Merge pull request #12485 from ZehMatt/network/cleanup-1

Refactor the Network a bit, setting the stones for further refactor work
This commit is contained in:
ζeh Matt 2020-07-30 20:54:18 +02:00 committed by GitHub
commit b0c67762b7
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10 changed files with 449 additions and 388 deletions

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936F412424CE030E00E07BCF /* NetworkClient.h */,
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@ -230,11 +230,14 @@
<ClInclude Include="network\DiscordService.h" />
<ClInclude Include="network\network.h" />
<ClInclude Include="network\NetworkAction.h" />
<ClInclude Include="network\NetworkBase.h" />
<ClInclude Include="network\NetworkClient.h" />
<ClInclude Include="network\NetworkConnection.h" />
<ClInclude Include="network\NetworkGroup.h" />
<ClInclude Include="network\NetworkKey.h" />
<ClInclude Include="network\NetworkPacket.h" />
<ClInclude Include="network\NetworkPlayer.h" />
<ClInclude Include="network\NetworkServer.h" />
<ClInclude Include="network\NetworkServerAdvertiser.h" />
<ClInclude Include="network\NetworkTypes.h" />
<ClInclude Include="network\NetworkUser.h" />
@ -549,13 +552,15 @@
<ClCompile Include="management\NewsItem.cpp" />
<ClCompile Include="management\Research.cpp" />
<ClCompile Include="network\DiscordService.cpp" />
<ClCompile Include="network\Network.cpp" />
<ClCompile Include="network\NetworkAction.cpp" />
<ClCompile Include="network\NetworkBase.cpp" />
<ClCompile Include="network\NetworkClient.cpp" />
<ClCompile Include="network\NetworkConnection.cpp" />
<ClCompile Include="network\NetworkGroup.cpp" />
<ClCompile Include="network\NetworkKey.cpp" />
<ClCompile Include="network\NetworkPacket.cpp" />
<ClCompile Include="network\NetworkPlayer.cpp" />
<ClCompile Include="network\NetworkServer.cpp" />
<ClCompile Include="network\NetworkServerAdvertiser.cpp" />
<ClCompile Include="network\NetworkUser.cpp" />
<ClCompile Include="network\ServerList.cpp" />

