Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

542 lines
13 KiB
C++

#include "stdafx.h"
#include "InputOutputStream.h"
#include "SocketAddress.h"
#include "Socket.h"
#include "ThreadName.h"
#include "..\Minecraft.Client\ServerConnection.h"
#include <algorithm>
#include "..\Minecraft.Client\PS3\PS3Extras\ShutdownManager.h"
// This current socket implementation is for the creation of a single local link. 2 sockets can be created, one for either end of this local
// link, the end (0 or 1) is passed as a parameter to the ctor.
CRITICAL_SECTION Socket::s_hostQueueLock[2];
std::queue<byte> Socket::s_hostQueue[2];
Socket::SocketOutputStreamLocal *Socket::s_hostOutStream[2];
Socket::SocketInputStreamLocal *Socket::s_hostInStream[2];
ServerConnection *Socket::s_serverConnection = NULL;
void Socket::Initialise(ServerConnection *serverConnection)
{
s_serverConnection = serverConnection;
// Only initialise everything else once - just setting up static data, one time xrnm things, thread for ticking sockets
static bool init = false;
if( init )
{
for( int i = 0; i < 2; i++ )
{
if(TryEnterCriticalSection(&s_hostQueueLock[i]))
{
// Clear the queue
std::queue<byte> empty;
std::swap( s_hostQueue[i], empty );
LeaveCriticalSection(&s_hostQueueLock[i]);
}
s_hostOutStream[i]->m_streamOpen = true;
s_hostInStream[i]->m_streamOpen = true;
}
return;
}
init = true;
for( int i = 0; i < 2; i++ )
{
InitializeCriticalSection(&Socket::s_hostQueueLock[i]);
s_hostOutStream[i] = new SocketOutputStreamLocal(i);
s_hostInStream[i] = new SocketInputStreamLocal(i);
}
}
Socket::Socket(bool response)
{
m_hostServerConnection = true;
m_hostLocal = true;
if( response )
{
m_end = SOCKET_SERVER_END;
}
else
{
m_end = SOCKET_CLIENT_END;
Socket *socket = new Socket(1);
s_serverConnection->NewIncomingSocket(socket);
}
for( int i = 0; i < 2; i++ )
{
m_endClosed[i] = false;
}
m_socketClosedEvent = NULL;
createdOk = true;
networkPlayerSmallId = g_NetworkManager.GetHostPlayer()->GetSmallId();
}
Socket::Socket(INetworkPlayer *player, bool response /* = false*/, bool hostLocal /*= false*/)
{
m_hostServerConnection = false;
m_hostLocal = hostLocal;
for( int i = 0; i < 2; i++ )
{
InitializeCriticalSection(&m_queueLockNetwork[i]);
m_inputStream[i] = NULL;
m_outputStream[i] = NULL;
m_endClosed[i] = false;
}
if(!response || hostLocal)
{
m_inputStream[0] = new SocketInputStreamNetwork(this,0);
m_outputStream[0] = new SocketOutputStreamNetwork(this,0);
m_end = SOCKET_CLIENT_END;
}
if(response || hostLocal)
{
m_inputStream[1] = new SocketInputStreamNetwork(this,1);
m_outputStream[1] = new SocketOutputStreamNetwork(this,1);
m_end = SOCKET_SERVER_END;
}
m_socketClosedEvent = new C4JThread::Event;
//printf("New socket made %s\n", player->GetGamertag() );
networkPlayerSmallId = player->GetSmallId();
createdOk = true;
}
SocketAddress *Socket::getRemoteSocketAddress()
{
return NULL;
}
INetworkPlayer *Socket::getPlayer()
{
return g_NetworkManager.GetPlayerBySmallId(networkPlayerSmallId);
}
void Socket::setPlayer(INetworkPlayer *player)
{
if(player!=NULL)
{
networkPlayerSmallId = player->GetSmallId();
}
else
{
networkPlayerSmallId = 0;
}
}
void Socket::pushDataToQueue(const BYTE * pbData, DWORD dwDataSize, bool fromHost /*= true*/)
{
int queueIdx = SOCKET_CLIENT_END;
if(!fromHost)
queueIdx = SOCKET_SERVER_END;
if( queueIdx != m_end && !m_hostLocal )
{
app.DebugPrintf("SOCKET: Error pushing data to queue. End is %d but queue idx id %d\n", m_end, queueIdx);
return;
}
EnterCriticalSection(&m_queueLockNetwork[queueIdx]);
for( unsigned int i = 0; i < dwDataSize; i++ )
{
m_queueNetwork[queueIdx].push(*pbData++);
}
LeaveCriticalSection(&m_queueLockNetwork[queueIdx]);
}
void Socket::addIncomingSocket(Socket *socket)
{
if( s_serverConnection != NULL )
{
s_serverConnection->NewIncomingSocket(socket);
}
}
InputStream *Socket::getInputStream(bool isServerConnection)
{
if( !m_hostServerConnection )
{
if( m_hostLocal )
{
if( isServerConnection )
{
return m_inputStream[SOCKET_SERVER_END];
}
else
{
return m_inputStream[SOCKET_CLIENT_END];
}
}
else
{
return m_inputStream[m_end];
}
}
else
{
return s_hostInStream[m_end];
}
}
void Socket::setSoTimeout(int a )
{
}
void Socket::setTrafficClass( int a )
{
}
