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661 lines
20 KiB
661 lines
20 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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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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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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/***************************************************************************** |
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* |
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* $/Plasma20/Sources/Plasma/FeatureLib/pfGameMgr/pfGameMgr.cpp |
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* |
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***/ |
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#include "Pch.h" |
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#pragma hdrstop |
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/***************************************************************************** |
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* |
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* Local types |
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* |
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***/ |
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//============================================================================ |
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// pfGameCli factory |
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//============================================================================ |
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struct Factory : THashKeyVal<Uuid> { |
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HASHLINK(Factory) link; |
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const GameTypeReg & reg; |
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Factory (const GameTypeReg & reg); |
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Factory& operator= (const Factory &); // not impl |
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}; |
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//============================================================================ |
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// pfGameCli internal state |
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//============================================================================ |
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struct IGameCli : THashKeyVal<unsigned> { |
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HASHLINK(IGameCli) link; |
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pfGameCli * gameCli; |
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Factory * factory; |
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plKey receiver; |
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unsigned playerCount; |
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IGameCli ( |
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pfGameCli * gameCli, |
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unsigned gameId, |
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plKey receiver |
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); |
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void Recv (GameMsgHeader * msg, void * param); |
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void RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param); |
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void RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param); |
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void RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param); |
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void RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param); |
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}; |
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//============================================================================ |
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// Transaction states |
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//============================================================================ |
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struct TransState : THashKeyVal<unsigned> { |
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HASHLINK(TransState) link; |
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void * param; |
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TransState (unsigned transId, void * param); |
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}; |
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struct JoinTransState { |
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plKey receiver; |
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JoinTransState (plKey receiver) |
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: receiver(receiver) |
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{ } |
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}; |
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//============================================================================ |
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// IGameMgr |
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//============================================================================ |
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struct IGameMgr { |
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pfGameCli * CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver); |
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void Recv (GameMsgHeader * msg); |
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void RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param); |
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void RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param); |
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void RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param); |
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static void StaticRecv (GameMsgHeader * msg); |
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}; |
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/***************************************************************************** |
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* |
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* Local data |
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* |
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***/ |
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static HASHTABLEDECL(TransState, THashKeyVal<unsigned>, link) s_trans; |
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static HASHTABLEDECL(IGameCli, THashKeyVal<unsigned>, link) s_games; |
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static HASHTABLEDECL(Factory, THashKeyVal<Uuid>, link) s_factories; |
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static long s_transId; |
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static ARRAYOBJ(plKey) s_receivers; |
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/***************************************************************************** |
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* |
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* Local functions |
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* |
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***/ |
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//============================================================================ |
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static void ShutdownFactories () { |
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while (Factory * factory = s_factories.Head()) |
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DEL(factory); |
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} |
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//============================================================================ |
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AUTO_INIT_FUNC (SetGameMgrMsgHandler) { |
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NetCliGameSetRecvGameMgrMsgHandler(IGameMgr::StaticRecv); |
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atexit(ShutdownFactories); |
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} |
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//============================================================================ |
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static inline unsigned INextTransId () { |
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unsigned transId = AtomicAdd(&s_transId, 1); |
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while (!transId) |
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transId = AtomicAdd(&s_transId, 1); |
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return transId; |
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} |
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/***************************************************************************** |
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* |
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* IGameMgr |
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* |
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***/ |
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//============================================================================ |
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pfGameCli * IGameMgr::CreateGameCli (const Uuid & gameTypeId, unsigned gameId, plKey receiver) { |
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if (Factory * factory = s_factories.Find(gameTypeId)) { |
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pfGameCli * gameCli = factory->reg.create(gameId, receiver); |
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gameCli->internal->factory = factory; |
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return gameCli; |
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} |
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return nil; |
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} |
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//============================================================================ |
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void IGameMgr::RecvGameInstance (const Srv2Cli_GameMgr_GameInstance & msg, void * param) { |
