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/*
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ASIO Based Networking olcPixelGameEngine Extension v1.0
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Videos:
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Part #1: https://youtu.be/2hNdkYInj4g
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Part #2: https://youtu.be/UbjxGvrDrbw
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Part #3: https://youtu.be/hHowZ3bWsio
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Part #4: https://youtu.be/f_1lt9pfaEo
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2021 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019, 2020, 2021
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*/
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#pragma once
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#include <memory>
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#include <thread>
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#include <mutex>
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#include <deque>
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#include <optional>
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#include <vector>
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#include <iostream>
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#include <algorithm>
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#include <chrono>
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#include <cstdint>
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#ifdef _WIN32
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#ifndef _WIN32_WINNT
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#define _WIN32_WINNT 0x0A00
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#endif
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#endif
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#define _WINSOCK_DEPRECATED_NO_WARNINGS
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#define ASIO_STANDALONE
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#include <asio.hpp>
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#include <asio/ts/buffer.hpp>
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#include <asio/ts/internet.hpp>
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namespace olc
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{
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namespace net
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{
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// Message
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// Message Header is sent at start of all messages. The template allows us
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// to use "enum class" to ensure that the messages are valid at compile time
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template <typename T>
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struct message_header
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{
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T id{};
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uint32_t size = 0;
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};
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// Message Body contains a header and a std::vector, containing raw bytes
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// of infomation. This way the message can be variable length, but the size
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// in the header must be updated.
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template <typename T>
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struct message
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{
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// Header & Body vector
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message_header<T> header{};
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std::vector<uint8_t> body;
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// returns size of entire message packet in bytes
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size_t size() const
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{
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return body.size();
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}
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// Override for std::cout compatibility - produces friendly description of message
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friend std::ostream& operator << (std::ostream& os, const message<T>& msg)
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{
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os << "ID:" << int(msg.header.id) << " Size:" << msg.header.size;
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return os;
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}
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// Convenience Operator overloads - These allow us to add and remove stuff from
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// the body vector as if it were a stack, so First in, Last Out. These are a
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// template in itself, because we dont know what data type the user is pushing or
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// popping, so lets allow them all. NOTE: It assumes the data type is fundamentally
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// Plain Old Data (POD). TLDR: Serialise & Deserialise into/from a vector
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// Pushes any POD-like data into the message buffer
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template<typename DataType>
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friend message<T>& operator << (message<T>& msg, const DataType& data)
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{
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// Check that the type of the data being pushed is trivially copyable
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static_assert(std::is_standard_layout<DataType>::value, "Data is too complex to be pushed into vector");
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// Cache current size of vector, as this will be the point we insert the data
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size_t i = msg.body.size();
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// Resize the vector by the size of the data being pushed
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msg.body.resize(msg.body.size() + sizeof(DataType));
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// Physically copy the data into the newly allocated vector space
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std::memcpy(msg.body.data() + i, &data, sizeof(DataType));
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// Recalculate the message size
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msg.header.size = msg.size();
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// Return the target message so it can be "chained"
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return msg;
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}
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// Pulls any POD-like data form the message buffer
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template<typename DataType>
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friend message<T>& operator >> (message<T>& msg, DataType& data)
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{
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// Check that the type of the data being pushed is trivially copyable
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static_assert(std::is_standard_layout<DataType>::value, "Data is too complex to be pulled from vector");
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// Cache the location towards the end of the vector where the pulled data starts
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size_t i = msg.body.size() - sizeof(DataType);
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// Physically copy the data from the vector into the user variable
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std::memcpy(&data, msg.body.data() + i, sizeof(DataType));
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// Shrink the vector to remove read bytes, and reset end position
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msg.body.resize(i);
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// Recalculate the message size
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msg.header.size = msg.size();
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// Return the target message so it can be "chained"
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return msg;
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}
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};
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// An "owned" message is identical to a regular message, but it is associated with
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// a connection. On a server, the owner would be the client that sent the message,
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// on a client the owner would be the server.