Socket::SocketOutputStream *Socket::getOutputStream(bool isServerConnection)
{
if( !m_hostServerConnection )
{
if( m_hostLocal )
{
if( isServerConnection )
{
return m_outputStream[SOCKET_SERVER_END];
}
else
{
return m_outputStream[SOCKET_CLIENT_END];
}
}
else
{
return m_outputStream[m_end];
}
}
else
{
return s_hostOutStream[ 1 - m_end ];
}
}
bool Socket::close(bool isServerConnection)
{
bool allClosed = false;
if( m_hostLocal )
{
if( isServerConnection )
{
m_endClosed[SOCKET_SERVER_END] = true;
if(m_endClosed[SOCKET_CLIENT_END])
{
allClosed = true;
}
}
else
{
m_endClosed[SOCKET_CLIENT_END] = true;
if(m_endClosed[SOCKET_SERVER_END])
{
allClosed = true;
}
}
}
else
{
allClosed = true;
m_endClosed[m_end] = true;
}
if( allClosed && m_socketClosedEvent != NULL )
{
m_socketClosedEvent->Set();
}
if(allClosed) createdOk = false;
return allClosed;
}
/////////////////////////////////// Socket for input, on local connection ////////////////////
Socket::SocketInputStreamLocal::SocketInputStreamLocal(int queueIdx)
{
m_streamOpen = true;
m_queueIdx = queueIdx;
}
// Try and get an input byte, blocking until one is available
int Socket::SocketInputStreamLocal::read()
{
while(m_streamOpen && ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads))
{
if(TryEnterCriticalSection(&s_hostQueueLock[m_queueIdx]))
{
if( s_hostQueue[m_queueIdx].size() )
{
byte retval = s_hostQueue[m_queueIdx].front();
s_hostQueue[m_queueIdx].pop();
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
return retval;
}
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
}
Sleep(1);
}
return -1;
}
// Try and get an input array of bytes, blocking until enough bytes are available
int Socket::SocketInputStreamLocal::read(byteArray b)
{
return read(b, 0, b.length);
}
// Try and get an input range of bytes, blocking until enough bytes are available
int Socket::SocketInputStreamLocal::read(byteArray b, unsigned int offset, unsigned int length)
{
while(m_streamOpen)
{
if(TryEnterCriticalSection(&s_hostQueueLock[m_queueIdx]))
{
if( s_hostQueue[m_queueIdx].size() >= length )
{
for( unsigned int i = 0; i < length; i++ )
{
b[i+offset] = s_hostQueue[m_queueIdx].front();
s_hostQueue[m_queueIdx].pop();
}
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
return length;
}
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
}
Sleep(1);
}
return -1;
}
void Socket::SocketInputStreamLocal::close()
{
m_streamOpen = false;
EnterCriticalSection(&s_hostQueueLock[m_queueIdx]);
s_hostQueue[m_queueIdx].empty();
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
}
/////////////////////////////////// Socket for output, on local connection ////////////////////
Socket::SocketOutputStreamLocal::SocketOutputStreamLocal(int queueIdx)
{
m_streamOpen = true;
m_queueIdx = queueIdx;
}
void Socket::SocketOutputStreamLocal::write(unsigned int b)
{
if( m_streamOpen != true )
{
return;
}
EnterCriticalSection(&s_hostQueueLock[m_queueIdx]);
s_hostQueue[m_queueIdx].push((byte)b);
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
}
void Socket::SocketOutputStreamLocal::write(byteArray b)
{
write(b, 0, b.length);
}
void Socket::SocketOutputStreamLocal::write(byteArray b, unsigned int offset, unsigned int length)
{
if( m_streamOpen != true )
{
return;
}
MemSect(12);
EnterCriticalSection(&s_hostQueueLock[m_queueIdx]);
for( unsigned int i = 0; i < length; i++ )
{
s_hostQueue[m_queueIdx].push(b[offset+i]);
}
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
MemSect(0);
}
void Socket::SocketOutputStreamLocal::close()
{
m_streamOpen = false;
EnterCriticalSection(&s_hostQueueLock[m_queueIdx]);
s_hostQueue[m_queueIdx].empty();
LeaveCriticalSection(&s_hostQueueLock[m_queueIdx]);
}
/////////////////////////////////// Socket for input, on network connection ////////////////////
Socket::SocketInputStreamNetwork::SocketInputStreamNetwork(Socket *socket, int queueIdx)
{
m_streamOpen = true;
m_queueIdx = queueIdx;
m_socket = socket;
}
// Try and get an input byte, blocking until one is available
int Socket::SocketInputStreamNetwork::read()
{
while(m_streamOpen && ShutdownManager::ShouldRun(ShutdownManager::eConnectionReadThreads))
{
if(TryEnterCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]))
{
