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Files
osu-lazer/Symcol.Core/Networking/NetworkingClientHandler.cs
T
2018-03-18 23:52:04 -04:00

638 lines
24 KiB
C#

using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using System;
using System.Collections.Generic;
namespace Symcol.Core.Networking
{
//TODO: This NEEDS its own clock to avoid fuckery later on with DoubleTime and HalfTime
public class NetworkingClientHandler : Container
{
//30 Seconds by default
protected virtual double TimeOutTime => 30000;
protected readonly NetworkingClient ReceiveClient;
protected readonly NetworkingClient SendClient;
/// <summary>
/// Just a client signature basically
/// </summary>
public ClientInfo ClientInfo;
/// <summary>
/// All Connecting clients
/// </summary>
public readonly List<ClientInfo> ConnectingClients = new List<ClientInfo>();
/// <summary>
/// All Connected clients
/// </summary>
public readonly List<ClientInfo> ConncetedClients = new List<ClientInfo>();
/// <summary>
/// Clients waiting in our match
/// </summary>
public readonly List<ClientInfo> InMatchClients = new List<ClientInfo>();
/// <summary>
/// Clients loaded and ready to start
/// </summary>
public readonly List<ClientInfo> LoadedClients = new List<ClientInfo>();
/// <summary>
/// Clients ingame playing
/// </summary>
public readonly List<ClientInfo> InGameClients = new List<ClientInfo>();
/// <summary>
/// Gets hit when we get a Packet
/// </summary>
public Action<Packet> OnPacketReceive;
/// <summary>
/// (Peer) Call this when we connect to a Host (Includes list of connected peers + Host)
/// </summary>
public Action<List<ClientInfo>> OnConnectedToHost;
/// <summary>
/// (Host) Whenever a new client Connects
/// </summary>
public Action<ClientInfo> OnClientConnect;
/// <summary>
/// (Host) Whenever a new client Disconnects
/// </summary>
public Action<ClientInfo> OnClientDisconnect;
/// <summary>
/// (Host/Peer) When a new Client joins the game
/// </summary>
public Action<ClientInfo> OnClientJoin;
/// <summary>
/// Receive a full player list
/// </summary>
public Action<List<ClientInfo>> OnReceivePlayerList;
/// <summary>
/// if we are connected and in a match
/// </summary>
public bool InMatch;
/// <summary>
/// Are we in a game
/// </summary>
public bool InGame;
/// <summary>
/// Are we loaded and ready to start?
/// </summary>
public bool Loaded;
/// <summary>
/// Called to leave an in-progress game
/// </summary>
public Action OnAbort;
/// <summary>
/// Called to load the game
/// </summary>
public Action<List<ClientInfo>> OnLoadGame;
/// <summary>
/// Called to start the game once loaded
/// </summary>
public Action StartGame;
public readonly ClientType ClientType;
public NetworkingClientHandler(ClientType type, string ip, int port = 25570, string thisLocalIp = "0.0.0.0")
{
AlwaysPresent = true;
ClientType = type;
switch (type)
{
case ClientType.Host:
ReceiveClient = new NetworkingClient(false, ip, port);
break;
case ClientType.Peer:
ReceiveClient = new NetworkingClient(false, thisLocalIp, port);
SendClient = new NetworkingClient(true, ip, port);
break;
case ClientType.Server:
throw new NotImplementedException();
}
