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394 lines
12 KiB
C++
394 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The main manager of the networking code in the game
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//
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// $Revision: $
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// $NoKeywords: $
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//===========================================================================//
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#include "networkmanager.h"
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#include "legion.h"
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#include "networksystem/inetworkmessage.h"
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#include "tier1/bitbuf.h"
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#include "inetworkmessagelistener.h"
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#include "tier0/icommandline.h"
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#include "tier2/tier2.h"
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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static CNetworkManager s_NetworkManager;
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extern CNetworkManager *g_pNetworkManager = &s_NetworkManager;
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//-----------------------------------------------------------------------------
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// Static members.
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// NOTE: Do *not* set this to 0; it could cause us to lose some registered
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// menus since that list is set up during construction
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//-----------------------------------------------------------------------------
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INetworkMessageFactory *CNetworkManager::m_pFirstFactory;
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//-----------------------------------------------------------------------------
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// Call to register methods to register network messages
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//-----------------------------------------------------------------------------
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INetworkMessageFactory *CNetworkManager::RegisterNetworkMessage( INetworkMessageFactory *pNetworkMessageFactory )
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{
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// NOTE: This method is expected to be called during global constructor
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// time, so it must not require any global constructors to be called to work
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INetworkMessageFactory *pPrevFactory = m_pFirstFactory;
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m_pFirstFactory = pNetworkMessageFactory;
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return pPrevFactory;
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}
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//-----------------------------------------------------------------------------
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// Init, shutdown
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//-----------------------------------------------------------------------------
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bool CNetworkManager::Init()
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{
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m_bIsClient = m_bIsServer = false;
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m_pClientToServerConnection = NULL;
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// Make a listener array for each message type
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// Register all network messages
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INetworkMessageFactory *pFactory;
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for ( pFactory = m_pFirstFactory; pFactory; pFactory = pFactory->GetNextFactory() )
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{
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INetworkMessage *pNetworkMessage = pFactory->CreateNetworkMessage();
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g_pNetworkSystem->RegisterMessage( pNetworkMessage );
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}
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return true;
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}
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void CNetworkManager::Shutdown()
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{
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ShutdownClient();
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ShutdownServer();
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}
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//-----------------------------------------------------------------------------
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// Start a server up
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//-----------------------------------------------------------------------------
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bool CNetworkManager::StartServer( unsigned short nServerListenPort )
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{
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ShutdownServer( );
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if ( nServerListenPort == LEGION_DEFAULT_SERVER_PORT )
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{
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nServerListenPort = CommandLine()->ParmValue( "-serverport", NETWORKSYSTEM_DEFAULT_SERVER_PORT );
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}
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m_bIsServer = g_pNetworkSystem->StartServer( nServerListenPort );
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return m_bIsServer;
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}
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void CNetworkManager::ShutdownServer( )
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{
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if ( m_bIsServer )
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{
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g_pNetworkSystem->ShutdownServer( );
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m_bIsServer = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Start a client up
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//-----------------------------------------------------------------------------
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bool CNetworkManager::StartClient( unsigned short nClientListenPort )
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{
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ShutdownClient( );
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if ( nClientListenPort == LEGION_DEFAULT_CLIENT_PORT )
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{
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nClientListenPort = CommandLine()->ParmValue( "-clientport", NETWORKSYSTEM_DEFAULT_CLIENT_PORT );
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}
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m_bIsClient = g_pNetworkSystem->StartClient( nClientListenPort );
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return m_bIsClient;
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}
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void CNetworkManager::ShutdownClient( )
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{
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if ( m_bIsClient )
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{
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DisconnectClientFromServer();
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g_pNetworkSystem->ShutdownClient( );
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m_bIsClient = false;
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}
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}
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//-----------------------------------------------------------------------------
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// Connects/disconnects the client to a server