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JoinTransState * state = (JoinTransState *)param; |
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pfGameCli * cli = nil; |
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IGameCli * internal = nil; |
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if (msg.result == kGameJoinSuccess) { |
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if (nil == (internal = s_games.Find(msg.newGameId))) |
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cli = CreateGameCli(msg.gameTypeId, msg.newGameId, state->receiver); |
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else |
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cli = internal->gameCli; |
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} |
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DEL(state); |
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} |
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//============================================================================ |
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void IGameMgr::RecvInviteReceived (const Srv2Cli_GameMgr_InviteReceived & msg, void * param) { |
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pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg); |
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gameMgrMsg->Set(msg); |
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for (unsigned i = 0; i < s_receivers.Count(); ++i) |
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gameMgrMsg->AddReceiver(s_receivers[i]); |
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gameMgrMsg->Send(); |
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} |
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//============================================================================ |
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void IGameMgr::RecvInviteRevoked (const Srv2Cli_GameMgr_InviteRevoked & msg, void * param) { |
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pfGameMgrMsg * gameMgrMsg = NEWZERO(pfGameMgrMsg); |
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gameMgrMsg->Set(msg); |
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for (unsigned i = 0; i < s_receivers.Count(); ++i) |
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gameMgrMsg->AddReceiver(s_receivers[i]); |
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gameMgrMsg->Send(); |
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} |
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//============================================================================ |
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void IGameMgr::Recv (GameMsgHeader * msg) { |
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// Look for transaction state associated with this message |
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void * param; |
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if (TransState * trans = s_trans.Find(msg->transId)) { |
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param = trans->param; |
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DEL(trans); |
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} |
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else { |
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param = nil; |
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} |
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// If the message has a receiver gameId specified, then |
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// hand it off to that game client for dispatch. |
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if (unsigned gameId = msg->recvGameId) { |
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if (IGameCli * node = s_games.Find(gameId)) { |
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node->Recv(msg, param); |
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} |
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return; |
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} |
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// The message was meant for the game manager (that's us); dispatch it. |
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#define DISPATCH(a) case kSrv2Cli_GameMgr_##a: { \ |
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const Srv2Cli_GameMgr_##a & m = *(const Srv2Cli_GameMgr_##a *)msg; \ |
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Recv##a(m, param); \ |
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} \ |
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break; // |
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switch (msg->messageId) { |
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DISPATCH(GameInstance); |
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DISPATCH(InviteReceived); |
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DISPATCH(InviteRevoked); |
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DEFAULT_FATAL(msg->messageId); |
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} |
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#undef DISPATCH |
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} |
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//============================================================================ |
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void IGameMgr::StaticRecv (GameMsgHeader * msg) { |
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pfGameMgr::GetInstance()->internal->Recv(msg); |
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} |
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/***************************************************************************** |
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* |
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* pfGameMgrMsg |
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* |
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***/ |
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//============================================================================ |
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pfGameMgrMsg::pfGameMgrMsg () { |
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netMsg = nil; |
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} |
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//============================================================================ |
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pfGameMgrMsg::~pfGameMgrMsg () { |
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FREE(netMsg); |
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} |
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//============================================================================ |
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void pfGameMgrMsg::Set (const GameMsgHeader & msg) { |
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netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes); |
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MemCopy(netMsg, &msg, msg.messageBytes); |
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} |
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/***************************************************************************** |
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* |
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* pfGameCliMsg |
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* |
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***/ |
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//============================================================================ |
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pfGameCliMsg::pfGameCliMsg () { |
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gameCli = nil; |
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netMsg = nil; |
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} |
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//============================================================================ |
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pfGameCliMsg::~pfGameCliMsg () { |
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FREE(netMsg); |
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} |
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//============================================================================ |
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void pfGameCliMsg::Set (pfGameCli * cli, const GameMsgHeader & msg) { |
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netMsg = (GameMsgHeader *)ALLOC(msg.messageBytes); |
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MemCopy(netMsg, &msg, msg.messageBytes); |
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gameCli = cli; |
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} |
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/***************************************************************************** |
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* |
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* pfGameMgr |
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* |
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***/ |
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//============================================================================ |
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pfGameMgr::pfGameMgr () { |
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} |
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//============================================================================ |
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pfGameMgr * pfGameMgr::GetInstance () { |
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static pfGameMgr s_instance; |
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return &s_instance; |
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} |
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//============================================================================ |
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void pfGameMgr::GetGameIds (ARRAY(unsigned) * arr) const { |
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for (IGameCli * node = s_games.Head(); node; node = s_games.Next(node)) |
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arr->Add(node->GetValue()); |
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} |
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//============================================================================ |