Logger.Log("Created a RulesetNetworkingClientHandler", LoggingTarget.Network, LogLevel.Verbose);
if (ClientInfo == null)
ClientInfo = new ClientInfo
{
Port = port
};
}
protected override void LoadComplete()
{
base.LoadComplete();
if (ClientType == ClientType.Peer)
ConnectToHost();
}
protected override void Update()
{
base.Update();
PacketRestart:
Packet p = null;
if (ReceiveClient.UdpClient.Available > 0)
p = ReceiveClient.ReceivePacket();
if (p is BasicPacket packet)
{
//Hosts
if (SendClient == null)
{
if (packet.Disconnect)
{
OnClientDisconnect?.Invoke(packet.ClientInfo);
foreach (ClientInfo client in ConnectingClients)
if (client.IP == packet.ClientInfo.IP)
{
ConnectingClients.Remove(client);
Logger.Log("A Connecting Client has Disconnected", LoggingTarget.Network, LogLevel.Verbose);
break;
}
foreach (ClientInfo client in ConncetedClients)
if (client.IP == packet.ClientInfo.IP)
{
ConncetedClients.Remove(client);
Logger.Log("A Client has Disconnected", LoggingTarget.Network, LogLevel.Verbose);
break;
}
foreach (ClientInfo client in InMatchClients)
if (client.IP == packet.ClientInfo.IP)
{
InMatchClients.Remove(client);
break;
}
foreach (ClientInfo client in LoadedClients)
if (client.IP == packet.ClientInfo.IP)
{
LoadedClients.Remove(client);
break;
}
foreach (ClientInfo client in InGameClients)
if (client.IP == packet.ClientInfo.IP)
{
InGameClients.Remove(client);
break;
}
}
if (packet.Connect)
{
packet.ClientInfo.StartedTestConnectionTime = Time.Current;
ConnectingClients.Add(packet.ClientInfo);
NetworkingClient client = new NetworkingClient(true, packet.ClientInfo.IP, packet.ClientInfo.Port);
List<ClientInfo> playerList = new List<ClientInfo>
{
ClientInfo
};
foreach (ClientInfo clientInfo in ConncetedClients)
playerList.Add(clientInfo);
client.SendPacket(new BasicPacket(ClientInfo)
{
PlayerList = playerList,
Connect = true
});
Logger.Log("A Client is Connecting. . .", LoggingTarget.Network, LogLevel.Verbose);
}
if (packet.RequestPlayerList)
{
NetworkingClient client = new NetworkingClient(true, packet.ClientInfo.IP, packet.ClientInfo.Port);
List<ClientInfo> playerList = new List<ClientInfo>
{
ClientInfo
};
foreach (ClientInfo clientInfo in ConncetedClients)
playerList.Add(clientInfo);
client.SendPacket(new BasicPacket(ClientInfo)
{
PlayerList = playerList,
RequestPlayerList = true
});
Logger.Log("A Client is Connecting. . .", LoggingTarget.Network, LogLevel.Verbose);
}
if (packet.Loaded)
foreach (ClientInfo client in InMatchClients)
if (client.IP == packet.ClientInfo.IP)
{
Logger.Log("A Client has Loaded and is ready to start", LoggingTarget.Network, LogLevel.Verbose);
InMatchClients.Remove(client);
LoadedClients.Add(client);
break;
}
if (packet.GameStarted)
foreach (ClientInfo client in LoadedClients)
if (client.IP == packet.ClientInfo.IP)
{
Logger.Log("A Client has started!", LoggingTarget.Network, LogLevel.Verbose);
LoadedClients.Remove(client);
InGameClients.Add(client);
break;
}
if (packet.Test)
{
foreach (ClientInfo client in ConnectingClients)
if (client.IP == packet.ClientInfo.IP)
{
client.Ping = (int)Time.Current - (int)client.StartedTestConnectionTime;
ConnectingClients.Remove(client);
ConncetedClients.Add(client);
InMatchClients.Add(client);
OnClientJoin?.Invoke(client);
