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0e43675abf
setting connName when all in a game are present. Second, have every host include in connections a random number. That number is made part of the connName and in general used to test whether a host belongs in a particular game. Add this "seed" to web interface. Means new versions for relay protocol and game stream format. Latter is handled correctly so older games can be opened.
248 lines
7.7 KiB
C
248 lines
7.7 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2005-2009 by Eric House (xwords@eehouse.org). All rights
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* reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _CREF_H_
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#define _CREF_H_
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#include <map>
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#include <vector>
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#include <string>
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#include <deque>
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#include <pthread.h>
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#include "xwrelay_priv.h"
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#include "xwrelay.h"
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#include "states.h"
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using namespace std;
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class CookieMapIterator; /* forward */
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struct HostRec {
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public:
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HostRec(HostID hostID, int socket, int nPlayersH, int nPlayersT,
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int seed )
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: m_hostID(hostID)
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, m_socket(socket)
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, m_nPlayersH(nPlayersH)
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, m_nPlayersT(nPlayersT)
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, m_seed(seed)
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, m_lastHeartbeat(uptime())
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{}
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HostID m_hostID;
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int m_socket;
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int m_nPlayersH;
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int m_nPlayersT;
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int m_seed;
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time_t m_lastHeartbeat;
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};
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class CookieRef {
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private:
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/* These classes have access to CookieRef. All others should go through
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SafeCref instances. */
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friend class CRefMgr;
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friend class SafeCref;
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friend class CookieMapIterator;
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CookieRef( const char* cookie, const char* connName, CookieID id );
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void ReInit( const char* cookie, const char* connName, CookieID id );
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~CookieRef();
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void Clear(void); /* make clear it's unused */
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bool Lock( void );
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void Unlock( void );
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/* Within this cookie, remember that this hostID and socket go together.
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If the hostID is HOST_ID_SERVER, it's the server. */
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CookieID GetCookieID() { return m_cookieID; }
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int GetTotalSent() { return m_totalSent; }
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int GetPlayersSought() { return m_nPlayersSought; }
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int GetPlayersHere() { return m_nPlayersHere; }
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int CountSockets() { return m_sockets.size(); }
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bool HasSocket( int socket );
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bool HasSocket_locked( int socket );
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const char* Cookie() { return m_cookie.c_str(); }
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const char* ConnName() { return m_connName.c_str(); }
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int GetHeartbeat() { return m_heatbeat; }
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int SocketForHost( HostID dest );
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bool NeverFullyConnected();
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bool GameOpen( const char* cookie, int nPlayersH, bool isNew,
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bool* alreadyHere );
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/* for console */
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void _PrintCookieInfo( string& out );
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void PrintSocketInfo( string& out, int socket );
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void _FormatHostInfo( string* hostIds, string* seeds, string* addrs );
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static CookieMapIterator GetCookieIterator();
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/* Nuke an existing */
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static void Delete( CookieID id );
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static void Delete( const char* name );
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void _Connect( int socket, HostID srcID, int nPlayersH, int nPlayersT,
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int seed );
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void _Reconnect( int socket, HostID srcID, int nPlayersH, int nPlayersT,
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int seed );
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void _Disconnect(int socket, HostID hostID );
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void _Shutdown();
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void _HandleHeartbeat( HostID id, int socket );
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void _CheckHeartbeats( time_t now );
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void _Forward( HostID src, HostID dest, unsigned char* buf, int buflen );
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void _Remove( int socket );
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void _CheckAllConnected();
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bool ShouldDie() { return m_curState == XWS_DEAD; }
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XW_RELAY_STATE CurState() { return m_curState; }
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void logf( XW_LogLevel level, const char* format, ... );
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typedef struct CRefEvent {
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XW_RELAY_EVENT type;
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union {
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struct {
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HostID src;
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HostID dest;
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unsigned char* buf;
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int buflen;
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} fwd;
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struct {
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int socket;
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int nPlayersH;
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int nPlayersT;
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int seed;
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HostID srcID;
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} con;
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struct {
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int socket;
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HostID srcID;
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} discon;
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struct {
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HostID id;
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int socket;
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} heart;
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struct {
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time_t now;
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} htime;
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struct {
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int socket;
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} rmsock;
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struct {
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int socket;
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XWREASON why;
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} disnote;
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} u;
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} CRefEvent;
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void send_with_length( int socket, unsigned char* buf, int bufLen,
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bool cascade );
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void send_msg( int socket, HostID id, XWRelayMsg msg, XWREASON why,
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bool cascade );
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void RecordSent( int nBytes, int socket ) {
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m_totalSent += nBytes;
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}
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void pushConnectEvent( int socket, HostID srcID,
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int nPlayersH, int nPlayersT,
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int seed );
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void pushReconnectEvent( int socket, HostID srcID,
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int nPlayersH, int nPlayersT,
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int seed );
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void pushHeartbeatEvent( HostID id, int socket );
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void pushHeartFailedEvent( int socket );
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void pushForwardEvent( HostID src, HostID dest, unsigned char* buf,
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int buflen );
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void pushDestBadEvent();
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void pushLastSocketGoneEvent();
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void pushRemoveSocketEvent( int socket );
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void pushNotifyDisconEvent( int socket, XWREASON why );
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void handleEvents();
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void sendResponse( const CRefEvent* evt, bool initial );
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void increasePlayerCounts( const CRefEvent* evt );
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void reducePlayerCounts( int socket );
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void checkCounts( const CRefEvent* evt );
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void setAllConnectedTimer();
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void cancelAllConnectedTimer();
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void forward( const CRefEvent* evt );
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void checkFromServer( const CRefEvent* evt );
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void notifyOthers( int socket, XWRelayMsg msg, XWREASON why );
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void disconnectSockets( int socket, XWREASON why );
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void noteHeartbeat(const CRefEvent* evt);
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void notifyDisconn(const CRefEvent* evt);
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void removeSocket( int socket );
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void sendAllHere( void );
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bool SeedBelongs( int gameSeed );
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bool SeedsBelong( const char* connName );
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void assignConnName( void );
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void assignHostIds( void );
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HostID nextHostID() { return ++m_nextHostID; }
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time_t GetStarttime( void ) { return m_starttime; }
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bool notInUse(void) { return m_cookieID == 0; }
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/* timer callback */
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static void s_checkAllConnected( void* closure );
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vector<HostRec> m_sockets;
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bool m_gameFull; /* once we've filled up, no more *new*
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connections ever */
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int m_heatbeat; /* might change per carrier or something. */
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string m_cookie; /* cookie used for initial connections */
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string m_connName; /* globally unique name */
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CookieID m_cookieID; /* Unique among current games on this server */
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int m_totalSent;
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/* Guard the event queue. Only one thread at a time can post to the
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queue, but once in a thread can post new events while processing
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current ones. */
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/* pthread_mutex_t m_EventsMutex; */
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XW_RELAY_STATE m_curState;
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XW_RELAY_STATE m_nextState;
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deque<CRefEvent> m_eventQueue;
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HostID m_nextHostID;
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int m_nPlayersSought;
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int m_nPlayersHere;
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time_t m_starttime;
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pthread_mutex_t m_mutex;
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pthread_t m_locking_thread; /* for debugging only */
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}; /* CookieRef */
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#endif
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