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// Forward declare the connection
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template <typename T>
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class connection;
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template <typename T>
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struct owned_message
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{
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std::shared_ptr<connection<T>> remote = nullptr;
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message<T> msg;
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// Again, a friendly string maker
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friend std::ostream& operator<<(std::ostream& os, const owned_message<T>& msg)
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{
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os << msg.msg;
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return os;
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}
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};
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// Queue
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template<typename T>
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class tsqueue
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{
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public:
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tsqueue() = default;
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tsqueue(const tsqueue<T>&) = delete;
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virtual ~tsqueue() { clear(); }
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public:
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// Returns and maintains item at front of Queue
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const T& front()
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{
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std::scoped_lock lock(muxQueue);
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return deqQueue.front();
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}
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// Returns and maintains item at back of Queue
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const T& back()
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{
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std::scoped_lock lock(muxQueue);
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return deqQueue.back();
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}
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// Removes and returns item from front of Queue
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T pop_front()
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{
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std::scoped_lock lock(muxQueue);
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auto t = std::move(deqQueue.front());
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deqQueue.pop_front();
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return t;
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}
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// Removes and returns item from back of Queue
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T pop_back()
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{
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std::scoped_lock lock(muxQueue);
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auto t = std::move(deqQueue.back());
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deqQueue.pop_back();
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return t;
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}
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// Adds an item to back of Queue
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void push_back(const T& item)
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{
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std::scoped_lock lock(muxQueue);
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deqQueue.emplace_back(std::move(item));
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std::unique_lock<std::mutex> ul(muxBlocking);
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cvBlocking.notify_one();
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}
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// Adds an item to front of Queue
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void push_front(const T& item)
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{
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std::scoped_lock lock(muxQueue);
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deqQueue.emplace_front(std::move(item));
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std::unique_lock<std::mutex> ul(muxBlocking);
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cvBlocking.notify_one();
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}
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// Returns true if Queue has no items
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bool empty()
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{
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std::scoped_lock lock(muxQueue);
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return deqQueue.empty();
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}
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// Returns number of items in Queue
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size_t count()
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{
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std::scoped_lock lock(muxQueue);
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return deqQueue.size();
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}
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// Clears Queue
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void clear()
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{
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std::scoped_lock lock(muxQueue);
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deqQueue.clear();
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}
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void wait()
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{
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while (empty())
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{
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std::unique_lock<std::mutex> ul(muxBlocking);
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cvBlocking.wait(ul);
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}
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}
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protected:
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std::mutex muxQueue;
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std::deque<T> deqQueue;
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std::condition_variable cvBlocking;
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std::mutex muxBlocking;
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};
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// Connection
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// Forward declare
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template<typename T>
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class server_interface;
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template<typename T>
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class connection : public std::enable_shared_from_this<connection<T>>
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{
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public:
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// A connection is "owned" by either a server or a client, and its
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// behaviour is slightly different bewteen the two.
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enum class owner
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{
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server,
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client
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};
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public:
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// Constructor: Specify Owner, connect to context, transfer the socket
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// Provide reference to incoming message queue
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connection(owner parent, asio::io_context& asioContext, asio::ip::tcp::socket socket, tsqueue<owned_message<T>>& qIn)
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: m_asioContext(asioContext), m_socket(std::move(socket)), m_qMessagesIn(qIn)
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{
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m_nOwnerType = parent;
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// Construct validation check data
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if (m_nOwnerType == owner::server)
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{
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// Connection is Server -> Client, construct random data for the client
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// to transform and send back for validation
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m_nHandshakeOut = uint64_t(std::chrono::system_clock::now().time_since_epoch().count());
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// Pre-calculate the result for checking when the client responds
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m_nHandshakeCheck = scramble(m_nHandshakeOut);
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}
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else
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{
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// Connection is Client -> Server, so we have nothing to define,
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m_nHandshakeIn = 0;
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m_nHandshakeOut = 0;
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}
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}
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virtual ~connection()
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{}
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// This ID is used system wide - its how clients will understand other clients
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// exist across the whole system.