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@ -0,0 +1,235 @@
#pragma once
#include "../actions/GameAction.h"
#include "NetworkConnection.h"
#include "NetworkGroup.h"
#include "NetworkPlayer.h"
#include "NetworkServerAdvertiser.h"
#include "NetworkTypes.h"
#include "NetworkUser.h"
#include <fstream>
#ifndef DISABLE_NETWORK
class NetworkBase
{
public:
NetworkBase();
public: // Uncategorized
bool BeginServer(uint16_t port, const std::string& address);
bool BeginClient(const std::string& host, uint16_t port);
public: // Common
void SetEnvironment(const std::shared_ptr<OpenRCT2::IPlatformEnvironment>& env);
bool Init();
void Close();
uint32_t GetServerTick();
void Update();
void Flush();
void ProcessPending();
void ProcessPlayerList();
std::vector<std::unique_ptr<NetworkPlayer>>::iterator GetPlayerIteratorByID(uint8_t id);
std::vector<std::unique_ptr<NetworkGroup>>::iterator GetGroupIteratorByID(uint8_t id);
NetworkPlayer* GetPlayerByID(uint8_t id);
NetworkGroup* GetGroupByID(uint8_t id);
void SetPassword(const char* password);
uint8_t GetDefaultGroup();
std::string BeginLog(const std::string& directory, const std::string& midName, const std::string& filenameFormat);
void AppendLog(std::ostream& fs, const std::string& s);
void BeginChatLog();
void AppendChatLog(const std::string& s);
void CloseChatLog();
NetworkStats_t GetStats() const;
json_t* GetServerInfoAsJson() const;
bool ProcessConnection(NetworkConnection& connection);
void CloseConnection();
NetworkPlayer* AddPlayer(const std::string& name, const std::string& keyhash);
void ProcessPacket(NetworkConnection& connection, NetworkPacket& packet);
public: // Server
NetworkConnection* GetPlayerConnection(uint8_t id);
void KickPlayer(int32_t playerId);
NetworkGroup* AddGroup();
void LoadGroups();
void SetDefaultGroup(uint8_t id);
void SaveGroups();
void RemoveGroup(uint8_t id);
uint8_t GetGroupIDByHash(const std::string& keyhash);
void BeginServerLog();
void AppendServerLog(const std::string& s);
void CloseServerLog();
void DecayCooldown(NetworkPlayer* player);
void AddClient(std::unique_ptr<ITcpSocket>&& socket);
std::string GetMasterServerUrl();
std::string GenerateAdvertiseKey();
void SetupDefaultGroups();
void RemovePlayer(std::unique_ptr<NetworkConnection>& connection);
void UpdateServer();
void ServerClientDisconnected(std::unique_ptr<NetworkConnection>& connection);
bool SaveMap(IStream* stream, const std::vector<const ObjectRepositoryItem*>& objects) const;
uint8_t* save_for_network(size_t& out_size, const std::vector<const ObjectRepositoryItem*>& objects) const;
std::string MakePlayerNameUnique(const std::string& name);
// Packet dispatchers.
void Server_Send_AUTH(NetworkConnection& connection);
void Server_Send_TOKEN(NetworkConnection& connection);
void Server_Send_MAP(NetworkConnection* connection = nullptr);
void Server_Send_CHAT(const char* text, const std::vector<uint8_t>& playerIds = {});
void Server_Send_GAME_ACTION(const GameAction* action);
void Server_Send_TICK();
void Server_Send_PLAYERINFO(int32_t playerId);
void Server_Send_PLAYERLIST();
void Server_Send_PING();
void Server_Send_PINGLIST();
void Server_Send_SETDISCONNECTMSG(NetworkConnection& connection, const char* msg);
void Server_Send_GAMEINFO(NetworkConnection& connection);
void Server_Send_SHOWERROR(NetworkConnection& connection, rct_string_id title, rct_string_id message);
void Server_Send_GROUPLIST(NetworkConnection& connection);
void Server_Send_EVENT_PLAYER_JOINED(const char* playerName);
void Server_Send_EVENT_PLAYER_DISCONNECTED(const char* playerName, const char* reason);
void Server_Send_OBJECTS_LIST(NetworkConnection& connection, const std::vector<const ObjectRepositoryItem*>& objects) const;
void Server_Send_SCRIPTS(NetworkConnection& connection) const;
// Handlers
void Server_Handle_REQUEST_GAMESTATE(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_HEARTBEAT(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
void Server_Client_Joined(const char* name, const std::string& keyhash, NetworkConnection& connection);
void Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
void Server_Handle_MAPREQUEST(NetworkConnection& connection, NetworkPacket& packet);
public: // Client
void Reconnect();
int32_t GetMode();
int32_t GetAuthStatus();
int32_t GetStatus();
uint8_t GetPlayerID();
void ProcessPlayerInfo();
void ProcessDisconnectedClients();
static const char* FormatChat(NetworkPlayer* fromplayer, const char* text);
void SendPacketToClients(NetworkPacket& packet, bool front = false, bool gameCmd = false);
bool CheckSRAND(uint32_t tick, uint32_t srand0);
bool CheckDesynchronizaton();
void RequestStateSnapshot();
bool IsDesynchronised();
NetworkServerState_t GetServerState() const;
void ServerClientDisconnected();
bool LoadMap(IStream* stream);
void UpdateClient();
// Packet dispatchers.
