268 lines
9.3 KiB
Text
268 lines
9.3 KiB
Text
###############################################################################
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##
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## A message based information broadcast for the multiplayer network.
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##
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## Copyright (C) 2008 - 2011 Anders Gidenstam (anders(at)gidenstam.org)
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## This file is licensed under the GPL license version 2 or later.
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##
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###############################################################################
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###############################################################################
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# Broadcast primitive using a MP enabled string property.
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# Broadcasts from users in multiplayer.ignore are ignored.
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#
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# BroadcastChannel.new(mpp_path, process)
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# Create a new broadcast primitive. Any MP user with the same
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# primitive will receive all messages sent to the channel from the point
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# she/he joined (barring severe MP packet loss).
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# NOTE: Message delivery is not guaranteed.
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# mpp_path - MP property path : string
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# process - handler called when receiving a message : func (n, msg)
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# n is the base node of the senders property tree
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# (i.e. /ai/models/multiplay[x])
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# send_to_self - if 1 locally sent messages are : int {0,1}
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# delivered just like remote messages.
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# If 0 locally sent messages are not delivered
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# to the local receiver.
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# accept_predicate - function to select which : func (p)
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# multiplayers to listen to.
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# p is the multiplayer entry node.
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# The default is to accept any multiplayer.
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# on_disconnect - function to be called when an : func (p)
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# accepted MP user leaves.
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# enable_send - Set to 0 to disable sending.
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#
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# BroadcastChannel.send(msg)
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# Sends the message msg to the channel.
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# msg - text string with Binary data encoded data : string
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#
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# BroadcastChannel.die()
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# Destroy this BroadcastChannel instance.
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#
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var BroadcastChannel = {};
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BroadcastChannel.new = func (mpp_path, process,
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send_to_self = 0,
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accept_predicate = nil,
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on_disconnect = nil,
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enable_send=1) {
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var obj = { parents : [BroadcastChannel],
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mpp_path : mpp_path,
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send_node : enable_send ? props.globals.getNode(mpp_path, 1)
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: nil,
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process_msg : process,
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send_to_self : send_to_self,
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accept_predicate :
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(accept_predicate != nil) ? accept_predicate
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: func (p) { return 1; },
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on_disconnect : (on_disconnect != nil) ? on_disconnect
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: func (p) { return; },
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# Internal state.
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send_buf : [],
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peers : {},
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loopid : 0,
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PERIOD : 1.3,
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last_time : 0.0, # For join handling.
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last_send : 0.0, # For the send queue
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SEND_TIME : 0.5 };
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if (enable_send and (obj.send_node == nil)) {
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printlog("warn",
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"BroadcastChannel invalid send node.");
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return nil;
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}
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obj.start();
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return obj;
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}
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BroadcastChannel.send = func (msg) {
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if (me.send_node == nil) return;
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var t = getprop("/sim/time/elapsed-sec");
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if (((t - me.last_send) > me.SEND_TIME) and (size(me.send_buf) == 0)) {
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me.send_node.setValue(msg);
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me.last_send = t;
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if (me.send_to_self) me.process_msg(props.globals, msg);
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} else {
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append(me.send_buf, msg);
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}
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}
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BroadcastChannel.die = func {
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me.loopid += 1;
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# print("BroadcastChannel[" ~ me.mpp_path ~ "] ... destroyed.");
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}
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BroadcastChannel.start = func {
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me.loopid += 1;
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settimer(func { me._loop_(me.loopid); }, 0, 1);
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}
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BroadcastChannel.stop = func {
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me.loopid += 1;
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}
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############################################################
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# Internals.
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BroadcastChannel.update = func {
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var t = getprop("/sim/time/elapsed-sec");
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var process_msg = me.process_msg;
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# Handled join/leave. This is done more seldom.
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if ((t - me.last_time) > me.PERIOD) {
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var mpplayers =
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props.globals.getNode("/ai/models").getChildren("multiplayer");
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foreach (var pilot; mpplayers) {
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var valid = pilot.getChild("valid");
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if ((valid != nil) and valid.getValue() and
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!contains(multiplayer.ignore,
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pilot.getChild("callsign").getValue())) {
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if ((me.peers[pilot.getIndex()] == nil) and
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me.accept_predicate(pilot)) {
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me.peers[pilot.getIndex()] =
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MessageChannel.
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new(pilot.getNode(me.mpp_path),
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MessageChannel.new_message_handler(process_msg, pilot));
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}
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} else {
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if (contains(me.peers, pilot.getIndex())) {
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delete(me.peers, pilot.getIndex());
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me.on_disconnect(pilot);
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}
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}
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}
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me.last_time = t;
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}
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# Process new messages.
