461 lines
19 KiB
Ucode
461 lines
19 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* This class is used to handle connections from client mesh beacons in order to
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* establish a mesh network.
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*/
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class MeshBeaconHost extends MeshBeacon
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native;
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/** Stats stored for the current bandwidth test on a client connection */
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struct native ClientConnectionBandwidthTestData
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{
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/** Current progress of bandwidth test. Only one client should be MB_BandwidthTestState_InProgress at a time. */
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var EMeshBeaconBandwidthTestState CurrentState;
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/** Type of bandwidth test currently running */
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var EMeshBeaconBandwidthTestType TestType;
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/** Total bytes needed to complete the test */
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var int BytesTotalNeeded;
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/** Total bytes received by the client so far */
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var int BytesReceived;
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/** Time when request was first sent to client to start the test*/
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var double RequestTestStartTime;
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/** Time when first response was received from client to being the test */
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var double TestStartTime;
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/** Resulting stats from the bandwidth test */
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var ConnectionBandwidthStats BandwidthStats;
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};
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/** Holds the information for a client and whether they've timed out */
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struct native ClientMeshBeaconConnection
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{
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/** The unique id of the player for this connection */
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var UniqueNetId PlayerNetId;
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/** How long it's been since the last heartbeat */
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var float ElapsedHeartbeatTime;
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/** The socket this client is communicating on */
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var native transient pointer Socket{FSocket};
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/** True if the client connection has already been accepted for this player */
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var bool bConnectionAccepted;
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/** Bandwidth test being run for the client */
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var ClientConnectionBandwidthTestData BandwidthTest;
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/** The NAT of the client as reported by the client */
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var ENatType NatType;
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/** TRUE if the client is able to host a vs match */
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var bool bCanHostVs;
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/** Ratio of successful vs unsuccessful matches hosted by this client in the past */
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var float GoodHostRatio;
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/**
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* Previous bandwidth history reported by the client ordered from newest to oldest.
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* New bandwidth tests that occur on this host also get added to this history.
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*/
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var array<ConnectionBandwidthStats> BandwidthHistory;
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/** Elapsed time in minutes since the last bandwidth test */
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var int MinutesSinceLastTest;
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};
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/** The object that is used to send/receive data with the remote host/client */
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var const array<ClientMeshBeaconConnection> ClientConnections;
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/** List of players this beacon is waiting to establish connections to. */
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var private array<UniqueNetId> PendingPlayerConnections;
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/** Net Id of player that is hosting this beacon */
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var const UniqueNetId OwningPlayerId;
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/** TRUE if new bandwidth test requests should be handled. Set to false to ignore any pending and new requests. */
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var private bool bAllowBandwidthTesting;
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/** The number of connections to allow before refusing them */
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var config int ConnectionBacklog;
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cpptext
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{
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/**
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* Ticks the network layer to see if there are any requests or responses to requests
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*
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* @param DeltaTime the amount of time that has elapsed since the last tick
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*/
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virtual void Tick(FLOAT DeltaTime);
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/**
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* Accepts any pending connections and adds them to our queue
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*/
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void AcceptConnections(void);
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/**
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* Reads the socket and processes any data from it
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*
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* @param ClientConn the client connection that sent the packet
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* @return TRUE if the socket is ok, FALSE if it is in error
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*/
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UBOOL ReadClientData(FClientMeshBeaconConnection& ClientConn);
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/**
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* Processes a packet that was received from a client
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*
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* @param Packet the packet that the client sent
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* @param PacketSize the size of the packet to process
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* @param ClientConn the client connection that sent the packet
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*/
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void ProcessClientPacket(BYTE* Packet,INT PacketSize,FClientMeshBeaconConnection& ClientConn);
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/**
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* Routes the packet received from a client to the correct handler based on its type.
