NetworkLagCompensator.cpp 6.0 KB

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  1. /*
  2. * NetworkLagCompensator.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "NetworkLagCompensator.h"
  12. #include "NetworkLagPredictionTestVisitor.h"
  13. #include "NetworkLagReplyPrediction.h"
  14. #include "PackRollbackGeneratorVisitor.h"
  15. #include "../CServerHandler.h"
  16. #include "../Client.h"
  17. #include "../GameEngine.h"
  18. #include "../GameInstance.h"
  19. #include "../../lib/serializer/BinarySerializer.h"
  20. #include "../../lib/serializer/GameConnection.h"
  21. #include "../../server/CGameHandler.h"
  22. class RollbackNotSupportedException : public std::runtime_error
  23. {
  24. public:
  25. using std::runtime_error::runtime_error;
  26. };
  27. NetworkLagCompensator::NetworkLagCompensator(INetworkHandler & network, const std::shared_ptr<CGameState> & gs)
  28. : gameState(gs)
  29. {
  30. antilagNetConnection = network.createAsyncConnection(*this);
  31. antilagGameConnection = std::make_shared<GameConnection>(antilagNetConnection);
  32. }
  33. NetworkLagCompensator::~NetworkLagCompensator() = default;
  34. void NetworkLagCompensator::onDisconnected(const std::shared_ptr<INetworkConnection> & connection, const std::string & errorMessage)
  35. {
  36. // should never be called
  37. throw std::runtime_error("AntilagServer::onDisconnected called!");
  38. }
  39. void NetworkLagCompensator::onPacketReceived(const std::shared_ptr<INetworkConnection> & connection, const std::vector<std::byte> & message)
  40. {
  41. std::scoped_lock interfaceLock(ENGINE->interfaceMutex);
  42. auto basePack = antilagGameConnection->retrievePack(message);
  43. auto * serverPack = dynamic_cast<CPackForServer *>(basePack.get());
  44. NetworkLagPredictionTestVisitor packVisitor;
  45. serverPack->visit(packVisitor);
  46. if(!packVisitor.canBeApplied())
  47. return;
  48. logGlobal->trace("Predicting effects of pack '%s'", typeid(*serverPack).name());
  49. NetworkLagReplyPrediction newPrediction;
  50. newPrediction.requestID = serverPack->requestID;
  51. newPrediction.senderID = serverPack->player;
  52. predictedReplies.push_back(std::move(newPrediction));
  53. try
  54. {
  55. CGameHandler gameHandler(*this, gameState);
  56. gameHandler.handleReceivedPack(GameConnectionID::FIRST_CONNECTION, *serverPack);
  57. }
  58. catch(const RollbackNotSupportedException &)
  59. {
  60. return;
  61. }
  62. }
  63. void NetworkLagCompensator::tryPredictReply(const CPackForServer & request)
  64. {
  65. antilagGameConnection->sendPack(request);
  66. logGlobal->trace("Scheduled prediction of effects of pack '%s'", typeid(request).name());
  67. }
  68. bool NetworkLagCompensator::verifyReply(const CPackForClient & pack)
  69. {
  70. logGlobal->trace("Verifying reply: received pack '%s'", typeid(pack).name());
  71. const auto * packageReceived = dynamic_cast<const PackageReceived *>(&pack);
  72. const auto * packageApplied = dynamic_cast<const PackageApplied *>(&pack);
  73. if(packageReceived)
  74. {
  75. assert(currentPackageID == invalidPackageID);
  76. if(!predictedReplies.empty() && predictedReplies.front().requestID == packageReceived->requestID)
  77. {
  78. [[maybe_unused]] const auto & nextPrediction = predictedReplies.front();
  79. assert(nextPrediction.senderID == packageReceived->player);
  80. assert(nextPrediction.requestID == packageReceived->requestID);
  81. currentPackageID = packageReceived->requestID;
  82. }
  83. }
  84. if(currentPackageID == invalidPackageID)
  85. {
  86. // this is system package or reply to actions of another player
  87. // TODO: consider reapplying all our predictions, in case if this event invalidated our prediction
  88. return false;
  89. }
  90. NetworkLagPredictedPack packWriter;
  91. BinarySerializer serializer(&packWriter);
  92. serializer & &pack;
  93. if(packWriter.predictedPackData == predictedReplies.front().writtenPacks.front().predictedPackData)
  94. {
  95. // Our prediction was sucessful - drop rollback information for this pack
  96. predictedReplies.front().writtenPacks.erase(predictedReplies.front().writtenPacks.begin());
  97. if(predictedReplies.front().writtenPacks.empty())
  98. {
  99. predictedReplies.erase(predictedReplies.begin());
  100. currentPackageID = invalidPackageID;
  101. return true;
  102. }
  103. }
  104. else
  105. {
  106. // Prediction was incorrect - rollback everything that is left in this prediction and use real server packs
  107. for(auto & prediction : boost::adaptors::reverse(predictedReplies.front().writtenPacks))
  108. {
  109. for(auto & pack : prediction.rollbackPacks)
  110. GAME->server().client->handlePack(*pack);
  111. }
  112. predictedReplies.erase(predictedReplies.begin());
  113. currentPackageID = invalidPackageID;
  114. return false;
  115. }
  116. if(packageApplied)
  117. {
  118. assert(currentPackageID == packageApplied->requestID);
  119. assert(!predictedReplies.empty());
  120. assert(currentPackageID == predictedReplies.front().requestID);
  121. assert(predictedReplies.front().writtenPacks.empty());
  122. predictedReplies.erase(predictedReplies.begin());
  123. currentPackageID = invalidPackageID;
  124. }
  125. return true;
  126. }
  127. void NetworkLagCompensator::setState(EServerState value)
  128. {
  129. // no-op
  130. }
  131. EServerState NetworkLagCompensator::getState() const
  132. {
  133. return EServerState::GAMEPLAY;
  134. }
  135. bool NetworkLagCompensator::isPlayerHost(const PlayerColor & color) const
  136. {
  137. return false; // TODO?
  138. }
  139. bool NetworkLagCompensator::hasPlayerAt(PlayerColor player, GameConnectionID c) const
  140. {
  141. return true; // TODO?
  142. }
  143. bool NetworkLagCompensator::hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const
  144. {
  145. return false; // TODO?
  146. }
  147. void NetworkLagCompensator::applyPack(CPackForClient & pack)
  148. {
  149. PackRollbackGeneratorVisitor visitor(*gameState);
  150. pack.visit(visitor);
  151. if(!visitor.canBeRolledBack())
  152. {
  153. logGlobal->trace("Prediction not possible: pack '%s'", typeid(pack).name());
  154. throw RollbackNotSupportedException(std::string("Prediction not possible ") + typeid(pack).name());
  155. }
  156. logGlobal->trace("Prediction: pack '%s'", typeid(pack).name());
  157. NetworkLagPredictedPack packWriter;
  158. BinarySerializer serializer(&packWriter);
  159. serializer & &pack;
  160. packWriter.rollbackPacks = visitor.acquireRollbackPacks();
  161. predictedReplies.back().writtenPacks.push_back(std::move(packWriter));
  162. GAME->server().client->handlePack(pack);
  163. }
  164. void NetworkLagCompensator::sendPack(CPackForClient & pack, GameConnectionID connectionID)
  165. {
  166. applyPack(pack);
  167. }