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pfGameCli * pfGameMgr::GetGameCli (unsigned gameId) const { |
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if (IGameCli * node = s_games.Find(gameId)) |
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return node->gameCli; |
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return nil; |
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} |
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//============================================================================ |
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const wchar * pfGameMgr::GetGameNameByTypeId (const Uuid & gameTypeId) const { |
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if (Factory * factory = s_factories.Find(gameTypeId)) |
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return factory->reg.name; |
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return nil; |
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} |
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//============================================================================ |
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void pfGameMgr::RemoveReceiver (plKey receiver) { |
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for (unsigned i = 0; i < s_receivers.Count(); ++i) { |
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if (s_receivers[i] == receiver) { |
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s_receivers.DeleteUnordered(i); |
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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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void pfGameMgr::AddReceiver (plKey receiver) { |
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RemoveReceiver(receiver); |
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s_receivers.Add(receiver); |
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} |
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//============================================================================ |
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void pfGameMgr::JoinGame ( |
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plKey receiver, |
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unsigned gameId |
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) { |
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Cli2Srv_GameMgr_JoinGame msg; |
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ZERO(msg); |
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msg.messageId = kCli2Srv_GameMgr_JoinGame; |
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msg.recvGameId = 0; // send to GameMgr on server |
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msg.newGameId = gameId; // the GameSrv we wish to join |
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// Don't send "common game" message fields |
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unsigned msgBytes |
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= sizeof(msg) |
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- sizeof(msg.gameTypeId) |
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- sizeof(msg.createDataBytes) |
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- sizeof(msg.createData); |
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msg.messageBytes = msgBytes; |
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GameMgrSend(&msg, NEWZERO(JoinTransState)(receiver)); |
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} |
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//============================================================================ |
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void pfGameMgr::CreateGame ( |
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plKey receiver, |
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const Uuid & gameTypeId, |
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unsigned createOptions, |
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unsigned initBytes, |
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const void * initData |
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) { |
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Cli2Srv_GameMgr_CreateGame * msg; |
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unsigned msgBytes |
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= sizeof(*msg) |
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- sizeof(msg->createData) |
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+ initBytes; |
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msg = (Cli2Srv_GameMgr_CreateGame *)_alloca(msgBytes); |
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msg->messageId = kCli2Srv_GameMgr_CreateGame; |
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msg->recvGameId = 0; // send to GameMgr on server |
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msg->gameTypeId = gameTypeId; // The type of game we wish to create |
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msg->createOptions = createOptions; |
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msg->messageBytes = msgBytes; |
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msg->createDataBytes = initBytes; |
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MemCopy(msg->createData, initData, initBytes); |
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GameMgrSend(msg, NEWZERO(JoinTransState)(receiver)); |
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} |
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//============================================================================ |
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void pfGameMgr::JoinCommonGame ( |
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plKey receiver, |
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const Uuid & gameTypeId, |
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unsigned gameNumber, |
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unsigned initBytes, |
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const void * initData |
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) { |
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Cli2Srv_GameMgr_JoinGame * msg; |
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unsigned msgBytes |
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= sizeof(*msg) |
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- sizeof(msg->createData) |
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+ initBytes; |
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msg = (Cli2Srv_GameMgr_JoinGame *)_alloca(msgBytes); |
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msg->messageId = kCli2Srv_GameMgr_JoinGame; |
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msg->recvGameId = 0; // send to GameMgr on server |
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msg->gameTypeId = gameTypeId; // the type of common game we with to join |
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msg->newGameId = gameNumber; // the "table number" of th common game we wish to join |
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msg->createOptions = kGameJoinCommon; |
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msg->messageBytes = msgBytes; |
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msg->createDataBytes = initBytes; |
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MemCopy(msg->createData, initData, initBytes); |
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GameMgrSend(msg, NEWZERO(JoinTransState)(receiver)); |
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} |
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/***************************************************************************** |
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* |
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* pfGameCli |
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* |
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***/ |
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//============================================================================ |
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pfGameCli::pfGameCli ( |
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unsigned gameId, |
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plKey receiver |
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) { |
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internal = NEWZERO(IGameCli)(this, gameId, receiver); |
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} |
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//============================================================================ |
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pfGameCli::~pfGameCli () { |
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DEL(internal); |
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} |
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//============================================================================ |
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unsigned pfGameCli::GetGameId () const { |
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return internal->GetValue(); |
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} |
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//============================================================================ |
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const Uuid & pfGameCli::GetGameTypeId () const { |
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return internal->factory->GetValue(); |
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} |
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//============================================================================ |
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const wchar * pfGameCli::GetName () const { |
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return internal->factory->reg.name; |
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} |
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//============================================================================ |
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plKey pfGameCli::GetReceiver () const { |
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return internal->receiver; |
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} |
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//============================================================================ |
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unsigned pfGameCli::GetPlayerCount () const { |