client.LastConnectionTime = Time.Current;
client.ConncetionTryCount = 0;
Logger.Log("Successfully connected to a Client! Ping: " + client.Ping, LoggingTarget.Network, LogLevel.Verbose);
break;
}
foreach (ClientInfo client in ConncetedClients)
if (client.IP == packet.ClientInfo.IP)
{
client.Ping = (int)Time.Current - (int)client.StartedTestConnectionTime;
client.LastConnectionTime = Time.Current;
client.ConncetionTryCount = 0;
Logger.Log("Successfully maintained connection to a Client! Ping: " + client.Ping, LoggingTarget.Network, LogLevel.Verbose);
}
}
}
if (InMatchClients.Count == 0 && LoadedClients.Count > 0 && Loaded && !InGame)
SendStartGame();
//Peers
else if (SendClient != null)
{
if (packet.Connect)
{
if (!InGame && !InMatch)
{
InMatch = true;
OnConnectedToHost?.Invoke(packet.PlayerList);
}
Logger.Log("Connected to Host!", LoggingTarget.Network, LogLevel.Verbose);
}
if (packet.Test)
{
SendToHost(new BasicPacket(ClientInfo) { Test = true });
Logger.Log("Received connection test info from host, returning. . .", LoggingTarget.Network, LogLevel.Verbose);
}
if (packet.RequestPlayerList)
OnReceivePlayerList?.Invoke(packet.PlayerList);
if (packet.StartGame)
{
StartGame?.Invoke();
SendToHost(new BasicPacket(ClientInfo) { GameStarted = true });
InGame = true;
}
if (packet.Abort)
{
OnAbort?.Invoke();
InGame = false;
Loaded = false;
}
if (packet.LoadGame)
{
Logger.Log("Received instructions to LoadGame for " + packet.PlayerList.Count + " players", LoggingTarget.Network, LogLevel.Verbose);
OnLoadGame?.Invoke(packet.PlayerList);
}
}
}
if (p != null)
OnPacketReceive?.Invoke(p);
if (ReceiveClient.UdpClient.Available > 0)
goto PacketRestart;
foreach (ClientInfo client in ConnectingClients)
{
if (client.LastConnectionTime + TimeOutTime / 10 <= Time.Current && client.ConncetionTryCount == 0)
{
client.StartedTestConnectionTime = Time.Current;
TestConnection(client);
}
if (client.LastConnectionTime + TimeOutTime / 6 <= Time.Current && client.ConncetionTryCount == 1)
TestConnection(client);
if (client.LastConnectionTime + TimeOutTime / 3 <= Time.Current && client.ConncetionTryCount == 2)
TestConnection(client);
if (client.StartedTestConnectionTime + TimeOutTime <= Time.Current)
{
ConnectingClients.Remove(client);
Logger.Log("Connection to a connecting client lost! - " + client.IP + ":" + client.Port, LoggingTarget.Network, LogLevel.Error);
break;
}
}
foreach (ClientInfo client in ConncetedClients)
{
if (client.LastConnectionTime + TimeOutTime / 6 <= Time.Current && client.ConncetionTryCount == 0)
{
client.StartedTestConnectionTime = Time.Current;
TestConnection(client);
}
if (client.LastConnectionTime + TimeOutTime / 3 <= Time.Current && client.ConncetionTryCount == 1)
TestConnection(client);
if (client.LastConnectionTime + TimeOutTime / 2 <= Time.Current && client.ConncetionTryCount == 2)
TestConnection(client);
if (client.StartedTestConnectionTime + TimeOutTime <= Time.Current)
{
ConncetedClients.Remove(client);
InGameClients.Remove(client);
LoadedClients.Remove(client);
InGameClients.Remove(client);
Logger.Log("Connection to a connected client lost! - " + client.IP + ":" + client.Port, LoggingTarget.Network, LogLevel.Error);
break;
}
}
}
/// <summary>
/// Poke!