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uint32_t GetID() const
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{
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return id;
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}
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public:
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void ConnectToClient(olc::net::server_interface<T>* server, uint32_t uid = 0)
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{
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if (m_nOwnerType == owner::server)
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{
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if (m_socket.is_open())
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{
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id = uid;
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// Was: ReadHeader();
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// A client has attempted to connect to the server, but we wish
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// the client to first validate itself, so first write out the
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// handshake data to be validated
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WriteValidation();
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// Next, issue a task to sit and wait asynchronously for precisely
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// the validation data sent back from the client
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ReadValidation(server);
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}
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}
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}
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void ConnectToServer(const asio::ip::tcp::resolver::results_type& endpoints)
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{
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// Only clients can connect to servers
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if (m_nOwnerType == owner::client)
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{
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// Request asio attempts to connect to an endpoint
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asio::async_connect(m_socket, endpoints,
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[this](std::error_code ec, asio::ip::tcp::endpoint endpoint)
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{
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if (!ec)
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{
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// Was: ReadHeader();
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// First thing server will do is send packet to be validated
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// so wait for that and respond
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ReadValidation();
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}
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});
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}
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}
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void Disconnect()
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{
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if (IsConnected())
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asio::post(m_asioContext, [this]() { m_socket.close(); });
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}
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bool IsConnected() const
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{
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return m_socket.is_open();
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}
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// Prime the connection to wait for incoming messages
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void StartListening()
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{
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}
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public:
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// ASYNC - Send a message, connections are one-to-one so no need to specifiy
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// the target, for a client, the target is the server and vice versa
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void Send(const message<T>& msg)
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{
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asio::post(m_asioContext,
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[this, msg]()
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{
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// If the queue has a message in it, then we must
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// assume that it is in the process of asynchronously being written.
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// Either way add the message to the queue to be output. If no messages
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// were available to be written, then start the process of writing the
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// message at the front of the queue.
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bool bWritingMessage = !m_qMessagesOut.empty();
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m_qMessagesOut.push_back(msg);
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if (!bWritingMessage)
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{
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WriteHeader();
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}
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});
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}
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private:
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// ASYNC - Prime context to write a message header
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void WriteHeader()
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{
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// If this function is called, we know the outgoing message queue must have
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// at least one message to send. So allocate a transmission buffer to hold
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// the message, and issue the work - asio, send these bytes
