Files
MinecraftConsoles/Minecraft.Client/Durango/Network/DQRNetworkManager_SendReceive.cpp
2026-03-01 12:16:08 +08:00

409 lines
18 KiB
C++

#include "stdafx.h"
#include "DQRNetworkManager.h"
#include "PartyController.h"
#include <collection.h>
#include <ppltasks.h>
#include <ws2tcpip.h>
#include "..\Minecraft.World\StringHelpers.h"
#include "base64.h"
#ifdef _DURANGO
#include "..\Minecraft.World\DurangoStats.h"
#endif
#include "ChatIntegrationLayer.h"
using namespace Concurrency;
using namespace Windows::Foundation::Collections;
// This method is called when bytes have been received that are to be passed on to the game itself. The data is associated with a small id so we can specify which network player
// that it was received for.
void DQRNetworkManager::BytesReceived(int smallId, BYTE *bytes, int byteCount)
{
DQRNetworkPlayer *host = GetPlayerBySmallId(m_hostSmallId);
DQRNetworkPlayer *client = GetPlayerBySmallId(smallId);
if( ( host == NULL ) || ( client == NULL ) )
{
return;
}
if( m_isHosting )
{
m_listener->HandleDataReceived(client, host, bytes, byteCount );
}
else
{
m_listener->HandleDataReceived(host, client, bytes, byteCount );
}
// app.DebugPrintf("%d bytes received: %s\n", byteCount, bytes);
}
// This method is called when network data is received, that is to be processed by the DQRNetworkManager itself. This is for handling internal
// updates such as assigning & unassigning of small Ids, transmission of the table of players currently in the session etc.
// Processing of these things is handled as a state machine so that we can receive a message split over more than one call to this method should
// the underlying communcation layer split data up somehow.
void DQRNetworkManager::BytesReceivedInternal(DQRConnectionInfo *connectionInfo, unsigned int sessionAddress, BYTE *bytes, int byteCount)
{
BYTE *pNextByte = bytes;
BYTE *pEndByte = pNextByte + byteCount;
do
{
BYTE byte = *pNextByte;
switch( connectionInfo->m_internalDataState )
{
case DQRConnectionInfo::ConnectionState_InternalHeaderByte:
switch( byte )
{
case DQR_INTERNAL_ASSIGN_SMALL_IDS:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAssignSmallIdMask;
break;
case DQR_INTERNAL_UNASSIGN_SMALL_ID:
// Host only
if( connectionInfo->m_channelActive[connectionInfo->m_currentChannel] )
{
int smallId = connectionInfo->m_smallId[connectionInfo->m_currentChannel];
connectionInfo->m_channelActive[connectionInfo->m_currentChannel] = false;
m_sessionAddressFromSmallId[smallId] = 0;
DQRNetworkPlayer *pPlayer = GetPlayerBySmallId(smallId);
if( pPlayer )
{
RemoveRoomSyncPlayer(pPlayer);
SendRoomSyncInfo();
}
}
break;
case DQR_INTERNAL_PLAYER_TABLE:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalRoomSyncData;
connectionInfo->m_pucRoomSyncData = new unsigned char[4];
connectionInfo->m_roomSyncDataBytesToRead = 0;
connectionInfo->m_roomSyncDataBytesRead = 0;
break;
case DQR_INTERNAL_ADD_PLAYER_FAILED:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAddPlayerFailedData;
connectionInfo->m_pucAddFailedPlayerData = new unsigned char[4];
connectionInfo->m_addFailedPlayerDataBytesToRead = 0;
connectionInfo->m_addFailedPlayerDataBytesRead = 0;
break;
default:
break;
}
pNextByte++;
break;
case DQRConnectionInfo::ConnectionState_InternalAssignSmallIdMask:
// Up to 4 smallIds are assigned at once, with the ones that are being assigned dictated by a mask byte which is passed in first.
// The small Ids themselves follow, always 4 bytes, and any that are masked as being assigned are processed, the other bytes ignored.