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//-----------------------------------------------------------------------------
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bool CNetworkManager::ConnectClientToServer( const char *pServerName, unsigned short nServerListenPort )
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{
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DisconnectClientFromServer();
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if ( !IsClient() )
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return false;
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if ( nServerListenPort == LEGION_DEFAULT_SERVER_PORT )
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{
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nServerListenPort = CommandLine()->ParmValue( "-serverport", NETWORKSYSTEM_DEFAULT_SERVER_PORT );
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}
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m_pClientToServerConnection = g_pNetworkSystem->ConnectClientToServer( pServerName, nServerListenPort );
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return ( m_pClientToServerConnection != NULL );
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}
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void CNetworkManager::DisconnectClientFromServer( )
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{
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if ( m_pClientToServerConnection )
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{
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g_pNetworkSystem->DisconnectClientFromServer( m_pClientToServerConnection );
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m_pClientToServerConnection = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Start up a game where the local player is playing
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//-----------------------------------------------------------------------------
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bool CNetworkManager::HostGame()
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{
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if ( !StartServer() )
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return false;
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if ( !StartClient() )
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{
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ShutdownServer();
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return false;
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}
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if ( !ConnectClientToServer( "localhost" ) )
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{
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ShutdownClient();
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ShutdownServer();
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return false;
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}
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return true;
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}
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void CNetworkManager::StopHostingGame()
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{
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ShutdownClient();
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ShutdownServer();
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}
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//-----------------------------------------------------------------------------
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// Are we a client?/Are we a server? (we can be both)
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//-----------------------------------------------------------------------------
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bool CNetworkManager::IsClient()
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{
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return m_bIsClient;
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}
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bool CNetworkManager::IsServer()
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{
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return m_bIsServer;
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}
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//-----------------------------------------------------------------------------
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// If we are a client, are we connected to the server?
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//-----------------------------------------------------------------------------
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bool CNetworkManager::IsClientConnected()
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{
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return m_bIsClient && ( m_pClientToServerConnection != NULL ) && ( m_pClientToServerConnection->GetConnectionState() == CONNECTION_STATE_CONNECTED );
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}
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//-----------------------------------------------------------------------------
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// Post a network message to the server
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//-----------------------------------------------------------------------------
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void CNetworkManager::PostClientToServerMessage( INetworkMessage *pMessage )
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{
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if ( IsClientConnected() )
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{
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m_pClientToServerConnection->AddNetMsg( pMessage );
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}
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}
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//-----------------------------------------------------------------------------
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// Broadcast a network message to all clients
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//-----------------------------------------------------------------------------
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void CNetworkManager::BroadcastServerToClientMessage( INetworkMessage *pMessage )
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{
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if ( IsServer() )
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{
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int nCount = m_ServerToClientConnection.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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m_ServerToClientConnection[i]->AddNetMsg( pMessage );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Add, remove network message listeners
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//-----------------------------------------------------------------------------
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void CNetworkManager::AddListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *pListener )
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{
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CUtlVector< CUtlVector< CUtlVector < INetworkMessageListener* > > > &listeners = m_Listeners[ route ];
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if ( listeners.Count() <= nGroup )
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{
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listeners.AddMultipleToTail( nGroup - listeners.Count() + 1 );
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}
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if ( listeners[nGroup].Count() <= nType )
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{
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listeners[nGroup].AddMultipleToTail( nType - listeners[nGroup].Count() + 1 );
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}
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Assert( listeners[nGroup][nType].Find( pListener ) < 0 );
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listeners[nGroup][nType].AddToTail( pListener );
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}
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void CNetworkManager::RemoveListener( NetworkMessageRoute_t route, int nGroup, int nType, INetworkMessageListener *pListener )
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{