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asio::async_write(m_socket, asio::buffer(&m_qMessagesOut.front().header, sizeof(message_header<T>)),
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[this](std::error_code ec, std::size_t length)
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{
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// asio has now sent the bytes - if there was a problem
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// an error would be available...
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if (!ec)
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{
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// ... no error, so check if the message header just sent also
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// has a message body...
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if (m_qMessagesOut.front().body.size() > 0)
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{
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// ...it does, so issue the task to write the body bytes
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WriteBody();
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}
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else
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{
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// ...it didnt, so we are done with this message. Remove it from
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// the outgoing message queue
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m_qMessagesOut.pop_front();
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// If the queue is not empty, there are more messages to send, so
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// make this happen by issuing the task to send the next header.
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if (!m_qMessagesOut.empty())
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{
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WriteHeader();
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}
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|
}
|
|
|
}
|
|
|
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<T>)),
|
|
|
[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();
|
|
|
}
|
|
|
});
|
|
|
}
|
|
|
|
|
|
// "Encrypt" data
|
|
|
uint64_t scramble(uint64_t nInput)
|
|
|
{
|
|
|
uint64_t out = nInput ^ 0xDEADBEEFC0DECAFE;
|
|
|
out = (out & 0xF0F0F0F0F0F0F0) >> 4 | (out & 0x0F0F0F0F0F0F0F) << 4;
|
|
|
return out ^ 0xC0DEFACE12345678;
|
|
|
}
|
|
|
|
|
|
// ASYNC - Used by both client and server to write validation packet
|
|
|
void WriteValidation()
|
|
|
{
|
|
|
asio::async_write(m_socket, asio::buffer(&m_nHandshakeOut, sizeof(uint64_t)),
|
|
|
[this](std::error_code ec, std::size_t length)
|
|
|
{
|
|
|
if (!ec)
|
|
|
{
|
|
|
// Validation data sent, clients should sit and wait
|
|
|
// for a response (or a closure)
|
|
|
if (m_nOwnerType == owner::client)
|
|
|
ReadHeader();
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
m_socket.close();
|
|
|
}
|
|
|
});
|
|
|
}
|
|
|
|
|
|
void ReadValidation(olc::net::server_interface<T>* server = nullptr)
|
|
|
{
|
|
|
asio::async_read(m_socket, asio::buffer(&m_nHandshakeIn, sizeof(uint64_t)),
|
|
|
[this, server](std::error_code ec, std::size_t length)
|
|
|
{
|
|
|
if (!ec)
|
|
|
{
|
|
|
if (m_nOwnerType == owner::server)
|
|
|
{
|
|
|
// Connection is a server, so check response from client
|
|
|
|
|
|
// Compare sent data to actual solution
|
|
|
if (m_nHandshakeIn == m_nHandshakeCheck)
|
|
|
{
|
|
|
// Client has provided valid solution, so allow it to connect properly
|
|
|
std::cout << "Client Validated" << std::endl;
|
|
|
server->OnClientValidated(this->shared_from_this());
|
|
|
|
|
|
// Sit waiting to receive data now
|
|
|
ReadHeader();
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
// Client gave incorrect data, so disconnect
|
|
|
std::cout << "Client Disconnected (Fail Validation)" << std::endl;
|
|
|
m_socket.close();
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
// Connection is a client, so solve puzzle
|
|
|
m_nHandshakeOut = scramble(m_nHandshakeIn);
|
|
|
|
|
|
// Write the result
|
|
|
WriteValidation();
|
|
|
}
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
// Some biggerfailure occured
|
|
|
std::cout << "Client Disconnected (ReadValidation)" << std::endl;
|
|
|
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<message<T>> m_qMessagesOut;
|
|
|
|
|
|
// This references the incoming queue of the parent object
|
|
|
tsqueue<owned_message<T>>& m_qMessagesIn;
|
|
|
|
|
|
// Incoming messages are constructed asynchronously, so we will
|
|
|
// store the part assembled message here, until it is ready
|
|
|
message<T> m_msgTemporaryIn;
|
|
|
|
|
|
// The "owner" decides how some of the connection behaves
|
|
|
owner m_nOwnerType = owner::server;
|
|
|
|
|
|
// Handshake Validation
|
|
|
uint64_t m_nHandshakeOut = 0;
|
|
|
uint64_t m_nHandshakeIn = 0;
|
|
|
uint64_t m_nHandshakeCheck = 0;
|
|
|
|
|
|
|
|
|
bool m_bValidHandshake = false;
|
|
|
bool m_bConnectionEstablished = false;
|
|
|
|
|
|
uint32_t id = 0;
|
|
|
|
|
|
};
|
|
|
|
|
|
// Client
|
|
|
template <typename T>
|
|
|
class client_interface
|
|
|
{
|
|
|
public:
|
|
|
client_interface()
|
|
|
{}
|
|
|
|
|
|
virtual ~client_interface()
|
|
|
{
|
|
|
// If the client is destroyed, always try and disconnect from server
|
|
|
Disconnect();
|
|
|
}
|
|
|
|
|
|
public:
|
|
|
// Connect to server with hostname/ip-address and port
|
|
|
bool Connect(const std::string& host, const uint16_t port)
|
|
|
{
|
|
|
try
|
|
|
{
|
|
|
// Resolve hostname/ip-address into tangiable physical address
|
|
|
asio::ip::tcp::resolver resolver(m_context);
|
|
|
asio::ip::tcp::resolver::results_type endpoints = resolver.resolve(host, std::to_string(port));
|
|
|
|
|
|
// Create connection
|
|
|
m_connection = std::make_unique<connection<T>>(connection<T>::owner::client, m_context, asio::ip::tcp::socket(m_context), m_qMessagesIn);
|
|
|
|
|
|
// Tell the connection object to connect to server
|
|
|
m_connection->ConnectToServer(endpoints);
|
|
|
|
|
|
// Start Context Thread
|
|
|
thrContext = std::thread([this]() { m_context.run(); });
|
|
|
}
|
|
|
catch (std::exception& e)
|
|
|
{
|
|
|
std::cerr << "Client Exception: " << e.what() << "\n";
|
|
|
return false;
|
|
|
}
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
// Disconnect from server
|
|
|
void Disconnect()
|
|
|
{
|
|
|
// If connection exists, and it's connected then...
|
|
|
if(IsConnected())
|
|
|
{
|
|
|
// ...disconnect from server gracefully
|
|
|
m_connection->Disconnect();
|
|
|
}
|
|
|
|
|
|
// Either way, we're also done with the asio context...
