Upstream for PGE updates.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
olcPixelGameEngine/Videos/Networking/Parts1&2/net_server.h

298 lines
9.1 KiB

/*
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, <EFBFBD>OneLoneCoder 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<typename T>
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<connection<T>> newconn =
std::make_shared<connection<T>>(connection<T>::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<connection<T>> client, const message<T>& 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<T>& msg, std::shared_ptr<connection<T>> 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<connection<T>> client)
{
return false;
}
// Called when a client appears to have disconnected
virtual void OnClientDisconnect(std::shared_ptr<connection<T>> client)
{
}
// Called when a message arrives
virtual void OnMessage(std::shared_ptr<connection<T>> client, message<T>& msg)
{
}
protected:
// Thread Safe Queue for incoming message packets
tsqueue<owned_message<T>> m_qMessagesIn;
// Container of active validated connections
std::deque<std::shared_ptr<connection<T>>> 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;
};
}
}