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* Overridden by base implementations to handle custom data packet types
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*
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* @param ClientPacketType packet ID from EMeshBeaconPacketType (or derived version) that represents a client request
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* @param FromBuffer the packet serializer to read from
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* @param ClientConn the client connection that sent the packet
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* @return TRUE if the requested packet type was processed
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*/
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UBOOL HandleClientPacketByType(BYTE ClientPacketType,FNboSerializeFromBuffer& FromBuffer,FClientMeshBeaconConnection& ClientConn);
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/**
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* Read the client data for a new connection request. Includes player ID, NAT type, bandwidth history.
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*
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* @param FromBuffer the packet serializer to read from
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* @param ClientConn the client connection that sent the packet
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*/
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void ProcessClientConnectionRequest(FNboSerializeFromBuffer& FromBuffer,FClientMeshBeaconConnection& ClientConn);
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/**
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* Sends the results of a connection request by the client.
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*
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* @param ConnectionResult result of the connection request
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* @param ClientConn the client connection with socket to send the response on
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*/
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void SendClientConnectionResponse(EMeshBeaconConnectionResult ConnectionResult,FClientMeshBeaconConnection& ClientConn);
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/**
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* The client has started sending data for a new bandwidth test.
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* Begin measurements for test and process data that is received.
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*
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* @param FromBuffer the packet serializer to read from
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* @param ClientConn the client connection that sent the packet
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*/
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void ProcessClientBeginBandwidthTest(FNboSerializeFromBuffer& FromBuffer,FClientMeshBeaconConnection& ClientConn);
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/**
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* The client currently has a bandwidth test that has been started and is now in progress.
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* Process data that is received and handle timeout and finishing the test.
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* Only packets of type MB_Packet_DummyData are expected from the client once the test has started.
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*
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* @param PacketType type of packet read from the buffer
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* @param AvailableToRead data still available to read from the buffer
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* @param FromBuffer the packet serializer to read from
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* @param ClientConn the client connection that sent the packet
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*/
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void ProcessClientInProgressBandwidthTest(BYTE PacketType,INT AvailableToRead,FNboSerializeFromBuffer& FromBuffer,FClientMeshBeaconConnection& ClientConn);
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/**
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* Begin processing for a new upstream bandwidth test on a client. All packets
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* from the client are expected to be dummy packets from this point until NumBytesBeingSent is
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* reached or we hit timeout receiving the data (MaxBandwidthTestReceiveTime).
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*
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* @param ClientConn the client connection that is sending packets for the test
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* @param NumBytesBeingSent expected size of test data being sent in bytes for the bandwidth test to complete
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*/
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void BeginUpstreamTest(FClientMeshBeaconConnection& ClientConn, INT NumBytesBeingSent);
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/**
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* Finish process for an in-progress upstream bandwidth test on a client. The test
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* is marked as completed successfully if all the expected data for the test was received
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* or if the test ended prematurely but there was still enough data (MinBandwidthTestBufferSize)
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* to calculate results.
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*
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* @param ClientConn the client connection that is sending packets for the test
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*/
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void FinishUpstreamTest(FClientMeshBeaconConnection& ClientConn);
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/**
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* Sends a request to client to start a new bandwidth test.
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*
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* @param TestType EMeshBeaconBandwidthTestType type of bandwidth test to request
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* @param TestBufferSize size of buffer to use for the test
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* @param ClientConn the client connection with socket to send the response on
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*/
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void SendBandwidthTestStartRequest(BYTE TestType,INT TestBufferSize,FClientMeshBeaconConnection& ClientConn);
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/**
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* Sends the results of a completed bandwidth test to the client.
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*
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* @param TestResult result of the bandwidth test
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* @param ClientConn the client connection with socket to send the response on
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*/
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void SendBandwidthTestCompletedResponse(EMeshBeaconBandwidthTestResult TestResult,FClientMeshBeaconConnection& ClientConn);
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/**
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* The client has create a new game session and has sent the session results back.
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*
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* @param FromBuffer the packet serializer to read from
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* @param ClientConn the client connection that sent the packet
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*/
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void ProcessClientCreateNewSessionResponse(FNboSerializeFromBuffer& FromBuffer,FClientMeshBeaconConnection& ClientConn);
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}
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/**
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* Creates a listening host mesh beacon to accept new client connections.