void Client_Send_RequestGameState(uint32_t tick);
void Client_Send_TOKEN();
void Client_Send_AUTH(
const std::string& name, const std::string& password, const std::string& pubkey, const std::vector<uint8_t>& signature);
void Client_Send_CHAT(const char* text);
void Client_Send_GAME_ACTION(const GameAction* action);
void Client_Send_PING();
void Client_Send_GAMEINFO();
void Client_Send_MAPREQUEST(const std::vector<std::string>& objects);
void Client_Send_HEARTBEAT(NetworkConnection& connection) const;
// Handlers.
void Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAME_ACTION(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PLAYERINFO(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_SETDISCONNECTMSG(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAMEINFO(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_SHOWERROR(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GROUPLIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_EVENT(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_TOKEN(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_OBJECTS_LIST(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_SCRIPTS(NetworkConnection& connection, NetworkPacket& packet);
void Client_Handle_GAMESTATE(NetworkConnection& connection, NetworkPacket& packet);
std::vector<uint8_t> _challenge;
std::map<uint32_t, GameAction::Callback_t> _gameActionCallbacks;
NetworkKey _key;
NetworkUserManager _userManager;
public: // Public common
std::string ServerName;
std::string ServerDescription;
std::string ServerGreeting;
std::string ServerProviderName;
std::string ServerProviderEmail;
std::string ServerProviderWebsite;
std::vector<std::unique_ptr<NetworkPlayer>> player_list;
std::vector<std::unique_ptr<NetworkGroup>> group_list;
private: // Common Data
using CommandHandler = void (NetworkBase::*)(NetworkConnection& connection, NetworkPacket& packet);
std::shared_ptr<OpenRCT2::IPlatformEnvironment> _env;
std::vector<uint8_t> chunk_buffer;
std::ofstream _chat_log_fs;
uint32_t _lastUpdateTime = 0;
uint32_t _currentDeltaTime = 0;
int32_t mode = NETWORK_MODE_NONE;
uint8_t default_group = 0;
bool _closeLock = false;
bool _requireClose = false;
bool wsa_initialized = false;
private: // Server Data
std::unordered_map<NetworkCommand, CommandHandler> server_command_handlers;
std::unique_ptr<ITcpSocket> _listenSocket;
std::unique_ptr<INetworkServerAdvertiser> _advertiser;
std::list<std::unique_ptr<NetworkConnection>> client_connection_list;
std::string _serverLogPath;
std::string _serverLogFilenameFormat = "%Y%m%d-%H%M%S.txt";
std::ofstream _server_log_fs;
uint16_t listening_port = 0;
bool _playerListInvalidated = false;
private: // Client Data
struct PlayerListUpdate
{
std::vector<NetworkPlayer> players;
};
struct ServerTickData_t
{
uint32_t srand0;
uint32_t tick;
std::string spriteHash;
};
std::unordered_map<NetworkCommand, CommandHandler> client_command_handlers;
std::unique_ptr<NetworkConnection> _serverConnection;
std::map<uint32_t, PlayerListUpdate> _pendingPlayerLists;
std::multimap<uint32_t, NetworkPlayer> _pendingPlayerInfo;
std::map<uint32_t, ServerTickData_t> _serverTickData;
std::vector<std::string> _missingObjects;
std::string _host;
std::string _chatLogPath;
std::string _chatLogFilenameFormat = "%Y%m%d-%H%M%S.txt";
std::string _password;
MemoryStream _serverGameState;
NetworkServerState_t _serverState;
uint32_t _lastSentHeartbeat = 0;
uint32_t last_ping_sent_time = 0;
uint32_t server_connect_time = 0;
uint32_t _actionId;
int32_t status = NETWORK_STATUS_NONE;
uint8_t player_id = 0;
uint16_t _port = 0;
SOCKET_STATUS _lastConnectStatus = SOCKET_STATUS_CLOSED;
bool _requireReconnect = false;
bool _clientMapLoaded = false;
};
#endif // DISABLE_NETWORK

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@ -0,0 +1 @@
#include "NetworkClient.h"

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@ -0,0 +1,12 @@
#pragma once
#include "NetworkBase.h"
#ifndef DISABLE_NETWORK
class NetworkClient final : public NetworkBase
{
public:
};
#endif // DISABLE_NETWORK

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@ -0,0 +1 @@
#include "NetworkServer.h"

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@ -0,0 +1,12 @@
#pragma once
#include "NetworkBase.h"
#ifndef DISABLE_NETWORK
class NetworkServer final : public NetworkBase
{
public:
};
#endif // DISABLE_NETWORK

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@ -13,6 +13,17 @@
#include "../core/Endianness.h"
#include "../ride/RideTypes.h"
enum
{
SERVER_EVENT_PLAYER_JOINED,
SERVER_EVENT_PLAYER_DISCONNECTED,
};
enum
{
NETWORK_TICK_FLAG_CHECKSUMS = 1 << 0,
};
enum
{
NETWORK_MODE_NONE,

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@ -22,6 +22,8 @@
#include <cmath>
#ifdef _WIN32
#pragma comment(lib, "Ws2_32.lib")
// winsock2 must be included before windows.h
#include <winsock2.h>
#include <ws2tcpip.h>