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return internal->playerCount; |
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} |
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//============================================================================ |
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void pfGameCli::InvitePlayer (unsigned playerId) { |
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Cli2Srv_Game_Invite msg; |
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msg.messageId = kCli2Srv_Game_Invite; |
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msg.recvGameId = GetGameId(); // send to GameSrv on server |
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msg.playerId = playerId; |
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msg.messageBytes = sizeof(msg); |
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GameMgrSend(&msg); |
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} |
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//============================================================================ |
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void pfGameCli::UninvitePlayer (unsigned playerId) { |
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Cli2Srv_Game_Uninvite msg; |
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msg.messageId = kCli2Srv_Game_Uninvite; |
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msg.recvGameId = GetGameId(); // send to GameSrv on server |
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msg.playerId = playerId; |
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msg.messageBytes = sizeof(msg); |
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GameMgrSend(&msg); |
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} |
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//============================================================================ |
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void pfGameCli::LeaveGame () { |
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Cli2Srv_Game_LeaveGame msg; |
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msg.messageId = kCli2Srv_Game_LeaveGame; |
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msg.recvGameId = GetGameId(); // send to GameSrv on server |
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msg.messageBytes = sizeof(msg); |
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GameMgrSend(&msg); |
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} |
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/***************************************************************************** |
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* |
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* IGameCli |
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* |
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***/ |
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//============================================================================ |
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IGameCli::IGameCli ( |
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pfGameCli * gameCli, |
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unsigned gameId, |
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plKey receiver |
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) : THashKeyVal<unsigned>(gameId) |
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, gameCli(gameCli) |
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, receiver(receiver) |
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{ |
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s_games.Add(this); |
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} |
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//============================================================================ |
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void IGameCli::Recv (GameMsgHeader * msg, void * param) { |
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#define DISPATCH(a) case kSrv2Cli_Game_##a: { \ |
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const Srv2Cli_Game_##a & m = *(const Srv2Cli_Game_##a *)msg; \ |
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Recv##a(m, param); \ |
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} \ |
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break; |
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switch (msg->messageId) { |
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DISPATCH(PlayerJoined); |
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DISPATCH(PlayerLeft); |
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DISPATCH(InviteFailed); |
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DISPATCH(OwnerChange); |
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default: |
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gameCli->Recv(msg, param); |
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} |
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#undef DISPATCH |
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} |
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//============================================================================ |
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void IGameCli::RecvPlayerJoined (const Srv2Cli_Game_PlayerJoined & msg, void * param) { |
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++playerCount; |
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gameCli->OnPlayerJoined(msg); |
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} |
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//============================================================================ |
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void IGameCli::RecvPlayerLeft (const Srv2Cli_Game_PlayerLeft & msg, void * param) { |
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--playerCount; |
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gameCli->OnPlayerLeft(msg); |
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} |
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//============================================================================ |
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void IGameCli::RecvInviteFailed (const Srv2Cli_Game_InviteFailed & msg, void * param) { |
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gameCli->OnInviteFailed(msg); |
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} |
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//============================================================================ |
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void IGameCli::RecvOwnerChange (const Srv2Cli_Game_OwnerChange & msg, void * param) { |
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gameCli->OnOwnerChange(msg); |
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} |
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/***************************************************************************** |
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* |
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* Factory |
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* |
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***/ |
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|
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//============================================================================ |
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Factory::Factory (const GameTypeReg & reg) |
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: reg(reg) |
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, THashKeyVal<Uuid>(reg.typeId) |
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{ |
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s_factories.Add(this); |
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} |
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/***************************************************************************** |
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* |
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* TransState |
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* |
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***/ |
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|
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//============================================================================ |
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TransState::TransState (unsigned transId, void * param) |
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: THashKeyVal<unsigned>(transId) |
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, param(param) |
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{ |
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s_trans.Add(this); |
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} |
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/***************************************************************************** |
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* |
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* Module functions |
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* |
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***/ |
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|
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//============================================================================ |
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void GameMgrRegisterGameType (const GameTypeReg & reg) { |
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(void)NEWZERO(Factory)(reg); |
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} |
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//============================================================================ |
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void GameMgrSend (GameMsgHeader * msg, void * param) { |
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if (param) { |
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msg->transId = INextTransId(); |
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(void)NEW(TransState)(msg->transId, param); |
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} |
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else { |
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msg->transId = 0; |
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} |
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NetCliGameSendGameMgrMsg(msg); |
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}
|
|
|