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*
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* @param InOwningPlayerId Net Id of player that is hosting this beacon
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* @return true if the beacon was created successfully, false otherwise
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*/
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native function bool InitHostBeacon(UniqueNetId InOwningPlayerId);
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/**
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* Stops listening for clients and releases any allocated memory
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*/
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native event DestroyBeacon();
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/**
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* Send a request to a client connection to initiate a new bandwidth test.
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*
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* @param PlayerNetId player with an active connection to receive test request
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* @param TestType EMeshBeaconBandwidthTestType type of bandwidth test to request
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* @param TestBufferSize size of buffer in bytes to use for running the test
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* @return TRUE if the request was successfully sent to the client
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*/
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native function bool RequestClientBandwidthTest(UniqueNetId PlayerNetId,EMeshBeaconBandwidthTestType TestType,int TestBufferSize);
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/**
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* Determine if a client is currently running a bandwidth test.
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*
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* @return TRUE if a client connection is currently running a bandwidth test
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*/
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native function bool HasInProgressBandwidthTest();
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/**
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* Cancel any bandwidth tests that are already in progress.
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*/
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native function CancelInProgressBandwidthTests();
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/**
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* Determine if a client is currently waiting/pending for a bandwidth test.
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*
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* @return TRUE if a client connection is currently pending a bandwidth test
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*/
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native function bool HasPendingBandwidthTest();
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/**
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* Cancel any bandwidth tests that are pending.
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*/
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native function CancelPendingBandwidthTests();
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/**
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* Enable/disable future bandwidth test requests and current pending tests.
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*
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* @param bEnabled true to allow bandwidth testing to be processed by the beacon
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*/
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function AllowBandwidthTesting(bool bEnabled)
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{
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bAllowBandwidthTesting = bEnabled;
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}
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/**
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* Delegate called by the host mesh beacon after establishing a new client socket and
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* receiving the data for a new connection request.
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*
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* @param NewClientConnection client that sent the request for a new connection
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*/
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delegate OnReceivedClientConnectionRequest(const out ClientMeshBeaconConnection NewClientConnection);
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/**
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* Delegate called by the host mesh beacon when bandwidth testing has started for a client connection.
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* This occurs only when the client sends the start packet to initiate the test.
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*
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* @param PlayerNetId net id for player of client connection that started the test
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* @param TestType test to run based on enum of EMeshBeaconBandwidthTestType supported bandwidth test types
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*/
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delegate OnStartedBandwidthTest(UniqueNetId PlayerNetId,EMeshBeaconBandwidthTestType TestType);
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/**
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* Delegate called by the host mesh beacon when bandwidth testing has completed for a client connection.
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* This occurs when the test completes successfully or due to error/timeout.
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*
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* @param PlayerNetId net id for player of client connection that finished the test
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* @param TestType test that completed based on enum of EMeshBeaconBandwidthTestType supported bandwidth test types
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* @param TestResult overall result from running the test
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* @param BandwidthStats statistics and timing information from running the test
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*/
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delegate OnFinishedBandwidthTest(
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UniqueNetId PlayerNetId,
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EMeshBeaconBandwidthTestType TestType,
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EMeshBeaconBandwidthTestResult TestResult,
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const out ConnectionBandwidthStats BandwidthStats);
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/**
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* Set list of pending player ids we are waiting to connect with.
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* Once all connections are established then the OnAllPendingPlayersConnected delegate is called.
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*
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* @param Players list of player ids we are waiting to connect
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*/
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function SetPendingPlayerConnections(const out array<UniqueNetId> Players)
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{
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PendingPlayerConnections = Players;
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}
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/**
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* Determine if the given player has an active connection on this host beacon.
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*
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* @param PlayerNetId player we are searching for
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* @return index within ClientConnections for the player's connection, -1 if not found
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*/
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native function int GetConnectionIndexForPlayer(UniqueNetId PlayerNetId);
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/**
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* Determine if the players all have connections on this host beacon
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*
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* @param Players list of player ids we are searching for
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* @return TRUE if all players had connections
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*/
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native function bool AllPlayersConnected(const out array<UniqueNetId> Players);
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/**
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* Delegate called by the host mesh beacon when all players in the PendingPlayerConnections list get connections.
