ace-of-shades-2/server/src/main/java/nl/andrewl/aos2_server/ClientCommunicationHandler....

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package nl.andrewl.aos2_server;
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import nl.andrewl.aos2_server.model.ServerPlayer;
import nl.andrewl.aos_core.Net;
import nl.andrewl.aos_core.model.item.ItemStack;
import nl.andrewl.aos_core.model.world.Chunk;
import nl.andrewl.aos_core.model.world.WorldIO;
import nl.andrewl.aos_core.net.TcpReceiver;
import nl.andrewl.aos_core.net.connect.ConnectAcceptMessage;
import nl.andrewl.aos_core.net.connect.ConnectRejectMessage;
import nl.andrewl.aos_core.net.connect.ConnectRequestMessage;
import nl.andrewl.aos_core.net.world.ChunkDataMessage;
import nl.andrewl.aos_core.net.world.ChunkHashMessage;
import nl.andrewl.record_net.Message;
import nl.andrewl.record_net.util.ExtendedDataInputStream;
import nl.andrewl.record_net.util.ExtendedDataOutputStream;
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import org.joml.Vector3i;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import java.io.IOException;
import java.net.DatagramPacket;
import java.net.DatagramSocket;
import java.net.InetAddress;
import java.net.Socket;
import java.util.LinkedList;
/**
* Component which manages the establishing and maintenance of a connection
* to a single client. This involves waiting for the client to send their
* first {@link ConnectRequestMessage}, so that we can respond with either a
* {@link ConnectRejectMessage} or {@link ConnectAcceptMessage}. If the player
* is accepted, we proceed to register the player and begin receiving messages
* from them.
*/
public class ClientCommunicationHandler {
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private static final Logger log = LoggerFactory.getLogger(ClientCommunicationHandler.class);
private final Server server;
private final Socket socket;
private final DatagramSocket datagramSocket;
private final ExtendedDataInputStream in;
private final ExtendedDataOutputStream out;
private InetAddress clientAddress;
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private int clientUdpPort = -1;
private ServerPlayer player;
public ClientCommunicationHandler(Server server, Socket socket, DatagramSocket datagramSocket) throws IOException {
this.server = server;
this.socket = socket;
this.datagramSocket = datagramSocket;
this.in = Net.getInputStream(socket.getInputStream());
this.out = Net.getOutputStream(socket.getOutputStream());
}
public void shutdown() {
try {
if (!socket.isClosed()) socket.close();
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Used to set UDP port once we know it, since the client first sends their
* connection request, then we accept, and <em>then</em> the client begins
* the UDP communication.
* @param port The client's port.
*/
public void setClientUdpPort(int port) {
this.clientUdpPort = port;
}
private void handleTcpMessage(Message msg) {
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log.debug("Received TCP message from client \"{}\": {}", player.getUsername(), msg.toString());
if (msg instanceof ChunkHashMessage hashMessage) {
Chunk chunk = server.getWorld().getChunkAt(new Vector3i(hashMessage.cx(), hashMessage.cy(), hashMessage.cz()));
if (chunk != null && hashMessage.hash() != chunk.blockHash()) {
sendTcpMessage(new ChunkDataMessage(chunk));
}
}
}
public void establishConnection() throws IOException {
socket.setSoTimeout(1000);
boolean connectionEstablished = false;
int attempts = 0;
while (!connectionEstablished && attempts < 10) {
try {
Message msg = Net.read(in);
if (msg instanceof ConnectRequestMessage connectMsg) {
log.debug("Received connect request from player \"{}\"", connectMsg.username());
// Try to set the TCP timeout back to 0 now that we've got the correct request.
socket.setSoTimeout(0);
this.clientAddress = socket.getInetAddress();
connectionEstablished = true;
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this.player = server.getPlayerManager().register(this, connectMsg.username());
Net.write(new ConnectAcceptMessage(player.getId()), out);
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log.debug("Sent connect accept message.");
sendInitialData();
log.debug("Sent initial data.");
// Initiate a TCP receiver thread to accept incoming messages from the client.
TcpReceiver tcpReceiver = new TcpReceiver(in, this::handleTcpMessage)
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.withShutdownHook(() -> server.getPlayerManager().deregister(this.player));
new Thread(tcpReceiver).start();
}
} catch (IOException e) {
log.warn("An IOException occurred while attempting to establish a connection to a client.", e);
}
attempts++;
}
if (!connectionEstablished) {
try {
Net.write(new ConnectRejectMessage("Too many connect attempts failed."), out);
} catch (IOException e) {
e.printStackTrace();
}
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log.warn("Player couldn't connect after {} attempts. Aborting connection.", attempts);
socket.close();
}
}
public void sendTcpMessage(Message msg) {
try {
Net.write(msg, out);
} catch (IOException e) {
e.printStackTrace();
}
}
public void sendDatagramPacket(Message msg) {
try {
sendDatagramPacket(Net.write(msg));
} catch (IOException e) {
e.printStackTrace();
}
}
public void sendDatagramPacket(byte[] data) {
DatagramPacket packet = new DatagramPacket(data, data.length, clientAddress, clientUdpPort);
sendDatagramPacket(packet);
}
public void sendDatagramPacket(DatagramPacket packet) {
try {
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if (clientUdpPort != -1) {
packet.setAddress(clientAddress);
packet.setPort(clientUdpPort);
datagramSocket.send(packet);
}
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Dedicated method to send all initial data to the client when they first
* connect. We don't use record-net for this, but a custom stream writing
* operation to improve efficiency.
*/
private void sendInitialData() throws IOException {
// First world data. We send this in the same format that we'd use for files.
WorldIO.write(server.getWorld(), out);
// Team data.
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var teams = server.getTeamManager().getTeams();
out.writeInt(teams.size());
for (var team : teams) {
out.writeInt(team.getId());
out.writeString(team.getName());
out.writeFloat(team.getColor().x());
out.writeFloat(team.getColor().y());
out.writeFloat(team.getColor().z());
out.writeFloat(team.getSpawnPoint().x());
out.writeFloat(team.getSpawnPoint().y());
out.writeFloat(team.getSpawnPoint().z());
}
// Player data.
var otherPlayers = new LinkedList<>(server.getPlayerManager().getPlayers());
otherPlayers.remove(player);
out.writeInt(otherPlayers.size());
for (var player : otherPlayers) {
out.writeInt(player.getId());
out.writeString(player.getUsername());
if (player.getTeam() == null) {
out.writeInt(-1);
} else {
out.writeInt(player.getTeam().getId());
}
out.writeFloat(player.getPosition().x());
out.writeFloat(player.getPosition().y());
out.writeFloat(player.getPosition().z());
out.writeFloat(player.getVelocity().x());
out.writeFloat(player.getVelocity().y());
out.writeFloat(player.getVelocity().z());
out.writeFloat(player.getOrientation().x());
out.writeFloat(player.getOrientation().y());
out.writeBoolean(player.isCrouching());
out.writeInt(player.getInventory().getSelectedItemStack().getType().getId());
}
// Send the player's own inventory data.
out.writeInt(player.getInventory().getItemStacks().size());
for (var stack : player.getInventory().getItemStacks()) {
ItemStack.write(stack, out);
}
out.writeInt(player.getInventory().getSelectedIndex());
// Send the player's own player data.
if (player.getTeam() == null) {
out.writeInt(-1);
} else {
out.writeInt(player.getTeam().getId());
}
out.writeFloat(player.getPosition().x());
out.writeFloat(player.getPosition().y());
out.writeFloat(player.getPosition().z());
}
}