############################################################################### ## ## A message based information broadcast for the multiplayer network. ## ## Copyright (C) 2008 - 2013 Anders Gidenstam (anders(at)gidenstam.org) ## This file is licensed under the GPL license version 2 or later. ## ############################################################################### ############################################################################### # Event broadcast channel using a MP enabled string property. # Events from users in multiplayer.ignore are ignored. # # EventChannel.new(mpp_path) # Create a new event broadcast channel. 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 # # EventChannel.register(event_hash, handler) # Register a handler for the event identified by the hash event_hash. # event_hash - hash value for the event : a unique 4 character string # handler - a handler function for the event : func (sender, msg) # # EventChannel.deregister(event_hash) # Deregister the handler for the event identified by the hash event_hash. # event_hash - hash value for the event : a unique 4 character string # # EventChannel.send(event_hash, msg) # Sends the event event_hash with the message msg to the channel. # event_hash - hash value for the event : a unique 4 character string # msg - text string with Binary data encoded data : string # # EventChannel.die() # Destroy this EventChannel instance. # var EventChannel = {}; EventChannel.new = func (mpp_path) { var obj = BroadcastChannel.new(mpp_path, func (n, msg) { obj._process(n, msg) }); # Save send from being overriden. obj.parent_send = obj.send; # Put EventChannel methods before BroadcastChannel methods. obj.parents = [EventChannel] ~ obj.parents; obj.events = {}; return obj; } EventChannel.register = func (event_hash, handler) { me.events[event_hash] = handler; } EventChannel.deregister = func (event_hash) { delete(me.events, event_hash); } EventChannel.send = func (event_hash, msg) { me.parent_send(event_hash ~ msg); } ############################################################ # Internals. EventChannel._process = func (n, msg) { var event_hash = Binary.readHash(msg); if (contains(me.events, event_hash)) { me.events[event_hash](n, substr(msg, Binary.sizeOf["Hash"])); } } ############################################################################### # 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. started : 0, # External state: started/stopped. running : 0, # Internal state: running or not. send_buf : [], peers : {}, loopid : 0, last_time : 0.0, # For join handling. last_send : 0.0 # For the send queue }; if (enable_send and (obj.send_node == nil)) { printlog("warn", "BroadcastChannel invalid send node."); return nil; } setlistener(obj.ONLINE_pp, func { obj.set_state(); }); obj.start(); return obj; } BroadcastChannel.send = func (msg) { if (!me.running or 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; me.started = 0; me.running = 0; #print("BroadcastChannel[" ~ me.mpp_path ~ "] ... destroyed."); } BroadcastChannel.start = func { #print("mp_broadcast.nas: starting channel " ~ me.mpp_path ~ "."); me.started = 1; me.set_state(); } BroadcastChannel.stop = func { #print("mp_broadcast.nas: stopping channel " ~ me.mpp_path ~ "."); me.started = 0; me.set_state(); } ############################################################ # Internals. BroadcastChannel.ONLINE_pp = "/sim/multiplay/online"; BroadcastChannel.PERIOD = 1.3; BroadcastChannel.SEND_TIME = 0.6; BroadcastChannel.set_state = func { if (me.started and getprop(me.ONLINE_pp)) { if (me.running) return; #print("mp_broadcast.nas: activating channel " ~ me.mpp_path ~ "."); me.running = 1; me._loop_(me.loopid += 1); } else { #print("mp_broadcast.nas: deactivating channel " ~ me.mpp_path ~ "."); me.running = 0; me.loopid += 1; } } 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) { var valid = pilot.getChild("valid"); if ((valid != nil) and valid.getValue() and !contains(multiplayer.ignore, pilot.getChild("callsign").getValue())) { if ((me.peers[pilot.getIndex()] == nil) and me.accept_predicate(pilot)) { me.peers[pilot.getIndex()] = 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]); 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) { me.running or return; id == me.loopid or return; #print("mp_broadcast.nas: " ~ me.mpp_path ~ ":" ~ id ~ "."); me.update(); settimer(func { me._loop_(id); }, 0, 1); } ###################################################################### ############################################################################### # Lamport clock. Useful for creating a total order for events or messages. # The users' callsigns are used to break ties. # # LamportClock.new() # Creates a new lamport clock for this user. # # LamportClock.merge(sender, sender_timestamp) # Merges the timestamp from the sender with the local clock. # sender : base node of the senders property tree # sender_timestamp : the timestamp received from the sender. # Returns 1 if the local clock was advanced; 0 otherwise. # # LamportClock.advance() # Advances the local clock one tick. # # LamportClock.timestamp() # Returns an encoded 4 character long timestamp from the local clock. # var LamportClock = { # LamportClock.new() # Creates a new lamport clock for this user. new : func { var obj = { parents : [LamportClock], callsign : getprop("/sim/multiplay/callsign"), time : 0 }; return obj; }, merge : func (sender, sender_timestamp) { var sender_time = Binary.decodeInt28(sender_timestamp); if (sender_time > me.time) { me.time = sender_time; return 1; } elsif ((sender_time == me.time) and (cmp(sender.getNode("callsign").getValue(), me.callsign) > 0)) { return 1; } else { # The received timestamp is old and should be ignored. return 0; } }, advance : func { me.time += 1; }, timestamp : func { return Binary.encodeInt28(me.time); } }; ############################################################################### # 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.TWOTO27 = 134217728; Binary.TWOTO28 = 268435456; 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 encodes a 28 bit integer. Binary.sizeOf["int28"] = 4; Binary.encodeInt28 = func (int) { var bf = bits.buf(4); if (int < 0) int += Binary.TWOTO32; var r = int; for (var i = 0; i < 4; i += 1) { var c = math.mod(r, 128); bf[3-i] = c + `A`; r = (r - c)/128; } return bf; } ############################################################ Binary.decodeInt28 = func (str) { var v = 0; var b = 1; for (var i = 0; i < 4; i += 1) { v += (str[3-i] - `A`) * b; b *= 128; } if (v / Binary.TWOTO27 >= 1) v -= Binary.TWOTO28; 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; } ############################################################ # Encodes a string as a hash value. Binary.sizeOf["Hash"] = 4; Binary.stringHash = func (str) { var hash = 0; for(var i=0; i