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*/
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delegate OnAllPendingPlayersConnected();
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/**
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* Tells all of the clients to go to a specific session (contained in platform
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* specific info). Used to route all clients to one destination.
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*
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* @param SessionName the name of the session to register
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* @param SearchClass the search that should be populated with the session
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* @param PlatformSpecificInfo the binary data to place in the platform specific areas
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*/
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native function TellClientsToTravel(name SessionName,class<OnlineGameSearch> SearchClass,const out byte PlatformSpecificInfo[80]);
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/**
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* Sends a request to a specified client to create a new game session.
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*
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* @param PlayerNetId net id of player for client connection to send request to
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* @param SessionName the name of the session to create
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* @param SearchClass the search that should be with corresponding game settings when creating the session
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* @param Players list of players to register on the newly created session
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*/
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native function bool RequestClientCreateNewSession(UniqueNetId PlayerNetId,name SessionName,class<OnlineGameSearch> SearchClass,const out array<PlayerMember> Players);
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/**
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* Delegate called by the host mesh beacon when it gets the results of a new game session creation on a client.
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*
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* @param bSucceeded TRUE if the the new session was created on the client
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* @param SessionName the name of the session to create
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* @param SearchClass the search that should be with corresponding game settings when creating the session
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* @param PlatformSpecificInfo the platform specific binary data of the new session
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*/
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delegate OnReceivedClientCreateNewSessionResult(bool bSucceeded,name SessionName,class<OnlineGameSearch> SearchClass,const out byte PlatformSpecificInfo[80]);
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`if(`notdefined(FINAL_RELEASE))
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/**
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* Logs the all the connected clients of this this beacon
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*/
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function DumpConnections()
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{
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local int ClientIdx, HistoryIdx;
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local UniqueNetId NetId;
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`Log("Debug info for Beacon: "$BeaconName,,'DevBeacon');
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for (ClientIdx=0; ClientIdx < ClientConnections.Length; ClientIdx++)
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{
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NetId = ClientConnections[ClientIdx].PlayerNetId;
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`Log("",,'DevBeacon');
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`Log("Client connection entry: "$ClientIdx,,'DevBeacon');
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`Log(" PlayerNetId: "$class'OnlineSubsystem'.static.UniqueNetIdToString(NetId),,'DevBeacon');
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`Log(" NatType: "$ClientConnections[ClientIdx].NatType,,'DevBeacon');
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`Log(" GoodHostRatio: "$ClientConnections[ClientIdx].GoodHostRatio,,'DevBeacon');
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`Log(" bCanHostVs: "$ClientConnections[ClientIdx].bCanHostVs,,'DevBeacon');
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`Log(" MinutesSinceLastTest: "$ClientConnections[ClientIdx].MinutesSinceLastTest,,'DevBeacon');
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`Log(" BandwidthTest.CurrentState: "$ClientConnections[ClientIdx].BandwidthTest.CurrentState,,'DevBeacon');
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`Log(" BandwidthTest.TestType: "$ClientConnections[ClientIdx].BandwidthTest.TestType,,'DevBeacon');
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`Log(" Bandwidth History: "$ClientConnections[ClientIdx].BandwidthHistory.Length,,'DevBeacon');
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for (HistoryIdx=0; HistoryIdx < ClientConnections[ClientIdx].BandwidthHistory.Length; HistoryIdx++)
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{
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`Log(" "
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$" Upstream bytes/sec: "$ClientConnections[ClientIdx].BandwidthHistory[HistoryIdx].UpstreamRate
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$" Downstream bytes/sec: "$ClientConnections[ClientIdx].BandwidthHistory[HistoryIdx].DownstreamRate
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$" Roundrtrip msec: "$ClientConnections[ClientIdx].BandwidthHistory[HistoryIdx].RoundtripLatency,,'DevBeacon');
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}
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}
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`Log("");
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}
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/**
