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