This changeset is motivated by a simple concept - get rid of the MiniYaml.Clone and MiniYamlNode.Clone methods to avoid deep copying yaml trees during merging. MiniYaml becoming immutable allows the merge function to reuse existing yaml trees rather than cloning them, saving on memory and improving merge performance. On initial loading the YAML for all maps is processed, so this provides a small reduction in initial loading time. The rest of the changeset is dealing with the change in the exposed API surface. Some With* helper methods are introduced to allow creating new YAML from existing YAML. Areas of code that generated small amounts of YAML are able to transition directly to the immutable model without too much ceremony. Some use cases are far less ergonomic even with these helper methods and so a MiniYamlBuilder is introduced to retain mutable creation functionality. This allows those areas to continue to use the old mutable structures. The main users are the update rules and linting capabilities.
283 lines
7.2 KiB
C#
283 lines
7.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using OpenRA.Primitives;
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namespace OpenRA.Network
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{
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public class Session
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{
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public List<Client> Clients = new();
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// Keyed by the PlayerReference id that the slot corresponds to
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public Dictionary<string, Slot> Slots = new();
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public HashSet<int> DisabledSpawnPoints = new();
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public Global GlobalSettings = new();
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public static string AnonymizeIP(IPAddress ip)
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{
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if (ip.AddressFamily == AddressFamily.InterNetwork)
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{
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// Follow convention used by Google Analytics: remove last octet
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var b = ip.GetAddressBytes();
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return $"{b[0]}.{b[1]}.{b[2]}.*";
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}
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return null;
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}
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public static Session Deserialize(string data)
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{
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try
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{
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var session = new Session();
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var nodes = MiniYaml.FromString(data);
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foreach (var node in nodes)
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{
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var strings = node.Key.Split('@');
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switch (strings[0])
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{
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case "Client":
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session.Clients.Add(Client.Deserialize(node.Value));
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break;
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case "GlobalSettings":
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session.GlobalSettings = Global.Deserialize(node.Value);
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break;
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case "Slot":
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var s = Slot.Deserialize(node.Value);
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session.Slots.Add(s.PlayerReference, s);
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break;
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case "DisabledSpawnPoints":
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session.DisabledSpawnPoints = FieldLoader.GetValue<HashSet<int>>("DisabledSpawnPoints", node.Value.Value);
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break;
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}
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}
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return session;
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}
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catch (YamlException)
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{
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throw new YamlException($"Session deserialized invalid MiniYaml:\n{data}");
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}
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catch (InvalidOperationException)
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{
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throw new YamlException($"Session deserialized invalid MiniYaml:\n{data}");
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}
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}
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public Client ClientWithIndex(int clientID)
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{
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return Clients.SingleOrDefault(c => c.Index == clientID);
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}
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public Client ClientInSlot(string slot)
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{
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return Clients.SingleOrDefault(c => c.Slot == slot);
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}
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public string FirstEmptySlot()
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{
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return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null).Key;
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}
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public string FirstEmptyBotSlot()
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{
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return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null && s.Value.AllowBots).Key;
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}
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public IEnumerable<Client> NonBotClients
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{
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get { return Clients.Where(c => c.Bot == null); }
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}
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public IEnumerable<Client> NonBotPlayers
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{
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get { return Clients.Where(c => c.Bot == null && c.Slot != null); }
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}
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public enum ClientState { NotReady, Invalid, Ready, Disconnected = 1000 }
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public enum ConnectionQuality { Good, Moderate, Poor }
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public class Client
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{
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public static Client Deserialize(MiniYaml data)
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{
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return FieldLoader.Load<Client>(data);
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}
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public int Index;
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public Color PreferredColor; // Color that the client normally uses from settings.yaml.
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public Color Color; // Actual color that the client is using. Usually the same as PreferredColor but can be different on maps with locked colors.
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public string Faction;
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public int SpawnPoint;
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public string Name;
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// The full IP address is required for the IP banning moderation feature
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// but we must not share the un-anonymized address with other players.
