451 lines
15 KiB
Text
451 lines
15 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 - 2013 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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# Event broadcast channel using a MP enabled string property.
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# Events from users in multiplayer.ignore are ignored.
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#
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# EventChannel.new(mpp_path)
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# Create a new event broadcast channel. 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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#
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# EventChannel.register(event_hash, handler)
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# Register a handler for the event identified by the hash event_hash.
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# event_hash - hash value for the event : a unique 4 character string
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# handler - a handler function for the event : func (sender, msg)
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#
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# EventChannel.deregister(event_hash)
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# Deregister the handler for the event identified by the hash event_hash.
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# event_hash - hash value for the event : a unique 4 character string
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#
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# EventChannel.send(event_hash, msg)
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# Sends the event event_hash with the message msg to the channel.
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# event_hash - hash value for the event : a unique 4 character string
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# msg - text string with Binary data encoded data : string
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#
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# EventChannel.die()
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# Destroy this EventChannel instance.
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#
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var EventChannel = {};
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EventChannel.new = func (mpp_path) {
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var obj = BroadcastChannel.new(mpp_path,
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func (n, msg) { obj._process(n, msg) });
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# Save send from being overriden.
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obj.parent_send = obj.send;
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# Put EventChannel methods before BroadcastChannel methods.
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obj.parents = [EventChannel] ~ obj.parents;
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obj.events = {};
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return obj;
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}
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EventChannel.register = func (event_hash,
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handler) {
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me.events[event_hash] = handler;
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}
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EventChannel.deregister = func (event_hash) {
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delete(me.events, event_hash);
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}
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EventChannel.send = func (event_hash,
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msg) {
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me.parent_send(event_hash ~ msg);
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}
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############################################################
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# Internals.
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EventChannel._process = func (n, msg) {
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var event_hash = Binary.readHash(msg);
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if (contains(me.events, event_hash)) {
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me.events[event_hash](n, substr(msg, Binary.sizeOf["Hash"]));
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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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started : 0, # External state: started/stopped.
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running : 0, # Internal state: running or not.
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send_buf : [],
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peers : {},
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loopid : 0,
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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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};
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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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setlistener(obj.ONLINE_pp, func {
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obj.set_state();
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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.running or me.send_node == nil)
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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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me.started = 0;
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me.running = 0;
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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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#print("mp_broadcast.nas: starting channel " ~ me.mpp_path ~ ".");
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me.started = 1;
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me.set_state();
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}
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BroadcastChannel.stop = func {
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#print("mp_broadcast.nas: stopping channel " ~ me.mpp_path ~ ".");
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me.started = 0;
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me.set_state();
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}
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############################################################
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# Internals.
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BroadcastChannel.ONLINE_pp = "/sim/multiplay/online";
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BroadcastChannel.PERIOD = 1.3;
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BroadcastChannel.SEND_TIME = 0.6;
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BroadcastChannel.set_state = func {
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if (me.started and getprop(me.ONLINE_pp)) {
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if (me.running) return;
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#print("mp_broadcast.nas: activating channel " ~ me.mpp_path ~ ".");
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me.running = 1;
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me._loop_(me.loopid += 1);
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} else {
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#print("mp_broadcast.nas: deactivating channel " ~ me.mpp_path ~ ".");
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me.running = 0;
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me.loopid += 1;
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}
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}
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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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me.running or return;
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id == me.loopid or return;
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#print("mp_broadcast.nas: " ~ me.mpp_path ~ ":" ~ id ~ ".");
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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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# Lamport clock. Useful for creating a total order for events or messages.
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# The users' callsigns are used to break ties.
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#
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# LamportClock.new()
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# Creates a new lamport clock for this user.
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#
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# LamportClock.merge(sender, sender_timestamp)
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# Merges the timestamp from the sender with the local clock.
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# sender : base node of the senders property tree
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# sender_timestamp : the timestamp received from the sender.
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# Returns 1 if the local clock was advanced; 0 otherwise.
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#
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# LamportClock.advance()
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# Advances the local clock one tick.
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#
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# LamportClock.timestamp()
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# Returns an encoded 4 character long timestamp from the local clock.
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#
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var LamportClock = {
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# LamportClock.new()
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# Creates a new lamport clock for this user.
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new : func {
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var obj = {
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parents : [LamportClock],
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callsign : getprop("/sim/multiplay/callsign"),
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time : 0
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};
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return obj;
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},
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merge : func (sender, sender_timestamp) {
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var sender_time = Binary.decodeInt28(sender_timestamp);
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if (sender_time > me.time) {
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me.time = sender_time;
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return 1;
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} elsif ((sender_time == me.time) and
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(cmp(sender.getNode("callsign").getValue(), me.callsign) > 0)) {
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return 1;
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} else {
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# The received timestamp is old and should be ignored.
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return 0;
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}
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},
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advance : func {
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me.time += 1;
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},
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timestamp : func {
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return Binary.encodeInt28(me.time);
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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.TWOTO27 = 134217728;
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Binary.TWOTO28 = 268435456;
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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 encodes a 28 bit integer.
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Binary.sizeOf["int28"] = 4;
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Binary.encodeInt28 = func (int) {
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var bf = bits.buf(4);
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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 < 4; i += 1) {
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var c = math.mod(r, 128);
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bf[3-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.decodeInt28 = 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 < 4; i += 1) {
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v += (str[3-i] - `A`) * b;
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b *= 128;
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}
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if (v / Binary.TWOTO27 >= 1) v -= Binary.TWOTO28;
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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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# Encodes a string as a hash value.
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Binary.sizeOf["Hash"] = 4;
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Binary.stringHash = func (str) {
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var hash = 0;
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for(var i=0; i<size(str); i+=1) {
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hash += math.mod(32*hash + str[i], Binary.TWOTO28-3);
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}
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return substr(Binary.encodeInt(hash), 1, 4);
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}
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############################################################
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# Decodes an encoded geo.Coord object.
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Binary.readHash = func (str) {
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return substr(str, 0, Binary.sizeOf["Hash"]);
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}
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############################################################
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Binary.sizeOf["LamportTS"] = 4;
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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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