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foreach (var w; keys(me.peers)) {
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if (me.peers[w] != nil) me.peers[w].update();
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}
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# Check send buffer.
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if (me.send_node == nil) return;
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if ((t - me.last_send) > me.SEND_TIME) {
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if (size(me.send_buf) > 0) {
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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]);
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me.send_buf = subvec(me.send_buf, 1);
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me.last_send = t;
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} else {
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# Nothing new to send. Reset the send property to save bandwidth.
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me.send_node.setValue("");
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}
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}
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}
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BroadcastChannel._loop_ = func(id) {
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id == me.loopid or return;
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me.update();
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settimer(func { me._loop_(id); }, 0, 1);
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}
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######################################################################
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###############################################################################
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# Some routines for encoding/decoding values into/from a string.
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# NOTE: MP is picky about what it sends in a string propery.
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# Encode 7 bits as a printable 8 bit character.
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var Binary = {};
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Binary.TWOTO31 = 2147483648;
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Binary.TWOTO32 = 4294967296;
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Binary.sizeOf = {};
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############################################################
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Binary.sizeOf["int"] = 5;
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Binary.encodeInt = func (int) {
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var bf = bits.buf(5);
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if (int < 0) int += Binary.TWOTO32;
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var r = int;
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for (var i = 0; i < 5; i += 1) {
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var c = math.mod(r, 128);
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bf[4-i] = c + `A`;
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r = (r - c)/128;
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}
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return bf;
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}
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############################################################
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Binary.decodeInt = func (str) {
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var v = 0;
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var b = 1;
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for (var i = 0; i < 5; i += 1) {
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v += (str[4-i] - `A`) * b;
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b *= 128;
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}
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if (v / Binary.TWOTO31 >= 1) v -= Binary.TWOTO32;
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return int(v);
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}
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############################################################
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# NOTE: This encodes a 7 bit byte.
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Binary.sizeOf["byte"] = 1;
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Binary.encodeByte = func (int) {
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var bf = bits.buf(1);
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if (int < 0) int += 128;
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bf[0] = math.mod(int, 128) + `A`;
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return bf;
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}
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############################################################
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Binary.decodeByte = func (str) {
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var v = str[0] - `A`;
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if (v / 64 >= 1) v -= 128;
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return int(v);
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}
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############################################################
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# NOTE: This can neither handle huge values nor really tiny.
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Binary.sizeOf["double"] = 2*Binary.sizeOf["int"];
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Binary.encodeDouble = func (d) {
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return Binary.encodeInt(int(d)) ~
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Binary.encodeInt((d - int(d)) * Binary.TWOTO31);
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}
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############################################################
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Binary.decodeDouble = func (str) {
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return Binary.decodeInt(substr(str, 0)) +
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Binary.decodeInt(substr(str, 5)) / Binary.TWOTO31;
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}
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############################################################
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# Encodes a geo.Coord object.
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Binary.sizeOf["Coord"] = 3*Binary.sizeOf["double"];
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Binary.encodeCoord = func (coord) {
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return Binary.encodeDouble(coord.lat()) ~
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Binary.encodeDouble(coord.lon()) ~
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Binary.encodeDouble(coord.alt());
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}
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############################################################
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# Decodes an encoded geo.Coord object.
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Binary.decodeCoord = func (str) {
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var coord = geo.aircraft_position();
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coord.set_latlon(Binary.decodeDouble(substr(str, 0)),
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Binary.decodeDouble(substr(str, 10)),
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Binary.decodeDouble(substr(str, 20)));
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return coord;
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}
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######################################################################
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###############################################################################
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# Detects incomming messages encoded in a string property.
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# n - MP source : property node
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# process - action : func (v)
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# NOTE: This is a low level component.
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# The same object is seldom used for both sending and receiving.
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var MessageChannel = {};
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MessageChannel.new = func (n = nil, process = nil) {
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var obj = { parents : [MessageChannel],
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node : n,
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process_msg : process,
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old : "" };
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return obj;
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}
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MessageChannel.update = func {
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if (me.node == nil) return;
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var msg = me.node.getValue();
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if (!streq(typeof(msg), "scalar")) return;
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if ((me.process_msg != nil) and
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!streq(msg, "") and
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!streq(msg, me.old)) {
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me.process_msg(msg);
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me.old = msg;
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}
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}
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MessageChannel.send = func (msg) {
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me.node.setValue(msg);
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}
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MessageChannel.new_message_handler = func (handler, arg1) {
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var local_arg1 = arg1; # Disconnect from future changes to arg1.
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return func (msg) { handler(local_arg1, msg) };
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};
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