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network.rs
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414 lines (340 loc) · 12.6 KB
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use parking_lot::Mutex;
use mio_extras::channel::{Receiver, Sender};
use shrev::EventChannel;
use specs::{
Component, DenseVecStorage, Entities, Entity, Join, LazyUpdate, Read, ReadStorage, System,
WorldExt, Write, WriteStorage,
};
use feather_core::network::packet::{implementation::*, Packet, PacketType};
use crate::entity::PlayerComponent;
use crate::io::{NetworkIoManager, ServerToListenerMessage, ServerToWorkerMessage};
use crate::joinhandler::JoinHandlerComponent;
use crate::prelude::*;
use crate::{disconnect_player_without_packet, TickCount};
use strum::EnumCount;
//const MAX_KEEP_ALIVE_TIME: u64 = 30;
//const HEAD_OFFSET: f64 = 1.62; // Offset from feet pos to head pos
/// A packet received from a player.
pub type QueuedPacket = (Entity, Box<dyn Packet>);
/// Vector of `QueuedPacket`.
type QueuedPackets = Vec<QueuedPacket>;
/// A component which contains the received packets
/// for this tick.
pub struct PacketQueue {
/// Vector of packet queues. For any given packet
/// type, the queued packets of that type can
/// be found by indexing into this vector with the ordinal
/// of the packet type.
///
/// A locked `Vec` is used rather than a `SegQueue` because
/// there is typically no contention when accessing the queue
/// for a single packet type (there is at most one system handling
/// each packet type). As a result, there is no need for a lock-free
/// data structure.
queue: Vec<Mutex<QueuedPackets>>,
}
impl PacketQueue {
/// Returns the packets queued for handling
/// of the given type, draining the queue of this
/// type of packet.
pub fn for_packet(&self, ty: PacketType) -> Vec<QueuedPacket> {
let ordinal = ty.ordinal();
let mut queued_packets = self.queue[ordinal].lock();
let mut new_queue = vec![];
std::mem::swap(&mut new_queue, &mut queued_packets);
new_queue
}
/// Adds a packet to the queue.
pub fn add_for_packet(&self, player: Entity, packet: Box<dyn Packet>) {
let ordinal = packet.ty().ordinal();
let mut queued_packets = self.queue[ordinal].lock();
queued_packets.push((player, packet));
}
}
impl Default for PacketQueue {
fn default() -> Self {
// Initialize with an empty queue for each packet type.
// Packet type ordinals start at 1 (who decided this? FIXME),
// so we have to use an inclusive range.
Self {
queue: (0..=PacketType::count())
.map(|_| Mutex::new(vec![]))
.collect(),
}
}
}
pub struct NetworkComponent {
sender: Sender<ServerToWorkerMessage>,
receiver: Receiver<ServerToWorkerMessage>,
/// A vector of all chunks that are currently
/// being loaded and should be sent to the player
/// once they have been loaded.
pub chunks_to_send: Vec<ChunkPosition>,
//last_keep_alive_time: u64,
}
impl NetworkComponent {
pub fn new(
sender: Sender<ServerToWorkerMessage>,
receiver: Receiver<ServerToWorkerMessage>,
) -> Self {
Self {
sender,
receiver,
chunks_to_send: vec![],
}
}
}
impl Component for NetworkComponent {
type Storage = DenseVecStorage<Self>;
}
/// The network system, responsible for
/// receiving and buffering packets received
/// from players. Received packets
/// are added to a queue (`PacketQueue`) so that
/// other systems can handle them.
pub struct NetworkSystem;
/// Event which is triggered when a player joins
/// but before the join handler is completed.