if( m_socket->m_queueNetwork[m_queueIdx].size() )
{
byte retval = m_socket->m_queueNetwork[m_queueIdx].front();
m_socket->m_queueNetwork[m_queueIdx].pop();
LeaveCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]);
return retval;
}
LeaveCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]);
}
Sleep(1);
}
return -1;
}
// Try and get an input array of bytes, blocking until enough bytes are available
int Socket::SocketInputStreamNetwork::read(byteArray b)
{
return read(b, 0, b.length);
}
// Try and get an input range of bytes, blocking until enough bytes are available
int Socket::SocketInputStreamNetwork::read(byteArray b, unsigned int offset, unsigned int length)
{
while(m_streamOpen)
{
if(TryEnterCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]))
{
if( m_socket->m_queueNetwork[m_queueIdx].size() >= length )
{
for( unsigned int i = 0; i < length; i++ )
{
b[i+offset] = m_socket->m_queueNetwork[m_queueIdx].front();
m_socket->m_queueNetwork[m_queueIdx].pop();
}
LeaveCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]);
return length;
}
LeaveCriticalSection(&m_socket->m_queueLockNetwork[m_queueIdx]);
}
Sleep(1);
}
return -1;
}
void Socket::SocketInputStreamNetwork::close()
{
m_streamOpen = false;
}
/////////////////////////////////// Socket for output, on network connection ////////////////////
Socket::SocketOutputStreamNetwork::SocketOutputStreamNetwork(Socket *socket, int queueIdx)
{
m_queueIdx = queueIdx;
m_socket = socket;
m_streamOpen = true;
}
void Socket::SocketOutputStreamNetwork::write(unsigned int b)
{
if( m_streamOpen != true ) return;
byteArray barray;
byte bb;
bb = (byte)b;
barray.data = &bb;
barray.length = 1;
write(barray, 0, 1);
}
void Socket::SocketOutputStreamNetwork::write(byteArray b)
{
write(b, 0, b.length);
}
void Socket::SocketOutputStreamNetwork::write(byteArray b, unsigned int offset, unsigned int length)
{
writeWithFlags(b, offset, length, 0);
}
void Socket::SocketOutputStreamNetwork::writeWithFlags(byteArray b, unsigned int offset, unsigned int length, int flags)
{
if( m_streamOpen != true ) return;
if( length == 0 ) return;
// If this is a local connection, don't bother going through QNet as it just delivers it straight anyway
if( m_socket->m_hostLocal )
{
// We want to write to the queue for the other end of this socket stream
int queueIdx = m_queueIdx;
if(queueIdx == SOCKET_CLIENT_END)
queueIdx = SOCKET_SERVER_END;
else
queueIdx = SOCKET_CLIENT_END;
EnterCriticalSection(&m_socket->m_queueLockNetwork[queueIdx]);
for( unsigned int i = 0; i < length; i++ )
{
m_socket->m_queueNetwork[queueIdx].push(b[offset+i]);
}
LeaveCriticalSection(&m_socket->m_queueLockNetwork[queueIdx]);
}
else
{
XRNM_SEND_BUFFER buffer;
buffer.pbyData = &b[offset];
buffer.dwDataSize = length;
INetworkPlayer *hostPlayer = g_NetworkManager.GetHostPlayer();
if(hostPlayer == NULL)
{
app.DebugPrintf("Trying to write to network, but the hostPlayer is NULL\n");
return;
}
INetworkPlayer *socketPlayer = m_socket->getPlayer();
if(socketPlayer == NULL)
{
app.DebugPrintf("Trying to write to network, but the socketPlayer is NULL\n");
return;
}
#ifdef _XBOX
bool lowPriority = ( ( flags & QNET_SENDDATA_LOW_PRIORITY ) == QNET_SENDDATA_LOW_PRIORITY );
bool requireAck = lowPriority;
#else
bool lowPriority = false;
bool requireAck = ( ( flags & NON_QNET_SENDDATA_ACK_REQUIRED ) == NON_QNET_SENDDATA_ACK_REQUIRED );
#endif
if( m_queueIdx == SOCKET_SERVER_END )
{
//printf( "Sent %u bytes of data from \"%ls\" to \"%ls\"\n",
//buffer.dwDataSize,
//hostPlayer->GetGamertag(),
//m_socket->networkPlayer->GetGamertag());
hostPlayer->SendData(socketPlayer, buffer.pbyData, buffer.dwDataSize, lowPriority, requireAck);
// DWORD queueSize = hostPlayer->GetSendQueueSize( NULL, QNET_GETSENDQUEUESIZE_BYTES );
// if( queueSize > 24000 )
// {
// //printf("Queue size is: %d, forcing doWork()\n",queueSize);
// g_NetworkManager.DoWork();
// }
}
else
{
//printf( "Sent %u bytes of data from \"%ls\" to \"%ls\"\n",
//buffer.dwDataSize,
//m_socket->networkPlayer->GetGamertag(),
//hostPlayer->GetGamertag());
socketPlayer->SendData(hostPlayer, buffer.pbyData, buffer.dwDataSize, lowPriority, requireAck);
}
}
}
void Socket::SocketOutputStreamNetwork::close()
{
m_streamOpen = false;
}