/* * Aphelion * Copyright (c) 2013 Joris van der Wel * * This file is part of Aphelion * * Aphelion is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, version 3 of the License. * * Aphelion is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with Aphelion. If not, see <http://www.gnu.org/licenses/>. * * In addition, the following supplemental terms apply, based on section 7 of * the GNU Affero General Public License (version 3): * a) Preservation of all legal notices and author attributions * b) Prohibition of misrepresentation of the origin of this material, and * modified versions are required to be marked in reasonable ways as * different from the original version (for example by appending a copyright notice). * * Linking this library statically or dynamically with other modules is making a * combined work based on this library. Thus, the terms and conditions of the * GNU Affero General Public License cover the whole combination. * * As a special exception, the copyright holders of this library give you * permission to link this library with independent modules to produce an * executable, regardless of the license terms of these independent modules, * and to copy and distribute the resulting executable under terms of your * choice, provided that you also meet, for each linked independent module, * the terms and conditions of the license of that module. An independent * module is a module which is not derived from or based on this library. */ package aphelion.client.net; import aphelion.shared.event.LoopEvent; import aphelion.shared.event.Workable; import aphelion.shared.net.PROTOCOL; import aphelion.shared.net.game.GameProtocolConnection; import aphelion.shared.net.game.GameProtoListener; import aphelion.shared.net.SessionToken; import aphelion.shared.net.WS_CLOSE_STATUS; import aphelion.shared.net.WebSocketTransport; import aphelion.shared.net.WebSocketTransportListener; import aphelion.shared.net.game.GameC2SListener; import aphelion.shared.net.game.GameS2CListener; import aphelion.shared.swissarmyknife.ThreadSafe; import java.net.URI; import java.nio.ByteBuffer; import java.util.ArrayList; import java.util.List; import java.util.logging.Level; import java.util.logging.Logger; /** Attempts to establish a single game session with the server using multiple sockets. * Use connect() to the start the session. * The listener that is passed to the constructor of this class is called from the main thread. * In normal conditions, gameNewClient is only called once. In failure conditions gameNewClient * may be called multiple times with different instances of GameProtocol, if this happens the * server considers it as a new session (in other words, you now have multiple players connected). * The client-side simulation will have to start over. * * TODO: what happens when 1 socket is lost? * @author Joris */ public class SingleGameConnection implements LoopEvent, WebSocketTransportListener { private static final Logger log = Logger.getLogger("aphelion.net"); private final static int CLIENT_PROTO_VERSION = 5; // use 0 to disable checking private final URI uri; private final Workable workable; private final WebSocketTransport webSocketTransport; private final List listeners = new ArrayList(4); private GameProtocolConnection game; private final int desired_sockets; //TODO: set me to 5 public SingleGameConnection(URI uri, Workable workable) { this.uri = uri; this.workable = workable; this.webSocketTransport = new WebSocketTransport(this); this.desired_sockets = 5; } public SingleGameConnection(URI uri, Workable workable, int desired_sockets) { this.uri = uri; this.workable = workable; this.webSocketTransport = new WebSocketTransport(this); this.desired_sockets = desired_sockets; } public void addListener(GameProtoListener listener) { this.listeners.add(listener); if (this.game != null) { this.game.addListener(listener); } } public void addListener(GameC2SListener listener) { this.listeners.add(listener); if (this.game != null) { this.game.addListener(listener); } } public void addListener(GameS2CListener listener) { this.listeners.add(listener); if (this.game != null) { this.game.addListener(listener); } } @Override public void loop(long systemNanoTime, long sourceNanoTime) { webSocketTransport.loop(systemNanoTime, sourceNanoTime); } public void connect() { if (this.game != null) { webSocketTransport.closeAll(WS_CLOSE_STATUS.NORMAL); this.game = null; } this.webSocketTransport.establishClientConnection(uri, null, PROTOCOL.GAME, CLIENT_PROTO_VERSION); } public void close(WS_CLOSE_STATUS code) { webSocketTransport.closeAll(code); } public void close(WS_CLOSE_STATUS code, String message) { webSocketTransport.closeAll(code, message); } public void stop() { webSocketTransport.stopClients(); } @Override @ThreadSafe public boolean wstIsValidProtocol(PROTOCOL protocol) { throw new Error("This method should not be used for clients"); } @Override @ThreadSafe public int wstIsValidProtocolVersion(PROTOCOL protocol, int protocolVersion) { throw new Error("This method should not be used for clients"); } @Override public void wstClientEstablishFailure(SessionToken sessionToken, PROTOCOL protocol, WS_CLOSE_STATUS code, String reason) { if (protocol == PROTOCOL.GAME) { synchronized(this) { assert this.game == null; workable.runOnMain(new GameProtocolConnection.CallGameClientListener(this.listeners, null, 0, code, reason)); } log.log(Level.WARNING, "Error establish game connection to the server {0}: {1}", new Object[]{code, reason}); } else { log.log(Level.WARNING, "???"); } } @Override @ThreadSafe public void wstNewProtocol(boolean server, SessionToken sessionToken, PROTOCOL protocol) { synchronized(this) { if (this.game != null) { // only allow one game session log.log(Level.WARNING, "Received a second session token from the server. The old one has been removed"); this.webSocketTransport.closeSession(game.session, WS_CLOSE_STATUS.CLOSING_PREVIOUS_SESSION, null); } this.game = new GameProtocolConnection(workable, webSocketTransport, sessionToken, false); for (Object listener : this.listeners) { if (listener instanceof GameProtoListener) { this.game.addListener((GameProtoListener) listener); } else if (listener instanceof GameC2SListener) { this.game.addListener((GameC2SListener) listener); } else if (listener instanceof GameS2CListener) { this.game.addListener((GameS2CListener) listener); } } this.game.created(); int sockets = this.webSocketTransport.getSocketCount(sessionToken, protocol); while (sockets < desired_sockets) { this.webSocketTransport.establishClientConnection(uri, sessionToken, PROTOCOL.GAME, CLIENT_PROTO_VERSION); ++sockets; } } } @Override @ThreadSafe public void wstDropProtocol(boolean server, SessionToken sessionToken, PROTOCOL protocol) { synchronized(this) { if (this.game == null) { log.log(Level.WARNING, "Received a wstDropProtocol in an incorrect state"); return; } if (this.game.session.equals(sessionToken)) { this.game.removed(); this.game = null; } else { log.log(Level.WARNING, "Received a wstDropProtocol about an unknown session token or one that has recently been removed"); } } } @Override @ThreadSafe public void wstMessage(boolean server, SessionToken sessionToken, PROTOCOL protocol, int protocolVersion, ByteBuffer message, long receivedAt) { GameProtocolConnection game; synchronized(this) { game = this.game; if (game == null) { log.log(Level.WARNING, "Received a binary wstMessage event in an incorrect state"); return; } if (!game.session.equals(sessionToken)) { log.log(Level.WARNING, "Received a wstMessage about an unknown session token or one that has recently been removed"); return; } } // this is an expensive call, make sure we do not have a lock game.parseMessage(message, receivedAt); } @Override @ThreadSafe public void wstMessage(boolean server, SessionToken sessionToken, PROTOCOL protocol, int protocolVersion, String message, long receivedAt) { log.log(Level.WARNING, "Received an unicode wstMessage event however unicode should not be used in this protocol"); } @Override public void wstNewConnection(boolean server, SessionToken sessionToken, PROTOCOL protocol) { synchronized(this) { if (this.game == null) { log.log(Level.WARNING, "Received a wstNewConnection in an incorrect state"); return; } this.game.connectionAdded(); } } @Override public void wstDropConnection(boolean server, SessionToken sessionToken, PROTOCOL protocol, WS_CLOSE_STATUS code, String reason) { synchronized(this) { if (this.game == null) { log.log(Level.WARNING, "Received a wstDropConnection in an incorrect state"); return; } log.log(Level.WARNING, "Client game connection dropped {0}: {1}", new Object[]{code, reason}); this.game.connectionDropped(code, reason); } } }