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CUtlVector< CUtlVector< CUtlVector < INetworkMessageListener* > > > &listeners = m_Listeners[ route ];
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if ( listeners.Count() > nGroup )
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{
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if( listeners[nGroup].Count() > nType )
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{
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// Maintain order of listeners (not sure if it matters)
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listeners[nGroup][nType].FindAndRemove( pListener );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Notifies listeners about a network message
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//-----------------------------------------------------------------------------
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void CNetworkManager::NotifyListeners( NetworkMessageRoute_t route, INetworkMessage *pMessage )
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{
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CUtlVector< CUtlVector< CUtlVector < INetworkMessageListener* > > > &listeners = m_Listeners[ route ];
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// based on id, search for installed listeners
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int nGroup = pMessage->GetGroup();
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if ( listeners.Count() > nGroup )
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{
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int nType = pMessage->GetType();
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if ( listeners[nGroup].Count() > nType )
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{
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CUtlVector< INetworkMessageListener* > &list = listeners[nGroup][nType];
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int nCount = list.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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list[i]->OnNetworkMessage( route, pMessage );
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Process messages received by the client
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//-----------------------------------------------------------------------------
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void CNetworkManager::ProcessClientMessages()
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{
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NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent();
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for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) )
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{
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switch ( pEvent->m_nType )
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{
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/*
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case NETWORK_EVENT_CONNECTED:
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{
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NetworkConnectionEvent_t* pConnectEvent = static_cast<NetworkConnectionEvent_t*>( pEvent );
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m_pClientToServerConnection = pConnectEvent->m_pChannel;
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}
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break;
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case NETWORK_EVENT_DISCONNECTED:
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{
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NetworkDisconnectionEvent_t* pDisconnectEvent = static_cast<NetworkDisconnectionEvent_t*>( pEvent );
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Assert( m_pClientToServerConnection == pDisconnectEvent->m_pChannel );
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if ( m_pClientToServerConnection == pDisconnectEvent->m_pChannel )
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{
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m_pClientToServerConnection = NULL;
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}
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}
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break;
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*/
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case NETWORK_EVENT_MESSAGE_RECEIVED:
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{
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NetworkMessageReceivedEvent_t* pPacketEvent = static_cast<NetworkMessageReceivedEvent_t*>( pEvent );
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NotifyListeners( NETWORK_MESSAGE_SERVER_TO_CLIENT, pPacketEvent->m_pNetworkMessage );
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Process messages received by the server
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//-----------------------------------------------------------------------------
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void CNetworkManager::ProcessServerMessages()
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{
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NetworkEvent_t *pEvent = g_pNetworkSystem->FirstNetworkEvent();
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for ( ; pEvent; pEvent = g_pNetworkSystem->NextNetworkEvent( ) )
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{
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switch ( pEvent->m_nType )
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{
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case NETWORK_EVENT_CONNECTED:
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{
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NetworkConnectionEvent_t* pConnectEvent = static_cast<NetworkConnectionEvent_t*>( pEvent );
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m_ServerToClientConnection.AddToTail( pConnectEvent->m_pChannel );
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}
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break;
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case NETWORK_EVENT_DISCONNECTED:
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{
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NetworkDisconnectionEvent_t* pDisconnectEvent = static_cast<NetworkDisconnectionEvent_t*>( pEvent );
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m_ServerToClientConnection.FindAndRemove( pDisconnectEvent->m_pChannel );
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}
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break;
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case NETWORK_EVENT_MESSAGE_RECEIVED:
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{
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NetworkMessageReceivedEvent_t* pPacketEvent = static_cast<NetworkMessageReceivedEvent_t*>( pEvent );
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NotifyListeners( NETWORK_MESSAGE_CLIENT_TO_SERVER, pPacketEvent->m_pNetworkMessage );
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}
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Per-frame update
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//-----------------------------------------------------------------------------
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void CNetworkManager::Update( )
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{
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if ( IsClient() )
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{
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g_pNetworkSystem->ClientSendMessages();
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}
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if ( IsServer() )
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{
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g_pNetworkSystem->ServerReceiveMessages();
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ProcessServerMessages();
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g_pNetworkSystem->ServerSendMessages();
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}
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if ( IsClient() )
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{
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g_pNetworkSystem->ClientReceiveMessages();
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ProcessClientMessages();
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}
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}
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