshot fields void Server::sendSnapshot() { Packet packet(MessageType::Snapshot); addChildrenToPacket(packet, EntityID_Invalid); unreliableBroadcast(packet); } void Server::addChildrenToPacket(Packet & packet, EntityID entityID) { auto itPair = m_World->GetChildren(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") { 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 (size_t i = 0; i < playersToRemove.size(); i++) { disconnect(playersToRemove.at(i)); } } void Server::parseUDPConnect(Packet & packet) { // Pop size of message int packet.ReadPrimitive(); 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(); // Do something here? 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 size of message int packet.ReadPrimitive(); 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 // Ska vara till lagd i TCPServer receive PlayerID playerID = GetPlayerIDFromEndpoint(); if (playerID == -1) { 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; LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).TCPAddress); // 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); // 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) { disconnect(kv.first); break; } } } 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_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both); m_ConnectedPlayers[playerID].TCPSocket->close(); m_ConnectedPlayers.erase(playerID); } void Server::parseOnPlayerDamage(Packet & packet) { Events::PlayerDamage e; e.Damage = packet.ReadPrimitive(); e.Player = EntityWrapper(m_World, 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(); } 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); reliableBroadcast(packet); } return false; } bool Server::OnComponentDeleted(const Events::ComponentDeleted & e) { if (!e.Cascaded) { Packet packet = Packet(MessageType::ComponentDeleted); packet.WritePrimitive(e.Entity); packet.WriteString(e.ComponentType); reliableBroadcast(packet); } return false; } 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.StopTime = std::clock(); break; } } } 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); 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) { 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(); PlayerID playerID = GetPlayerIDFromEndpoint(); EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID); if (player.Valid()) { player["Transform"]["Position"] = position; player["Transform"]["Orientation"] = orientation; } } 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; }