// SuperTuxKart - a fun racing game with go-kart // Copyright (C) 2015 Supertuxkart-Team // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 3 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "network/protocols/game_protocol.hpp" #include "modes/world.hpp" #include "karts/abstract_kart.hpp" #include "karts/controller/player_controller.hpp" #include "network/event.hpp" #include "network/network_config.hpp" #include "network/game_setup.hpp" #include "network/network_config.hpp" #include "network/network_string.hpp" #include "network/protocol_manager.hpp" #include "network/rewind_manager.hpp" #include "network/stk_host.hpp" #include "network/stk_peer.hpp" #include "utils/log.hpp" #include "utils/time.hpp" // ============================================================================ std::weak_ptr GameProtocol::m_game_protocol; // ============================================================================ std::shared_ptr GameProtocol::createInstance() { if (!emptyInstance()) { Log::fatal("GameProtocol", "Create only 1 instance of GameProtocol!"); return NULL; } auto gm = std::make_shared(); m_game_protocol = gm; return gm; } // createInstance //----------------------------------------------------------------------------- /** Constructor. Allocates the buffer for events to send to the server. */ GameProtocol::GameProtocol() : Protocol( PROTOCOL_CONTROLLER_EVENTS) { m_data_to_send = getNetworkString(); } // GameProtocol //----------------------------------------------------------------------------- GameProtocol::~GameProtocol() { delete m_data_to_send; } // ~GameProtocol //----------------------------------------------------------------------------- /** Synchronous update - will send all commands collected during the last * frame (and could optional only send messages every N frames). */ void GameProtocol::update(float dt) { if (m_all_actions.size() == 0) return; // nothing to do // Clear left-over data from previous frame. This way the network // string will increase till it reaches maximum size necessary m_data_to_send->clear(); m_data_to_send->addUInt8(GP_CONTROLLER_ACTION) .addUInt8(uint8_t(m_all_actions.size())); // Add all actions for (auto a : m_all_actions) { m_data_to_send->addFloat(a.m_time); m_data_to_send->addUInt8(a.m_kart_id); m_data_to_send->addUInt8((uint8_t)(a.m_action)).addUInt32(a.m_value) .addUInt32(a.m_value_l).addUInt32(a.m_value_r); } // for a in m_all_actions // FIXME: for now send reliable sendToServer(m_data_to_send, /*reliable*/ true); m_all_actions.clear(); } // update //----------------------------------------------------------------------------- /** Called when a message from a remote GameProtocol is received. */ bool GameProtocol::notifyEventAsynchronous(Event* event) { if(!checkDataSize(event, 1)) return true; NetworkString &data = event->data(); uint8_t message_type = data.getUInt8(); switch (message_type) { case GP_CONTROLLER_ACTION: handleControllerAction(event); break; case GP_STATE: handleState(event); break; case GP_ADJUST_TIME: handleAdjustTime(event); break; default: Log::error("GameProtocol", "Received unknown message type %d - ignored.", message_type); break; } // switch message_type return true; } // notifyEventAsynchronous //----------------------------------------------------------------------------- /** Called from the local kart controller when an action (like steering, * acceleration, ...) was triggered. It sends a message with the new info * to the server and informs the rewind manager to store the event. * \param Kart id that triggered the action. * \param action Which action was triggered. * \param value New value for the given action. */ void GameProtocol::controllerAction(int kart_id, PlayerAction action, int value, int val_l, int val_r) { // Store the action in the list of actions that will be sent to the // server next. assert(NetworkConfig::get()->isClient()); Action a; a.m_kart_id = kart_id; a.m_action = action; a.m_value = value; a.m_value_l = val_l; a.m_value_r = val_r; a.m_time = World::getWorld()->getTime(); m_all_actions.push_back(a); // Store the event in the rewind manager, which is responsible // for freeing the allocated memory BareNetworkString *s = new BareNetworkString(4); s->addUInt8(kart_id).addUInt8(action).addUInt32(value) .addUInt32(val_l).addUInt32(val_r); RewindManager::get()->addEvent(this, s, /*confirmed*/true, World::getWorld()->getTime() ); Log::info("GameProtocol", "Action at %f: %d value %d", World::getWorld()->getTime(), action, action==PlayerAction::PA_STEER_RIGHT ? -value : value); } // controllerAction // ---------------------------------------------------------------------------- /** Called when a controller event is received - either on the server from * a client, or on a client from the server. It sorts the event into the * RewindManager's network event queue. The server will also send this * event immediately to all clients (except to the original sender). */ void GameProtocol::handleControllerAction(Event *event) { NetworkString &data = event->data(); uint8_t count = data.getUInt8(); bool will_trigger_rewind = false; float rewind_delta = 0.0f; for (unsigned int i = 0; i < count; i++) { float time = data.getFloat(); // Since this is running in a thread, it might be called during // a rewind, i.e. with an incorrect world time. So the event // time needs to be compared with the World time independent // of any rewinding. if (time < RewindManager::get()->getNotRewoundWorldTime() && !will_trigger_rewind ) { will_trigger_rewind = true; rewind_delta = time - RewindManager::get()->getNotRewoundWorldTime(); } uint8_t kart_id = data.getUInt8(); assert(kart_id < World::getWorld()->getNumKarts()); PlayerAction action = (PlayerAction)(data.getUInt8()); int value = data.getUInt32(); int value_l = data.getUInt32(); int value_r = data.getUInt32(); Log::info("GameProtocol", "Action at %f: %d %d %d %d %d", time, kart_id, action, value, value_l, value_r); BareNetworkString *s = new BareNetworkString(3); s->addUInt8(kart_id).addUInt8(action).addUInt32(value) .addUInt32(value_l).addUInt32(value_r); RewindManager::get()->addNetworkEvent(this, s, time); } if (data.size() > 0) { Log::warn("GameProtocol", "Received invalid controller data - remains %d",data.size()); } if (NetworkConfig::get()->isServer()) { // Send update to all clients except the original sender. STKHost::get()->sendPacketExcept(event->getPeer(), &data, false); if (will_trigger_rewind) { Log::info("GameProtocol", "At %f %f %f requesting time adjust of %f for host %d", World::getWorld()->getTime(), StkTime::getRealTime(), RewindManager::get()->getNotRewoundWorldTime(), rewind_delta, event->getPeer()->getHostId()); // This message from a client triggered a rewind in the server. // To avoid this, signal to the client that it should slow down. adjustTimeForClient(event->getPeer(), rewind_delta); } } // if server } // handleControllerAction // ---------------------------------------------------------------------------- /** The server might request that a client adjusts its world clock (in order to * reduce rewinds). This function sends a a (unreliable) message to the * client. * \param peer The peer that triggered the rewind. * \param t Time that the peer needs to slowdown (<0) or sped up(>0). */ void GameProtocol::adjustTimeForClient(STKPeer *peer, float t) { assert(NetworkConfig::get()->isServer()); NetworkString *ns = getNetworkString(5); ns->addUInt8(GP_ADJUST_TIME).addFloat(t); // This message can be send unreliable, it's not critical if it doesn't // get delivered, the server will request again later anyway. peer->sendPacket(ns, /*reliable*/false); delete ns; } // adjustTimeForClient // ---------------------------------------------------------------------------- /** Called on a client when the server requests an adjustment of this client's * world clock time (in order to reduce rewinds). */ void GameProtocol::handleAdjustTime(Event *event) { float t = event->data().getFloat(); World::getWorld()->setAdjustTime(t); } // handleAdjustTime // ---------------------------------------------------------------------------- /** Called by the server before assembling a new message containing the full * state of the race to be sent to a client. */ void GameProtocol::startNewState() { assert(NetworkConfig::get()->isServer()); m_data_to_send->clear(); m_data_to_send->addUInt8(GP_STATE).addFloat(World::getWorld()->getTime()); Log::info("GameProtocol", "Sending new state at %f.", World::getWorld()->getTime()); } // startNewState // ---------------------------------------------------------------------------- /** Called by a server to add data to the current state. */ void GameProtocol::addState(BareNetworkString *buffer) { assert(NetworkConfig::get()->isServer()); m_data_to_send->addUInt16(buffer->size()); (*m_data_to_send) += *buffer; } // addState // ---------------------------------------------------------------------------- /** Called when the last state information has been added and the message * can be sent to the clients. */ void GameProtocol::sendState() { assert(NetworkConfig::get()->isServer()); sendMessageToPeersChangingToken(m_data_to_send, /*reliable*/true); } // sendState // ---------------------------------------------------------------------------- /** Called when a new full state is received form the server. */ void GameProtocol::handleState(Event *event) { // Ignore events arriving when client has already exited if (!World::getWorld()) return; assert(NetworkConfig::get()->isClient()); NetworkString &data = event->data(); float time = data.getFloat(); Log::info("GameProtocol", "Received at %f state from %f", World::getWorld()->getTime(), time); int index = 0; while (data.size() > 0) { uint16_t count = data.getUInt16(); BareNetworkString *state = new BareNetworkString(data.getCurrentData(), count); data.skip(count); RewindManager::get()->addNetworkState(index, state, time); index++; } // while data.size()>0 } // handleState // ---------------------------------------------------------------------------- /** Called from the RewindManager when rolling back. * \param buffer Pointer to the saved state information. */ void GameProtocol::undo(BareNetworkString *buffer) { } // undo // ---------------------------------------------------------------------------- /** Called from the RewindManager after a rollback to replay the stored * events. * \param buffer Pointer to the saved state information. */ void GameProtocol::rewind(BareNetworkString *buffer) { int kart_id = buffer->getUInt8(); PlayerAction action = PlayerAction(buffer->getUInt8()); int value = buffer->getUInt32(); int value_l = buffer->getUInt32(); int value_r = buffer->getUInt32(); Controller *c = World::getWorld()->getKart(kart_id)->getController(); PlayerController *pc = dynamic_cast(c); // FIXME this can be endcontroller when finishing the race //assert(pc); if(pc) pc->actionFromNetwork(action, value, value_l, value_r); } // rewind