// In order work around a bug with the networking library, this particular packet (being the first this that is sent from a client)
// is at first sent unreliably, with retries, until a message is received back to the client, or it times out. We therefore have to be able
// to handle (and ignore) this being received more than once
DQRNetworkManager::LogCommentFormat(L"Small Ids being received");
connectionInfo->m_smallIdReadMask = byte;
// Create a uniquely allocated byte to which names have been resolved, as another one of these packets could be received whilst that asyncronous process is going o n
connectionInfo->m_pucsmallIdReadMaskResolved = new unsigned char;
*connectionInfo->m_pucsmallIdReadMaskResolved = 0;
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAssignSmallId0;
connectionInfo->m_initialPacketReceived = true;
pNextByte++;
break;
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId0:
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId1:
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId2:
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId3:
{
int channel = ((int)connectionInfo->m_internalDataState) - DQRConnectionInfo::ConnectionState_InternalAssignSmallId0;
if( ( connectionInfo->m_smallIdReadMask & ( 1 << channel ) ) && ( !connectionInfo->m_channelActive[channel] ) )
{
// HOST ONLY
// Store the small Id that is associated with this send channel. In order work around a bug with the networking library, this particular packet
// (being the first this that is sent from a client) is sent unreliably, with retries, until a message is received back to the client, or it times out.
// We therefore have to be able to handle (and ignore) this being received more than once - hence the check of the bool above.
// At this point, the connection is considered properly active from the point of view of the host.
int sessionIndex = GetSessionIndexForSmallId(byte);
if( sessionIndex != -1 )
{
connectionInfo->m_channelActive[channel] = true;
connectionInfo->m_smallId[channel] = byte;
m_sessionAddressFromSmallId[byte] = sessionAddress;
m_channelFromSmallId[byte] = channel;
auto pAsyncOp = m_primaryUserXboxLiveContext->ProfileService->GetUserProfileAsync(m_multiplayerSession->Members->GetAt(sessionIndex)->XboxUserId);
DQRNetworkManager::LogCommentFormat(L"Session index of %d found for player with small id %d - attempting to resolve display name\n",sessionIndex,byte);
DQRNetworkPlayer *pPlayer = new DQRNetworkPlayer(this, DQRNetworkPlayer::DNP_TYPE_REMOTE, true, 0, sessionAddress);
pPlayer->SetSmallId(byte);
pPlayer->SetUID(PlayerUID(m_multiplayerSession->Members->GetAt(sessionIndex)->XboxUserId->Data()));
HostGamertagResolveDetails *resolveDetails = new HostGamertagResolveDetails();
resolveDetails->m_pPlayer = pPlayer;
resolveDetails->m_sessionAddress = sessionAddress;
resolveDetails->m_channel = channel;
resolveDetails->m_sync = false;
int mask = 1 << channel;
unsigned char *pucsmallIdReadMaskResolved = connectionInfo->m_pucsmallIdReadMaskResolved;
unsigned char ucsmallIdReadMask = connectionInfo->m_smallIdReadMask;
create_task( pAsyncOp ).then( [this,resolveDetails,mask,pucsmallIdReadMaskResolved,ucsmallIdReadMask] (task<Microsoft::Xbox::Services::Social::XboxUserProfile^> resultTask)
{
try
{
Microsoft::Xbox::Services::Social::XboxUserProfile^ result = resultTask.get();
resolveDetails->m_name.assign(result->Gamertag->Data()); // Use the gamertag for this data, as it is synchronised round all the machines and so we can't use a display name that could be a real name
EnterCriticalSection(&m_csHostGamertagResolveResults);
// Update flags for which names have been resolved, and if this completes this set, then set the flag to say that we should synchronise these out to the clients
*pucsmallIdReadMaskResolved |= mask;
LogCommentFormat(L"<<>> Compare %d to %d",*pucsmallIdReadMaskResolved,ucsmallIdReadMask);
if(ucsmallIdReadMask == *pucsmallIdReadMaskResolved)
{
resolveDetails->m_sync = true;
delete pucsmallIdReadMaskResolved;
}
m_hostGamertagResolveResults.push(resolveDetails);
LeaveCriticalSection(&m_csHostGamertagResolveResults);
}
catch (Platform::Exception^ ex)
{
LogComment("Name resolve exception raised");
// TODO - handle errors more usefully than just not setting the name...