/// </summary>
/// <param name="clientInfo"></param>
protected void TestConnection(ClientInfo clientInfo)
{
clientInfo.ConncetionTryCount++;
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(new BasicPacket(ClientInfo) { Test = true });
Logger.Log("Testing a client's connection - " + clientInfo.IP + ":" + clientInfo.Port, LoggingTarget.Network, LogLevel.Verbose);
}
public void RequestPlayerList()
{
BasicPacket packet = new BasicPacket(ClientInfo) { RequestPlayerList = true };
SendToHost(packet);
}
/// <summary>
/// Tell peers to start loading game
/// </summary>
public virtual void StartLoadingGame()
{
if (SendClient == null)
{
BasicPacket packet = new BasicPacket(ClientInfo) { LoadGame = true };
foreach (ClientInfo client in InMatchClients)
packet.PlayerList.Add(client);
packet.PlayerList.Add(ClientInfo);
SendToInMatchClients(packet);
OnLoadGame?.Invoke(packet.PlayerList);
}
else
Logger.Log("Called StartLoadingGame - We are not the Host!", LoggingTarget.Network, LogLevel.Verbose);
}
/// <summary>
/// Call this when the game is Loaded and ready to be started
/// </summary>
public virtual void GameLoaded()
{
Loaded = true;
SendToHost(new BasicPacket(ClientInfo) { Loaded = true });
}
/// <summary>
/// Connects to the Host
/// </summary>
public virtual void ConnectToHost()
{
SendToHost(new BasicPacket(ClientInfo) { Connect = true });
Logger.Log("Attempting conection to Host. . .", LoggingTarget.Network, LogLevel.Verbose);
}
/// <summary>
/// Tell peers to start and starts ours
/// </summary>
public virtual void SendStartGame()
{
if (SendClient == null)
{
SendToLoadedClients(new BasicPacket(ClientInfo) { StartGame = true });
InGame = true;
Logger.Log("Sending Start Game", LoggingTarget.Network, LogLevel.Verbose);
}
StartGame?.Invoke();
}
/// <summary>
/// Send a Packet to the Host
/// </summary>
/// <param name="packet"></param>
public void SendToHost(Packet packet)
{
if (SendClient != null)
SendClient.SendPacket(packet);
}
/// <summary>
/// Send a Packet to all Connecting clients
/// </summary>
/// <param name="packet"></param>
public void SendToConnectingClients(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in ConnectingClients)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
/// <summary>
/// Send a Packet to all clients Connected and waiting
/// </summary>
/// <param name="packet"></param>
public void SendToConnectedClients(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in ConncetedClients)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
/// <summary>
/// Send a Packet to all clients In this Match
/// </summary>
/// <param name="packet"></param>
public void SendToInMatchClients(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in InMatchClients)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
/// <summary>
/// Send a Packet to all clients Loaded
/// </summary>
/// <param name="packet"></param>
public void SendToLoadedClients(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in LoadedClients)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
/// <summary>
/// Send a Packet to all clients InGame
/// </summary>
/// <param name="packet"></param>
public void SendToInGameClients(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in InGameClients)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
/// <summary>
/// Send a Packet to ALL clients we know
/// </summary>
/// <param name="packet"></param>
public void SendToAllClients(Packet packet)
{
if (SendClient == null)
{
SendToConnectingClients(packet);
SendToConnectedClients(packet);
}
}
/// <summary>
/// Send tto all but the one that sent it
/// </summary>
/// <param name="packet"></param>
/// <param name="playerID"></param>
public void ShareWithOtherPeers(Packet packet)
{
if (SendClient == null)
foreach (ClientInfo clientInfo in ConncetedClients)
if (packet.ClientInfo.IP != clientInfo.IP)
{
NetworkingClient client = new NetworkingClient(true, clientInfo.IP, clientInfo.Port);
client.SendPacket(packet);
}
}
public virtual void AbortGame()
{
SendToLoadedClients(new BasicPacket(ClientInfo) { Abort = true });
SendToInGameClients(new BasicPacket(ClientInfo) { Abort = true });
restart:
foreach (ClientInfo client in LoadedClients)
{
LoadedClients.Remove(client);
InMatchClients.Add(client);
goto restart;
}
foreach (ClientInfo client in InGameClients)
{
InGameClients.Remove(client);
InMatchClients.Add(client);
goto restart;
}
InGame = false;
Loaded = false;
OnAbort?.Invoke();
}
public virtual void Disconnect()
{
Packet packet = new BasicPacket(ClientInfo) { Disconnect = true };
OnAbort?.Invoke();
InMatch = false;
InGame = false;
Loaded = false;
if (SendClient == null)
{
SendToConnectingClients(packet);
SendToConnectedClients(packet);
}
else
SendToHost(packet);
}
/// <summary>
/// Die
/// </summary>
/// <param name="isDisposing"></param>
protected override void Dispose(bool isDisposing)
{
ReceiveClient?.Clear();
if (SendClient != null)
{
SendToHost(new BasicPacket(ClientInfo) { Disconnect = true });
SendClient.Clear();
}
base.Dispose(isDisposing);
}
}
public enum ClientType
{
Host,
Peer,
Server
}
}