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[FieldLoader.Ignore]
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public string IPAddress;
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public string AnonymizedIPAddress;
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public string Location;
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public ConnectionQuality ConnectionQuality = ConnectionQuality.Good;
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public ClientState State = ClientState.Invalid;
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public int Team;
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public int Handicap;
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public string Slot; // Slot ID, or null for observer
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public string Bot; // Bot type, null for real clients
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public int BotControllerClientIndex; // who added the bot to the slot
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public bool IsAdmin;
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public bool IsReady => State == ClientState.Ready;
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public bool IsInvalid => State == ClientState.Invalid;
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public bool IsObserver => Slot == null;
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public bool IsBot => Bot != null;
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// Linked to the online player database
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public string Fingerprint;
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public MiniYamlNode Serialize()
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{
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return new MiniYamlNode($"Client@{Index}", FieldSaver.Save(this));
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}
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}
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public class Slot
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{
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public string PlayerReference; // PlayerReference to bind against.
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public bool Closed; // Host has explicitly closed this slot.
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public bool AllowBots;
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public bool LockFaction;
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public bool LockColor;
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public bool LockTeam;
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public bool LockHandicap;
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public bool LockSpawn;
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public bool Required;
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public static Slot Deserialize(MiniYaml data)
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{
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return FieldLoader.Load<Slot>(data);
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}
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public MiniYamlNode Serialize()
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{
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return new MiniYamlNode($"Slot@{PlayerReference}", FieldSaver.Save(this));
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}
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}
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public class LobbyOptionState
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{
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public string Value;
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public string PreferredValue;
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public bool IsLocked;
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public bool IsEnabled => Value == "True";
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}
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[Flags]
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public enum MapStatus
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{
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Unknown = 0,
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Validating = 1,
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Playable = 2,
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Incompatible = 4,
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UnsafeCustomRules = 8,
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}
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public class Global
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{
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public string ServerName;
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public string Map;
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public MapStatus MapStatus;
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public int RandomSeed = 0;
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public bool AllowSpectators = true;
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public string GameUid;
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public bool EnableSingleplayer;
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public bool EnableSyncReports;
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public bool Dedicated;
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public bool GameSavesEnabled;
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// 120ms network frame interval for 40ms local tick
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public int NetFrameInterval = 3;
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[FieldLoader.Ignore]
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public Dictionary<string, LobbyOptionState> LobbyOptions = new();
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public static Global Deserialize(MiniYaml data)
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{
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var gs = FieldLoader.Load<Global>(data);
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var optionsNode = data.Nodes.FirstOrDefault(n => n.Key == "Options");
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if (optionsNode != null)
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foreach (var n in optionsNode.Value.Nodes)
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gs.LobbyOptions[n.Key] = FieldLoader.Load<LobbyOptionState>(n.Value);
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return gs;
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}
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public MiniYamlNode Serialize()
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{
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var data = new MiniYamlNode("GlobalSettings", FieldSaver.Save(this));
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var options = LobbyOptions.Select(kv => new MiniYamlNode(kv.Key, FieldSaver.Save(kv.Value)));
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data = data.WithValue(data.Value.WithNodesAppended(
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new[] { new MiniYamlNode("Options", new MiniYaml(null, options)) }));
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return data;
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}
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public bool OptionOrDefault(string id, bool def)
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{
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if (LobbyOptions.TryGetValue(id, out var option))
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return option.IsEnabled;
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return def;
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}
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public string OptionOrDefault(string id, string def)
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{
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if (LobbyOptions.TryGetValue(id, out var option))
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return option.Value;
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return def;
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}
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}
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public string Serialize()
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{
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var sessionData = new List<MiniYamlNode>()
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{
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new MiniYamlNode("DisabledSpawnPoints", FieldSaver.FormatValue(DisabledSpawnPoints))
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};
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foreach (var client in Clients)
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sessionData.Add(client.Serialize());
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foreach (var slot in Slots)
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sessionData.Add(slot.Value.Serialize());
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sessionData.Add(GlobalSettings.Serialize());
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return sessionData.WriteToString();
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}
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}
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}
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