pub struct PlayerPreJoinEvent {
pub player: Entity,
pub username: String,
pub uuid: Uuid,
pub profile_properties: Vec<mojang_api::ServerAuthProperty>,
}
impl<'a> System<'a> for NetworkSystem {
type SystemData = (
WriteStorage<'a, NetworkComponent>,
ReadStorage<'a, PlayerComponent>,
Write<'a, EventChannel<PlayerPreJoinEvent>>,
Write<'a, PacketQueue>,
Read<'a, NetworkIoManager>,
Entities<'a>,
Read<'a, TickCount>,
Read<'a, LazyUpdate>,
);
fn run(&mut self, data: Self::SystemData) {
let (
mut netcomps,
pcomps,
mut join_events,
packet_queue,
ioman,
entities,
tick_count,
lazy,
) = data;
// Poll for new connections
while let Ok(msg) = ioman.receiver.try_recv() {
match msg {
ServerToListenerMessage::NewClient(info) => {
// New connection - handle it
info!("Accepting connection from {}", info.ip);
let netcomp = NetworkComponent::new(info.sender, info.receiver);
// Create entity
let new_entity = entities.create();
netcomps.insert(new_entity, netcomp).unwrap();
// Create join handler
let join_handler = JoinHandlerComponent::new();
lazy.exec_mut(move |world| {
world
.write_component::<JoinHandlerComponent>()
.insert(new_entity, join_handler)
.unwrap();
});
// Queue event
let event = PlayerPreJoinEvent {
player: new_entity,
username: info.username.clone(),
uuid: info.uuid,
profile_properties: info.profile.clone(),
};
join_events.single_write(event);
}
_ => unreachable!(),
}
}
// Receive packets + disconnects from players
for (player, netcomp) in (&entities, &netcomps).join() {
while let Ok(msg) = netcomp.receiver.try_recv() {
match msg {
ServerToWorkerMessage::NotifyPacketReceived(packet) => {
packet_queue.add_for_packet(player, packet);
}
ServerToWorkerMessage::NotifyDisconnect => {
// TODO broadcast disconnect
lazy.exec_mut(move |world| {
disconnect_player_without_packet(
player,
world,
"Client disconnected".to_string(),
)
});
}
_ => panic!("Network system received invalid message from IO worker}"),
}
}
}
// Send keepalives every second. The dependency on the player
// component is required because keepalives should
// only be sent to players who have joined (completed
// the login process).
// TODO check that player hasn't timed out
if tick_count.0 % TPS == 0 {
for (netcomp, _) in (&netcomps, &pcomps).join() {
send_packet_to_player(netcomp, KeepAliveClientbound::new(0));
}
}
}
}
/// Sends a packet to all players on the server, excluding
/// `neq`, if it exists.
pub fn send_packet_to_all_players<P: Packet + Clone + 'static>(
net_comps: &ReadStorage<NetworkComponent>,
entities: &Entities,
packet: P,
neq: Option<Entity>,
) {
for (entity, net) in (entities, net_comps).join() {
if let Some(e) = neq.as_ref() {
if *e == entity {
continue; // Exclude this entity
}
}
send_packet_to_player(net, packet.clone());
}
}
/// Sends a packet to the given player.
pub fn send_packet_to_player<P: Packet + 'static>(comp: &NetworkComponent, packet: P) {
let _ = comp
.sender
.send(ServerToWorkerMessage::SendPacket(Box::new(packet)));
}
/// Sends a packet to the given player.
