Files
OpenRA/OpenRA.Game/Network/Session.cs
Paul Chote df798fb620 Overhaul client latency calculations.
The ping/pong orders are replaced with a dedicated
(and much smaller) Ping packet that is handled
directly in the client and server Connection wrappers.

This allows clients to respond when the orders are
processed, instead of queuing the pong order to be
sent in the next frame (which added an extra 120ms
of unwanted latency).

The ping frequency has been raised to 1Hz, and pings
are now routed through the server events queue in
preparation for the future dynamic latency system.

The raw ping numbers are no longer sent to clients,
the server instead evaluates a single ConnectionQuality
value that in the future may be based on more than
just the ping times.
2021-09-21 15:12:36 +02:00

280 lines
7.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2021 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using OpenRA.Primitives;
using OpenRA.Server;
namespace OpenRA.Network
{
public class Session
{
public List<Client> Clients = new List<Client>();
// Keyed by the PlayerReference id that the slot corresponds to
public Dictionary<string, Slot> Slots = new Dictionary<string, Slot>();
public HashSet<int> DisabledSpawnPoints = new HashSet<int>();
public Global GlobalSettings = new Global();
public static string AnonymizeIP(IPAddress ip)
{
if (ip.AddressFamily == AddressFamily.InterNetwork)
{
// Follow convention used by Google Analytics: remove last octet
var b = ip.GetAddressBytes();
return $"{b[0]}.{b[1]}.{b[2]}.*";
}
return null;
}
public static Session Deserialize(string data)
{
try
{
var session = new Session();
var nodes = MiniYaml.FromString(data);
foreach (var node in nodes)
{
var strings = node.Key.Split('@');
switch (strings[0])
{
case "Client":
session.Clients.Add(Client.Deserialize(node.Value));
break;
case "GlobalSettings":
session.GlobalSettings = Global.Deserialize(node.Value);
break;
case "Slot":
var s = Slot.Deserialize(node.Value);
session.Slots.Add(s.PlayerReference, s);
break;
case "DisabledSpawnPoints":
session.DisabledSpawnPoints = FieldLoader.GetValue<HashSet<int>>("DisabledSpawnPoints", node.Value.Value);
break;
}
}
return session;
}
catch (YamlException)
{
throw new YamlException($"Session deserialized invalid MiniYaml:\n{data}");
}
catch (InvalidOperationException)
{
throw new YamlException($"Session deserialized invalid MiniYaml:\n{data}");
}
}
public Client ClientWithIndex(int clientID)
{
return Clients.SingleOrDefault(c => c.Index == clientID);
}
public Client ClientInSlot(string slot)
{
return Clients.SingleOrDefault(c => c.Slot == slot);
}
public string FirstEmptySlot()
{
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null).Key;
}
public string FirstEmptyBotSlot()
{
return Slots.FirstOrDefault(s => !s.Value.Closed && ClientInSlot(s.Key) == null && s.Value.AllowBots).Key;
}
public IEnumerable<Client> NonBotClients
{
get { return Clients.Where(c => c.Bot == null); }
}
public IEnumerable<Client> NonBotPlayers
{
get { return Clients.Where(c => c.Bot == null && c.Slot != null); }
}
public enum ClientState { NotReady, Invalid, Ready, Disconnected = 1000 }
public enum ConnectionQuality { Good, Moderate, Poor }
public class Client
{
public static Client Deserialize(MiniYaml data)
{
return FieldLoader.Load<Client>(data);
}
public int Index;
public Color PreferredColor; // Color that the client normally uses from settings.yaml.
public Color Color; // Actual color that the client is using. Usually the same as PreferredColor but can be different on maps with locked colors.
public string Faction;
public int SpawnPoint;
public string Name;
// The full IP address is required for the IP banning moderation feature
// but we must not share the un-anonymized address with other players.
[FieldLoader.Ignore]
public string IPAddress;
public string AnonymizedIPAddress;
public string Location;
public ConnectionQuality ConnectionQuality = ConnectionQuality.Good;
public ClientState State = ClientState.Invalid;
public int Team;
public int Handicap;
public string Slot; // Slot ID, or null for observer
public string Bot; // Bot type, null for real clients
public int BotControllerClientIndex; // who added the bot to the slot
public bool IsAdmin;
public bool IsReady => State == ClientState.Ready;
public bool IsInvalid => State == ClientState.Invalid;
public bool IsObserver => Slot == null;
public bool IsBot => Bot != null;
// Linked to the online player database
public string Fingerprint;
public MiniYamlNode Serialize()
{
return new MiniYamlNode($"Client@{Index}", FieldSaver.Save(this));
}
}
public class Slot
{
public string PlayerReference; // PlayerReference to bind against.
public bool Closed; // Host has explicitly closed this slot.
public bool AllowBots;
public bool LockFaction;
public bool LockColor;
public bool LockTeam;
public bool LockHandicap;
public bool LockSpawn;
public bool Required;
public static Slot Deserialize(MiniYaml data)
{
return FieldLoader.Load<Slot>(data);
}
public MiniYamlNode Serialize()
{
return new MiniYamlNode($"Slot@{PlayerReference}", FieldSaver.Save(this));
}
}
public class LobbyOptionState
{
public string Value;
public string PreferredValue;
public bool IsLocked;
public bool IsEnabled => Value == "True";
}
[Flags]
public enum MapStatus
{
Unknown = 0,
Validating = 1,
Playable = 2,
Incompatible = 4,
UnsafeCustomRules = 8,
}
public class Global
{
public string ServerName;
public string Map;
public MapStatus MapStatus;
public int RandomSeed = 0;
public bool AllowSpectators = true;
public string GameUid;
public bool EnableSingleplayer;
public bool EnableSyncReports;
public bool Dedicated;
public bool GameSavesEnabled;
[FieldLoader.Ignore]
public Dictionary<string, LobbyOptionState> LobbyOptions = new Dictionary<string, LobbyOptionState>();
public static Global Deserialize(MiniYaml data)
{
var gs = FieldLoader.Load<Global>(data);
var optionsNode = data.Nodes.FirstOrDefault(n => n.Key == "Options");
if (optionsNode != null)
foreach (var n in optionsNode.Value.Nodes)
gs.LobbyOptions[n.Key] = FieldLoader.Load<LobbyOptionState>(n.Value);
return gs;
}
public MiniYamlNode Serialize()
{
var data = new MiniYamlNode("GlobalSettings", FieldSaver.Save(this));
var options = LobbyOptions.Select(kv => new MiniYamlNode(kv.Key, FieldSaver.Save(kv.Value))).ToList();
data.Value.Nodes.Add(new MiniYamlNode("Options", new MiniYaml(null, options)));
return data;
}
public bool OptionOrDefault(string id, bool def)
{
if (LobbyOptions.TryGetValue(id, out var option))
return option.IsEnabled;
return def;
}
public string OptionOrDefault(string id, string def)
{
if (LobbyOptions.TryGetValue(id, out var option))
return option.Value;
return def;
}
}
public string Serialize()
{
var sessionData = new List<MiniYamlNode>()
{
new MiniYamlNode("DisabledSpawnPoints", FieldSaver.FormatValue(DisabledSpawnPoints))
};
foreach (var client in Clients)
sessionData.Add(client.Serialize());
foreach (var slot in Slots)
sessionData.Add(slot.Value.Serialize());
sessionData.Add(GlobalSettings.Serialize());
return sessionData.WriteToString();
}
}
}