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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 - 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<size(str); i+=1) {
hash += math.mod(32*hash + str[i], Binary.TWOTO28-3);
}
return substr(Binary.encodeInt(hash), 1, 4);
}
############################################################
# Decodes an encoded geo.Coord object.
Binary.readHash = func (str) {
return substr(str, 0, Binary.sizeOf["Hash"]);
}
############################################################
Binary.sizeOf["LamportTS"] = 4;
######################################################################
###############################################################################
# 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) };
};