EnterCriticalSection(&m_csHostGamertagResolveResults);
// Update flags for which names have been resolved, and if this completes this set, then set the flag to say that we should synchronise these out to the clients
*pucsmallIdReadMaskResolved |= mask;
if(ucsmallIdReadMask == *pucsmallIdReadMaskResolved)
{
resolveDetails->m_sync = true;
delete pucsmallIdReadMaskResolved;
}
m_hostGamertagResolveResults.push(resolveDetails);
LeaveCriticalSection(&m_csHostGamertagResolveResults);
}
});
}
}
}
switch(connectionInfo->m_internalDataState)
{
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId0:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAssignSmallId1;
break;
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId1:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAssignSmallId2;
break;
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId2:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalAssignSmallId3;
break;
case DQRConnectionInfo::ConnectionState_InternalAssignSmallId3:
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalHeaderByte;
break;
}
pNextByte++;
break;
case DQRConnectionInfo::ConnectionState_InternalRoomSyncData:
connectionInfo->m_pucRoomSyncData[connectionInfo->m_roomSyncDataBytesRead++] = byte;
// The room sync info is sent as a 4 byte count of the length of XUID strings, then the RoomSyncData, then the XUID strings
if( connectionInfo->m_roomSyncDataBytesToRead == 0 )
{
// At first stage of reading the 4 byte count
if( connectionInfo->m_roomSyncDataBytesRead == 4 )
{
memcpy( &connectionInfo->m_roomSyncDataBytesToRead, connectionInfo->m_pucRoomSyncData, 4);
delete [] connectionInfo->m_pucRoomSyncData;
connectionInfo->m_roomSyncDataBytesToRead += sizeof(RoomSyncData);
connectionInfo->m_pucRoomSyncData = new unsigned char[ connectionInfo->m_roomSyncDataBytesToRead ];
connectionInfo->m_roomSyncDataBytesRead = 0;
}
}
else if( connectionInfo->m_roomSyncDataBytesRead == connectionInfo->m_roomSyncDataBytesToRead )
{
// Second stage of reading the variable length data - when we've read this all, we can created storage for the XUID strings and copy them all in
RoomSyncData *roomSyncData = (RoomSyncData *)connectionInfo->m_pucRoomSyncData;
wchar_t *pwcsData = (wchar_t *)((unsigned char *)connectionInfo->m_pucRoomSyncData + sizeof(RoomSyncData));
for( int i = 0; i < roomSyncData->playerCount; i++ )
{
unsigned int thisWchars = ( wcslen(pwcsData) + 1 );
roomSyncData->players[i].m_XUID = new wchar_t[thisWchars];
wcsncpy(roomSyncData->players[i].m_XUID, pwcsData, thisWchars);
pwcsData += thisWchars;
}
// Update the room sync data with this new data. This will handle notification of new and removed players
UpdateRoomSyncPlayers((RoomSyncData *)connectionInfo->m_pucRoomSyncData);
delete connectionInfo->m_pucRoomSyncData;
connectionInfo->m_pucRoomSyncData = NULL;
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalHeaderByte;
// If we haven't actually established a connection yet for this channel, then this is the point where we can consider this active
if( !connectionInfo->m_channelActive[connectionInfo->m_currentChannel] )
{
DQRNetworkManager::LogCommentFormat(L"Received data from host, channel %d considered active (%d bytes)\n",connectionInfo->m_currentChannel,connectionInfo->m_bytesRemaining);
connectionInfo->m_channelActive[connectionInfo->m_currentChannel] = true;
// This is also the time (as a client) to inform the chat integration layer of the host's session address, since we can now (reliably) send data to it
if(connectionInfo->m_currentChannel == 0)
{
if( m_chat )
{
m_chat->OnNewSessionAddressAdded(m_hostSessionAddress);
}
}
}
// Move to starting & playing states, if we are still joining rather than adding an additional player from this client, and we have all the local players here.
// We need to check that they are all here because we could have received a broadcast room sync data caused by another machine joining, and and so we can't assume
// that we're ready to go just yet.
