/* MMO Client/Server Framework using ASIO "Happy Birthday Mrs Javidx9!" - javidx9 Videos: Part #1: https://youtu.be/2hNdkYInj4g Part #2: https://youtu.be/UbjxGvrDrbw License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2020 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Links ~~~~~ YouTube: https://www.youtube.com/javidx9 Discord: https://discord.gg/WhwHUMV Twitter: https://www.twitter.com/javidx9 Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com Author ~~~~~~ David Barr, aka javidx9, ŠOneLoneCoder 2019, 2020 */ #pragma once #include "net_common.h" #include "net_tsqueue.h" #include "net_message.h" namespace olc { namespace net { template class connection : public std::enable_shared_from_this> { public: // A connection is "owned" by either a server or a client, and its // behaviour is slightly different bewteen the two. enum class owner { server, client }; public: // Constructor: Specify Owner, connect to context, transfer the socket // Provide reference to incoming message queue connection(owner parent, asio::io_context& asioContext, asio::ip::tcp::socket socket, tsqueue>& qIn) : m_asioContext(asioContext), m_socket(std::move(socket)), m_qMessagesIn(qIn) { m_nOwnerType = parent; } virtual ~connection() {} // This ID is used system wide - its how clients will understand other clients // exist across the whole system. uint32_t GetID() const { return id; } public: void ConnectToClient(uint32_t uid = 0) { if (m_nOwnerType == owner::server) { if (m_socket.is_open()) { id = uid; ReadHeader(); } } } void ConnectToServer(const asio::ip::tcp::resolver::results_type& endpoints) { // Only clients can connect to servers if (m_nOwnerType == owner::client) { // Request asio attempts to connect to an endpoint asio::async_connect(m_socket, endpoints, [this](std::error_code ec, asio::ip::tcp::endpoint endpoint) { if (!ec) { ReadHeader(); } }); } } void Disconnect() { if (IsConnected()) asio::post(m_asioContext, [this]() { m_socket.close(); }); } bool IsConnected() const { return m_socket.is_open(); } // Prime the connection to wait for incoming messages void StartListening() { } public: // ASYNC - Send a message, connections are one-to-one so no need to specifiy // the target, for a client, the target is the server and vice versa void Send(const message& msg) { asio::post(m_asioContext, [this, msg]() { // If the queue has a message in it, then we must // assume that it is in the process of asynchronously being written. // Either way add the message to the queue to be output. If no messages // were available to be written, then start the process of writing the // message at the front of the queue. bool bWritingMessage = !m_qMessagesOut.empty(); m_qMessagesOut.push_back(msg); if (!bWritingMessage) { WriteHeader(); } }); } private: // ASYNC - Prime context to write a message header void WriteHeader() { // If this function is called, we know the outgoing message queue must have // at least one message to send. So allocate a transmission buffer to hold // the message, and issue the work - asio, send these bytes asio::async_write(m_socket, asio::buffer(&m_qMessagesOut.front().header, sizeof(message_header)), [this](std::error_code ec, std::size_t length) { // asio has now sent the bytes - if there was a problem // an error would be available... if (!ec) { // ... no error, so check if the message header just sent also // has a message body... if (m_qMessagesOut.front().body.size() > 0) { // ...it does, so issue the task to write the body bytes WriteBody(); } else { // ...it didnt, so we are done with this message. Remove it from // the outgoing message queue m_qMessagesOut.pop_front(); // If the queue is not empty, there are more messages to send, so // make this happen by issuing the task to send the next header. if (!m_qMessagesOut.empty()) { WriteHeader(); } } } else { // ...asio failed to write the message, we could analyse why but // for now simply assume the connection has died by closing the // socket. When a future attempt to write to this client fails due // to the closed socket, it will be tidied up. std::cout << "[" << id << "] Write Header Fail.\n"; m_socket.close(); } }); } // ASYNC - Prime context to write a message body void WriteBody() { // If this function is called, a header has just been sent, and that header // indicated a body existed for this message. Fill a transmission buffer // with the body data, and send it! asio::async_write(m_socket, asio::buffer(m_qMessagesOut.front().body.data(), m_qMessagesOut.front().body.size()), [this](std::error_code ec, std::size_t length) { if (!ec) { // Sending was successful, so we are done with the message // and remove it from the queue m_qMessagesOut.pop_front(); // If the queue still has messages in it, then issue the task to // send the next messages' header. if (!m_qMessagesOut.empty()) { WriteHeader(); } } else { // Sending failed, see WriteHeader() equivalent for description :P std::cout << "[" << id << "] Write Body Fail.\n"; m_socket.close(); } }); } // ASYNC - Prime context ready to read a message header void ReadHeader() { // If this function is called, we are expecting asio to wait until it receives // enough bytes to form a header of a message. We know the headers are a fixed // size, so allocate a transmission buffer large enough to store it. In fact, // we will construct the message in a "temporary" message object as it's // convenient to work with. asio::async_read(m_socket, asio::buffer(&m_msgTemporaryIn.header, sizeof(message_header)), [this](std::error_code ec, std::size_t length) { if (!ec) { // A complete message header has been read, check if this message // has a body to follow... if (m_msgTemporaryIn.header.size > 0) { // ...it does, so allocate enough space in the messages' body // vector, and issue asio with the task to read the body. m_msgTemporaryIn.body.resize(m_msgTemporaryIn.header.size); ReadBody(); } else { // it doesn't, so add this bodyless message to the connections // incoming message queue AddToIncomingMessageQueue(); } } else { // Reading form the client went wrong, most likely a disconnect // has occurred. Close the socket and let the system tidy it up later. std::cout << "[" << id << "] Read Header Fail.\n"; m_socket.close(); } }); } // ASYNC - Prime context ready to read a message body void ReadBody() { // If this function is called, a header has already been read, and that header // request we read a body, The space for that body has already been allocated // in the temporary message object, so just wait for the bytes to arrive... asio::async_read(m_socket, asio::buffer(m_msgTemporaryIn.body.data(), m_msgTemporaryIn.body.size()), [this](std::error_code ec, std::size_t length) { if (!ec) { // ...and they have! The message is now complete, so add // the whole message to incoming queue AddToIncomingMessageQueue(); } else { // As above! std::cout << "[" << id << "] Read Body Fail.\n"; m_socket.close(); } }); } // Once a full message is received, add it to the incoming queue void AddToIncomingMessageQueue() { // Shove it in queue, converting it to an "owned message", by initialising // with the a shared pointer from this connection object if(m_nOwnerType == owner::server) m_qMessagesIn.push_back({ this->shared_from_this(), m_msgTemporaryIn }); else m_qMessagesIn.push_back({ nullptr, m_msgTemporaryIn }); // We must now prime the asio context to receive the next message. It // wil just sit and wait for bytes to arrive, and the message construction // process repeats itself. Clever huh? ReadHeader(); } protected: // Each connection has a unique socket to a remote asio::ip::tcp::socket m_socket; // This context is shared with the whole asio instance asio::io_context& m_asioContext; // This queue holds all messages to be sent to the remote side // of this connection tsqueue> m_qMessagesOut; // This references the incoming queue of the parent object tsqueue>& m_qMessagesIn; // Incoming messages are constructed asynchronously, so we will // store the part assembled message here, until it is ready message m_msgTemporaryIn; // The "owner" decides how some of the connection behaves owner m_nOwnerType = owner::server; uint32_t id = 0; }; } }