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fgdata/Nasal/mp_broadcast.nas

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###############################################################################
##
## A message based information broadcast for the multiplayer network.
##
## Copyright (C) 2008 - 2010 Anders Gidenstam (anders(at)gidenstam.org)
## This file is licensed under the GPL license version 2 or later.
##
###############################################################################
###############################################################################
# Broadcast primitive using a MP enabled string property.
# Broadcasts from users in multiplayer.ignore are ignored.
#
# BroadcastChannel.new(mpp_path, process)
# Create a new broadcast primitive. Any MP user with the same
# primitive will receive all messages sent to the channel from the point
# she/he joined (barring severe MP packet loss).
# NOTE: Message delivery is not guaranteed.
# mpp_path - MP property path : string
# process - handler called when receiving a message : func (n, msg)
# n is the base node of the senders property tree
# (i.e. /ai/models/multiplay[x])
# send_to_self - if 1 locally sent messages are : int {0,1}
# delivered just like remote messages.
# If 0 locally sent messages are not delivered
# to the local receiver.
# accept_predicate - function to select which : func (p)
# multiplayers to listen to.
# p is the multiplayer entry node.
# The default is to accept any multiplayer.
# on_disconnect - function to be called when an : func (p)
# accepted MP user leaves.
# enable_send - Set to 0 to disable sending.
#
# BroadcastChannel.send(msg)
# Sends the message msg to the channel.
# msg - text string with Binary data encoded data : string
#
# BroadcastChannel.die()
# Destroy this BroadcastChannel instance.
#
var BroadcastChannel = {};
BroadcastChannel.new = func (mpp_path, process,
send_to_self = 0,
accept_predicate = nil,
on_disconnect = nil,
enable_send=1) {
var obj = { parents : [BroadcastChannel],
mpp_path : mpp_path,
send_node : enable_send ? props.globals.getNode(mpp_path, 1)
: nil,
process_msg : process,
send_to_self : send_to_self,
accept_predicate :
(accept_predicate != nil) ? accept_predicate
: func (p) { return 1; },
on_disconnect : (on_disconnect != nil) ? on_disconnect
: func (p) { return; },
# Internal state.
send_buf : [],
peers : {},
loopid : 0,
PERIOD : 1.3,
last_time : 0.0, # For join handling.
last_send : 0.0, # For the send queue
SEND_TIME : 0.5 };
if (enable_send and (obj.send_node == nil)) {
printlog("warn",
"BroadcastChannel invalid send node.");
return nil;
}
settimer(func { obj._loop_(obj.loopid); }, 0, 1);
return obj;
}
BroadcastChannel.send = func (msg) {
if (me.send_node == nil) return;
var t = getprop("/sim/time/elapsed-sec");
if (((t - me.last_send) > me.SEND_TIME) and (size(me.send_buf) == 0)) {
me.send_node.setValue(msg);
me.last_send = t;
if (me.send_to_self) me.process_msg(props.globals, msg);
} else {
append(me.send_buf, msg);
}
}
BroadcastChannel.die = func {
me.loopid += 1;
# print("BroadcastChannel[" ~ me.mpp_path ~ "] ... destroyed.");
}
############################################################
# Internals.
BroadcastChannel.update = func {
var t = getprop("/sim/time/elapsed-sec");
var process_msg = me.process_msg;
# Handled join/leave. This is done more seldom.
if ((t - me.last_time) > me.PERIOD) {
var mpplayers =
props.globals.getNode("/ai/models").getChildren("multiplayer");
foreach (var pilot; mpplayers) {
if ((pilot.getChild("valid") != nil) and
pilot.getChild("valid").getValue() and
!contains(multiplayer.ignore,
pilot.getChild("callsign").getValue())) {
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if ((me.peers[pilot.getIndex()] == nil) and
me.accept_predicate(pilot)) {
me.peers[pilot.getIndex()] =
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MessageChannel.