|
|
|
m_context.stop();
|
|
|
// ...and its thread
|
|
|
if (thrContext.joinable())
|
|
|
thrContext.join();
|
|
|
|
|
|
// Destroy the connection object
|
|
|
m_connection.release();
|
|
|
}
|
|
|
|
|
|
// Check if client is actually connected to a server
|
|
|
bool IsConnected()
|
|
|
{
|
|
|
if (m_connection)
|
|
|
return m_connection->IsConnected();
|
|
|
else
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
public:
|
|
|
// Send message to server
|
|
|
void Send(const message<T>& msg)
|
|
|
{
|
|
|
if (IsConnected())
|
|
|
m_connection->Send(msg);
|
|
|
}
|
|
|
|
|
|
// Retrieve queue of messages from server
|
|
|
tsqueue<owned_message<T>>& Incoming()
|
|
|
{
|
|
|
return m_qMessagesIn;
|
|
|
}
|
|
|
|
|
|
protected:
|
|
|
// asio context handles the data transfer...
|
|
|
asio::io_context m_context;
|
|
|
// ...but needs a thread of its own to execute its work commands
|
|
|
std::thread thrContext;
|
|
|
// The client has a single instance of a "connection" object, which handles data transfer
|
|
|
std::unique_ptr<connection<T>> m_connection;
|
|
|
|
|
|
private:
|
|
|
// This is the thread safe queue of incoming messages from server
|
|
|
tsqueue<owned_message<T>> m_qMessagesIn;
|
|
|
};
|
|
|
|
|
|
// Server
|
|
|
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(this, 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
|
|
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void MessageAllClients(const message<T>& msg, std::shared_ptr<connection<T>> pIgnoreClient = nullptr)
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{
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bool bInvalidClientExists = false;
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// Iterate through all clients in container
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for (auto& client : m_deqConnections)
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{
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// Check client is connected...
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if (client && client->IsConnected())
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{
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// ..it is!
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if(client != pIgnoreClient)
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client->Send(msg);
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}
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else
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{
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// The client couldnt be contacted, so assume it has
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// disconnected.
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OnClientDisconnect(client);
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client.reset();
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// Set this flag to then remove dead clients from container
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bInvalidClientExists = true;
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}
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}
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// Remove dead clients, all in one go - this way, we dont invalidate the
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// container as we iterated through it.
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if (bInvalidClientExists)
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m_deqConnections.erase(
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std::remove(m_deqConnections.begin(), m_deqConnections.end(), nullptr), m_deqConnections.end());
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}
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// Force server to respond to incoming messages
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void Update(size_t nMaxMessages = -1, bool bWait = false)
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{
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if (bWait) m_qMessagesIn.wait();
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// Process as many messages as you can up to the value
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// specified
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size_t nMessageCount = 0;
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while (nMessageCount < nMaxMessages && !m_qMessagesIn.empty())
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{
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// Grab the front message
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auto msg = m_qMessagesIn.pop_front();
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// Pass to message handler
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OnMessage(msg.remote, msg.msg);
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nMessageCount++;
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}
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}
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protected:
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// This server class should override thse functions to implement
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// customised functionality
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// Called when a client connects, you can veto the connection by returning false
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virtual bool OnClientConnect(std::shared_ptr<connection<T>> client)
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{
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return false;
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}
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// Called when a client appears to have disconnected
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virtual void OnClientDisconnect(std::shared_ptr<connection<T>> client)
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{
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}
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// Called when a message arrives
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virtual void OnMessage(std::shared_ptr<connection<T>> client, message<T>& msg)
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{
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}
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public:
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// Called when a client is validated
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virtual void OnClientValidated(std::shared_ptr<connection<T>> client)
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|
{
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|
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}
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protected:
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// Thread Safe Queue for incoming message packets
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|
tsqueue<owned_message<T>> m_qMessagesIn;
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// Container of active validated connections
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std::deque<std::shared_ptr<connection<T>>> m_deqConnections;
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|
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// Order of declaration is important - it is also the order of initialisation
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|
asio::io_context m_asioContext;
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|
std::thread m_threadContext;
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|
|
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// These things need an asio context
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|
asio::ip::tcp::acceptor m_asioAcceptor; // Handles new incoming connection attempts...
|
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|
|
|
|
// Clients will be identified in the "wider system" via an ID
|
|
|
uint32_t nIDCounter = 10000;
|
|
|
};
|
|
|
}
|
|
|
}
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