/* 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" #include "net_connection.h" namespace olc { namespace net { template class server_interface { public: // Create a server, ready to listen on specified port server_interface(uint16_t port) : m_asioAcceptor(m_asioContext, asio::ip::tcp::endpoint(asio::ip::tcp::v4(), port)) { } virtual ~server_interface() { // May as well try and tidy up Stop(); } // Starts the server! bool Start() { try { // Issue a task to the asio context - This is important // as it will prime the context with "work", and stop it // from exiting immediately. Since this is a server, we // want it primed ready to handle clients trying to // connect. WaitForClientConnection(); // Launch the asio context in its own thread m_threadContext = std::thread([this]() { m_asioContext.run(); }); } catch (std::exception& e) { // Something prohibited the server from listening std::cerr << "[SERVER] Exception: " << e.what() << "\n"; return false; } std::cout << "[SERVER] Started!\n"; return true; } // Stops the server! void Stop() { // Request the context to close m_asioContext.stop(); // Tidy up the context thread if (m_threadContext.joinable()) m_threadContext.join(); // Inform someone, anybody, if they care... std::cout << "[SERVER] Stopped!\n"; } // ASYNC - Instruct asio to wait for connection void WaitForClientConnection() { // Prime context with an instruction to wait until a socket connects. This // is the purpose of an "acceptor" object. It will provide a unique socket // for each incoming connection attempt m_asioAcceptor.async_accept( [this](std::error_code ec, asio::ip::tcp::socket socket) { // Triggered by incoming connection request if (!ec) { // Display some useful(?) information std::cout << "[SERVER] New Connection: " << socket.remote_endpoint() << "\n"; // Create a new connection to handle this client std::shared_ptr> newconn = std::make_shared>(connection::owner::server, m_asioContext, std::move(socket), m_qMessagesIn); // Give the user server a chance to deny connection if (OnClientConnect(newconn)) { // Connection allowed, so add to container of new connections m_deqConnections.push_back(std::move(newconn)); // And very important! Issue a task to the connection's // asio context to sit and wait for bytes to arrive! m_deqConnections.back()->ConnectToClient(nIDCounter++); std::cout << "[" << m_deqConnections.back()->GetID() << "] Connection Approved\n"; } else { std::cout << "[-----] Connection Denied\n"; // Connection will go out of scope with no pending tasks, so will // get destroyed automagically due to the wonder of smart pointers } } else { // Error has occurred during acceptance std::cout << "[SERVER] New Connection Error: " << ec.message() << "\n"; } // Prime the asio context with more work - again simply wait for // another connection... WaitForClientConnection(); }); } // Send a message to a specific client void MessageClient(std::shared_ptr> client, const message& msg) { // Check client is legitimate... if (client && client->IsConnected()) { // ...and post the message via the connection client->Send(msg); } else { // If we cant communicate with client then we may as // well remove the client - let the server know, it may // be tracking it somehow OnClientDisconnect(client); // Off you go now, bye bye! client.reset(); // Then physically remove it from the container m_deqConnections.erase( std::remove(m_deqConnections.begin(), m_deqConnections.end(), client), m_deqConnections.end()); } } // Send message to all clients void MessageAllClients(const message& msg, std::shared_ptr> pIgnoreClient = nullptr) { bool bInvalidClientExists = false; // Iterate through all clients in container for (auto& client : m_deqConnections) { // Check client is connected... if (client && client->IsConnected()) { // ..it is! if(client != pIgnoreClient) client->Send(msg); } else { // The client couldnt be contacted, so assume it has // disconnected. OnClientDisconnect(client); client.reset(); // Set this flag to then remove dead clients from container bInvalidClientExists = true; } } // Remove dead clients, all in one go - this way, we dont invalidate the // container as we iterated through it. if (bInvalidClientExists) m_deqConnections.erase( std::remove(m_deqConnections.begin(), m_deqConnections.end(), nullptr), m_deqConnections.end()); } // Force server to respond to incoming messages void Update(size_t nMaxMessages = -1, bool bWait = false) { if (bWait) m_qMessagesIn.wait(); // Process as many messages as you can up to the value // specified size_t nMessageCount = 0; while (nMessageCount < nMaxMessages && !m_qMessagesIn.empty()) { // Grab the front message auto msg = m_qMessagesIn.pop_front(); // Pass to message handler OnMessage(msg.remote, msg.msg); nMessageCount++; } } protected: // This server class should override thse functions to implement // customised functionality // Called when a client connects, you can veto the connection by returning false virtual bool OnClientConnect(std::shared_ptr> client) { return false; } // Called when a client appears to have disconnected virtual void OnClientDisconnect(std::shared_ptr> client) { } // Called when a message arrives virtual void OnMessage(std::shared_ptr> client, message& msg) { } protected: // Thread Safe Queue for incoming message packets tsqueue> m_qMessagesIn; // Container of active validated connections std::deque>> m_deqConnections; // Order of declaration is important - it is also the order of initialisation asio::io_context m_asioContext; std::thread m_threadContext; // These things need an asio context asio::ip::tcp::acceptor m_asioAcceptor; // Handles new incoming connection attempts... // Clients will be identified in the "wider system" via an ID uint32_t nIDCounter = 10000; }; } }