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* Render debug info about the client mesh beacon
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*
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* @param Canvas canvas object to use for rendering debug info
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* @param CurOptimalHostId net id of player that should be highlighted as the current optimal host
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*/
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function DebugRender(Canvas Canvas, UniqueNetId CurOptimalHostId)
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{
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local int ClientIdx,HistoryIdx;
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local UniqueNetId NetId;
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local float XL,YL;
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local float Offset;
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Offset = 50;
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Canvas.Font = class'Engine'.Static.GetTinyFont();
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Canvas.StrLen("============================================================",XL,YL);
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YL = Canvas.SizeY-(Offset*2);
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Canvas.SetPos(Offset,Offset);
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Canvas.SetDrawColor(0,0,255,64);
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Canvas.DrawTile(Canvas.DefaultTexture,XL,YL,0,0,1,1);
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Canvas.SetPos(Offset,Offset);
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Canvas.SetDrawColor(255,255,255);
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Canvas.DrawText("Debug info for Beacon:"$BeaconName);
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if (CurOptimalHostId == OwningPlayerId)
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{
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Canvas.SetDrawColor(255,255,0);
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}
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Canvas.DrawText("Owning Host: "$class'OnlineSubsystem'.static.UniqueNetIdToString(OwningPlayerId));
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for (ClientIdx=0; ClientIdx < ClientConnections.Length; ClientIdx++)
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{
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Canvas.SetDrawColor(255,255,255);
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if (Canvas.CurY >= YL)
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{
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Canvas.SetPos(Canvas.CurX+XL,Offset);
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}
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NetId = ClientConnections[ClientIdx].PlayerNetId;
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Canvas.DrawText("============================================================");
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Canvas.DrawText("Client connection entry: "$ClientIdx);
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Canvas.SetPos(Canvas.CurX+10,Canvas.CurY);
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if (CurOptimalHostId == NetId)
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{
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Canvas.SetDrawColor(255,255,0);
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}
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Canvas.DrawText("PlayerNetId: "$class'OnlineSubsystem'.static.UniqueNetIdToString(NetId));
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Canvas.SetDrawColor(255,255,255);
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Canvas.DrawText("NatType: "$ClientConnections[ClientIdx].NatType);
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Canvas.DrawText("GoodHostRatio: "$ClientConnections[ClientIdx].GoodHostRatio);
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Canvas.DrawText("bCanHostVs: "$ClientConnections[ClientIdx].bCanHostVs);
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Canvas.DrawText("MinutesSinceLastTest: "$ClientConnections[ClientIdx].MinutesSinceLastTest);
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Canvas.DrawText("Current BandwidthTest: ");
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Canvas.SetPos(Canvas.CurX+10,Canvas.CurY);
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Canvas.DrawText("CurrentState: "$ClientConnections[ClientIdx].BandwidthTest.CurrentState);
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Canvas.DrawText("TestType: "$ClientConnections[ClientIdx].BandwidthTest.TestType);
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Canvas.DrawText("BytesTotalNeeded: "$ClientConnections[ClientIdx].BandwidthTest.BytesTotalNeeded);
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Canvas.DrawText("BytesReceived: "$ClientConnections[ClientIdx].BandwidthTest.BytesReceived);
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Canvas.DrawText("UpstreamRate bytes/sec: "$ClientConnections[ClientIdx].BandwidthTest.BandwidthStats.UpstreamRate);
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Canvas.SetPos(Canvas.CurX-10,Canvas.CurY);
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Canvas.DrawText("Bandwidth History: "$ClientConnections[ClientIdx].BandwidthHistory.Length);
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Canvas.SetPos(Canvas.CurX+10,Canvas.CurY);
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for (HistoryIdx=0; HistoryIdx < ClientConnections[ClientIdx].BandwidthHistory.Length; HistoryIdx++)
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{
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Canvas.DrawText("Upstream bytes/sec: "$ClientConnections[ClientIdx].BandwidthHistory[HistoryIdx].UpstreamRate);
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}
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Canvas.SetPos(Canvas.CurX-20,Canvas.CurY);
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}
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}
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`endif
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defaultproperties
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{
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bAllowBandwidthTesting=true
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} |