pub fn send_packet_boxed_to_player(comp: &NetworkComponent, packet: Box<dyn Packet>) {
let _ = comp.sender.send(ServerToWorkerMessage::SendPacket(packet));
}
#[cfg(test)]
mod tests {
use super::*;
use crate::io::NewClientInfo;
use crate::player::PlayerDisconnectEvent;
use crate::testframework as t;
use std::net::SocketAddr;
#[test]
fn test_packet_queue() {
let queue = PacketQueue::default();
let (mut w, _) = t::init_world();
let player = t::add_player(&mut w);
let packet = LoginStart::new("test".to_string());
queue.add_for_packet(player.entity, Box::new(packet));
let packets = queue.for_packet(PacketType::LoginStart);
assert_eq!(packets.len(), 1);
let (entity, packet) = packets.first().unwrap();
assert_eq!(*entity, player.entity);
assert_eq!(packet.ty(), PacketType::LoginStart);
}
#[test]
fn test_new_client() {
let (mut w, mut d) = t::init_world();
let ioman = w.fetch_mut::<NetworkIoManager>();
let (send1, _recv1) = mio_extras::channel::channel();
let (_send2, recv2) = mio_extras::channel::channel();
let new_client = NewClientInfo {
ip: SocketAddr::new("127.0.0.1".parse().unwrap(), 25565),
username: "".to_string(),
profile: vec![],
uuid: Uuid::new_v4(),
sender: send1,
receiver: recv2,
};
let msg = ServerToListenerMessage::NewClient(new_client);
ioman.listener_sender.send(msg).unwrap();
let mut event_reader = t::reader(&w);
drop(ioman);
// Call the network system
d.dispatch(&w);
w.maintain();
// Confirm that an entity was created
let mut count = 0;
let mut entity = None;
for (e, _, _) in (
&*w.entities(),
&w.read_component::<NetworkComponent>(),
&w.read_component::<JoinHandlerComponent>(),
)
.join()
{
entity = Some(e);
count += 1;
}
assert_eq!(count, 1);
// Confirm that playerprejoinevent was queued
let channel = w.fetch_mut::<EventChannel<PlayerPreJoinEvent>>();
let join_events: Vec<&PlayerPreJoinEvent> = channel.read(&mut event_reader).collect();
assert_eq!(join_events.len(), 1);
let event = join_events.first().unwrap();
assert_eq!(event.player, entity.unwrap());
}
#[test]
fn test_packet_receive() {
let (mut w, mut d) = t::init_world();
let player = t::add_player(&mut w);
// Send a packet
let packet = LoginStart::new("".to_string());
t::send_packet(&player, packet);
// Run system
d.dispatch(&w);
w.maintain();
// Confirm that packet was received properly
let queue = w.fetch::<PacketQueue>();
let packets = queue.for_packet(PacketType::LoginStart);
assert_eq!(packets.len(), 1);
let (entity, _packet) = packets.first().unwrap();
assert_eq!(*entity, player.entity);
}
#[test]
fn test_disconnect() {
let (mut w, mut d) = t::init_world();
let player = t::add_player(&mut w);
let mut event_reader = t::reader(&w);
player
.network_sender
.send(ServerToWorkerMessage::NotifyDisconnect)
.unwrap();
d.dispatch(&w);
w.maintain();
let channel = w.fetch::<EventChannel<PlayerDisconnectEvent>>();
let events = channel.read(&mut event_reader).collect::<Vec<_>>();
assert_eq!(events.len(), 1);
let first = events.first().unwrap();
assert_eq!(first.player, player.entity);
}
#[test]
fn test_keep_alives() {
let (mut w, mut d) = t::init_world();
let player = t::add_player(&mut w);
let player2 = t::add_player(&mut w);
d.dispatch(&w);
t::assert_packet_received(&player, PacketType::KeepAliveClientbound);
t::assert_packet_received(&player2, PacketType::KeepAliveClientbound);
}
#[test]
fn test_send_packet_to_all_players() {
let (mut w, _) = t::init_world();
let player1 = t::add_player(&mut w);
let player2 = t::add_player(&mut w);
let player3 = t::add_player(&mut w);
let packet = LoginStart::new("test".to_string());
send_packet_to_all_players(
&w.read_component(),
&w.entities(),
packet,
Some(player1.entity),
);
t::assert_packet_received(&player2, PacketType::LoginStart);
t::assert_packet_received(&player3, PacketType::LoginStart);
// Check that exclusion was not sent
let sent = t::received_packets(&player1, None);
assert!(sent.is_empty());
}
}