if( m_state == DQRNetworkManager::DNM_INT_STATE_JOINING_SENDING_UNRELIABLE )
{
bool allLocalPlayersHere = true;
for( int i = 0; i < MAX_LOCAL_PLAYERS; i++ )
{
if( m_currentUserMask & ( 1 << i ) )
{
if( GetLocalPlayerByUserIndex(i) == NULL )
{
allLocalPlayersHere = false;
}
}
}
if( allLocalPlayersHere )
{
DQRNetworkManager::LogComment(L"All local players present");
SetState(DQRNetworkManager::DNM_INT_STATE_STARTING);
SetState(DQRNetworkManager::DNM_INT_STATE_PLAYING);
}
else
{
// Our players aren't all here yet. Going to keep on sending unreliable packets though until the connection is up and running
DQRNetworkManager::LogComment(L"All local players not yet present");
}
}
}
pNextByte++;
break;
case DQRConnectionInfo::ConnectionState_InternalAddPlayerFailedData:
connectionInfo->m_pucAddFailedPlayerData[connectionInfo->m_addFailedPlayerDataBytesRead++] = byte;
// The failed player info is sent as a 4 byte count of the length of XUID string, then the string itself
if( connectionInfo->m_addFailedPlayerDataBytesToRead == 0 )
{
// At first stage of reading the 4 byte count
if( connectionInfo->m_addFailedPlayerDataBytesRead == 4 )
{
memcpy( &connectionInfo->m_addFailedPlayerDataBytesToRead, connectionInfo->m_pucAddFailedPlayerData, 4);
delete [] connectionInfo->m_pucAddFailedPlayerData;
connectionInfo->m_pucAddFailedPlayerData = new unsigned char[ connectionInfo->m_addFailedPlayerDataBytesToRead ];
connectionInfo->m_addFailedPlayerDataBytesRead = 0;
}
}
else if( connectionInfo->m_addFailedPlayerDataBytesRead == connectionInfo->m_addFailedPlayerDataBytesToRead )
{
// XUID fully read, can now handle what to do with it
AddPlayerFailed(ref new Platform::String( (wchar_t *)connectionInfo->m_pucAddFailedPlayerData ) );
delete [] connectionInfo->m_pucAddFailedPlayerData;
connectionInfo->m_pucAddFailedPlayerData = NULL;
connectionInfo->m_internalDataState = DQRConnectionInfo::ConnectionState_InternalHeaderByte;
}
pNextByte++;
break;
}
} while (pNextByte != pEndByte);
}
// This method directly sends bytes via the network communication layer, used to send both game data & data internal to the DQRNetworkManager itself.
// This is used by higher level sending methods that wrap communications up with headers that can be processed at the receiving end.
void DQRNetworkManager::SendBytesRaw(int smallId, BYTE *bytes, int byteCount, bool reliableAndSequential)
{
bool broadcast;
unsigned int sessionAddress;
// app.DebugPrintf("{%d,%d - %d}\n",smallId,reliableAndSequential,byteCount);
if( smallId == -1 )
{
LogCommentFormat(L"Attempting broadcast, exception of address m_XRNS_Session->LocalSessionAddress %d %d %d", smallId, byteCount, reliableAndSequential);
// Broadcast, used from host only
broadcast = true;
sessionAddress = 0;
}
else
{
// Send to individual session address
broadcast = false;
if( m_isHosting )
{
sessionAddress = m_sessionAddressFromSmallId[ smallId ];
}
else
{
sessionAddress = m_hostSessionAddress;
}
}
RTS_SendData(bytes, byteCount, sessionAddress, reliableAndSequential, reliableAndSequential, reliableAndSequential, broadcast, true);
}
// This method is called by the chat integration layer to be able to send data
void DQRNetworkManager::SendBytesChat(unsigned int address, BYTE *bytes, int byteCount, bool reliable, bool sequential, bool broadcast)
{
unsigned int sessionAddress;
if( broadcast )
{
sessionAddress = 0;
}
else
{
// Send to individual session address
sessionAddress = address;
}
RTS_SendData(bytes, byteCount, sessionAddress, reliable, sequential, false, broadcast, false);
}
// This is the higher level sending method for sending game data - this prefixes the send with a header so that it will get routed to the correct player.
void DQRNetworkManager::SendBytes(int smallId, BYTE *bytes, int byteCount)
{
EnterCriticalSection(&m_csSendBytes);
unsigned char *tempSendBuffer = (unsigned char *)malloc(8191 + 2);
BYTE *data = bytes;
BYTE *dataEnd = bytes + byteCount;
// Data to be sent has a header to say which of our own internal channels it is on (2 bits), and number of bytes that are in the message.
// The number of bytes has to be stored in 13 bits, and so a maximum of 8191 bytes can be send at a time. Split up longer messages into
// blocks of this size.
do
{
int bytesToSend = (int)(dataEnd - data);
if( bytesToSend > 8191 ) bytesToSend = 8191;
// Send header with data sending mode - see full comment in DQRNetworkManagerEventHandlers::DataReceivedHandler
tempSendBuffer[0] = ( m_channelFromSmallId[smallId] << 5 ) | ( bytesToSend >> 8 );
tempSendBuffer[1] = bytesToSend & 0xff;
memcpy(&tempSendBuffer[2], data, bytesToSend);
SendBytesRaw(smallId, tempSendBuffer, bytesToSend + 2, true);
data += bytesToSend;
} while (data != dataEnd);
free(tempSendBuffer);
LeaveCriticalSection(&m_csSendBytes);
}
int DQRNetworkManager::GetQueueSizeBytes()
{
return m_RTS_Stat_totalBytes;
}
int DQRNetworkManager::GetQueueSizeMessages()
{
return m_RTS_Stat_totalSends;
}