############################################################################### ## ## 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())) { 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) { 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) { var 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); } MessageChannel.new_message_handler = func (handler, arg1) { var local_arg1 = arg1; # Disconnect from future changes to arg1. return func (msg) { handler(local_arg1, msg) }; };