new(pilot.getNode(me.mpp_path),
MessageChannel.new_message_handler(process_msg, pilot));
}
} else {
if (contains(me.peers, pilot.getIndex())) {
delete(me.peers, pilot.getIndex());
me.on_disconnect(pilot);
}
}
}
me.last_time = t;
}
# Process new messages.
foreach (var w; keys(me.peers)) {
if (me.peers[w] != nil) me.peers[w].update();
}
# Check send buffer.
if (me.send_node == nil) return;
if ((t - me.last_send) > me.SEND_TIME) {
if (size(me.send_buf) > 0) {
me.send_node.setValue(me.send_buf[0]);
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if (me.send_to_self) me.process_msg(props.globals, me.send_buf[0]);
me.send_buf = subvec(me.send_buf, 1);
me.last_send = t;
} else {
# Nothing new to send. Reset the send property to save bandwidth.
me.send_node.setValue("");
}
}
}
BroadcastChannel._loop_ = func(id) {
id == me.loopid or return;
me.update();
settimer(func { me._loop_(id); }, 0, 1);
}
######################################################################
###############################################################################
# Some routines for encoding/decoding values into/from a string.
# NOTE: MP is picky about what it sends in a string propery.
# Encode 7 bits as a printable 8 bit character.
var Binary = {};
Binary.TWOTO31 = 2147483648;
Binary.TWOTO32 = 4294967296;
Binary.sizeOf = {};
############################################################
Binary.sizeOf["int"] = 5;
Binary.encodeInt = func (int) {
var bf = bits.buf(5);
if (int < 0) int += Binary.TWOTO32;
var r = int;
for (var i = 0; i < 5; i += 1) {
var c = math.mod(r, 128);
bf[4-i] = c + `A`;
r = (r - c)/128;
}
return bf;
}
############################################################
Binary.decodeInt = func (str) {
var v = 0;
var b = 1;
for (var i = 0; i < 5; i += 1) {
v += (str[4-i] - `A`) * b;
b *= 128;
}
if (v / Binary.TWOTO31 >= 1) v -= Binary.TWOTO32;
return int(v);
}
############################################################
# NOTE: This encodes a 7 bit byte.
Binary.sizeOf["byte"] = 1;
Binary.encodeByte = func (int) {
var bf = bits.buf(1);
if (int < 0) int += 128;
bf[0] = math.mod(int, 128) + `A`;
return bf;
}
############################################################
Binary.decodeByte = func (str) {
var v = str[0] - `A`;
if (v / 64 >= 1) v -= 128;
return int(v);
}
############################################################
# NOTE: This can neither handle huge values nor really tiny.
Binary.sizeOf["double"] = 2*Binary.sizeOf["int"];
Binary.encodeDouble = func (d) {
return Binary.encodeInt(int(d)) ~
Binary.encodeInt((d - int(d)) * Binary.TWOTO31);
}
############################################################
Binary.decodeDouble = func (str) {
return Binary.decodeInt(substr(str, 0)) +
Binary.decodeInt(substr(str, 5)) / Binary.TWOTO31;
}
############################################################
# Encodes a geo.Coord object.
Binary.sizeOf["Coord"] = 3*Binary.sizeOf["double"];
Binary.encodeCoord = func (coord) {
return Binary.encodeDouble(coord.lat()) ~
Binary.encodeDouble(coord.lon()) ~
Binary.encodeDouble(coord.alt());
}
############################################################
# Decodes an encoded geo.Coord object.
Binary.decodeCoord = func (str) {
var coord = geo.aircraft_position();
coord.set_latlon(Binary.decodeDouble(substr(str, 0)),
Binary.decodeDouble(substr(str, 10)),
Binary.decodeDouble(substr(str, 20)));
return coord;
}
######################################################################
###############################################################################
# Detects incomming messages encoded in a string property.
# n - MP source : property node
# process - action : func (v)
# NOTE: This is a low level component.
# The same object is seldom used for both sending and receiving.
var MessageChannel = {};
MessageChannel.new = func (n = nil, process = nil) {
obj = { parents : [MessageChannel],
node : n,
process_msg : process,
old : "" };
return obj;
}
MessageChannel.update = func {
if (me.node == nil) return;
var msg = me.node.getValue();
if (!streq(typeof(msg), "scalar")) return;
if ((me.process_msg != nil) and
!streq(msg, "") and
!streq(msg, me.old)) {
me.process_msg(msg);
me.old = msg;
}
}
MessageChannel.send = func (msg) {
me.node.setValue(msg);
}
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MessageChannel.new_message_handler = func (handler, arg1) {
var local_arg1 = arg1; # Disconnect from future changes to arg1.
return func (msg) { handler(local_arg1, msg) };
};