예제 #1
0
/**
 * @brief clientside network receiver
 *
 * Plugin for the CGame network code in Game.cpp.
 * @return the number of bytes read from the network stream
 */
int CSyncDebugger::ClientReceived(const unsigned char* inbuf)
{
	int length = 0;
	switch (inbuf[0]) {
		case NETMSG_SD_CHKREQUEST:
			if (gs->frameNum != *(int*)&inbuf[1]) {
				logger.AddLine("Client: received checksum request for frame %d instead of %d", *(int*)&inbuf[1], gs->frameNum);
			} else {
				disable_history = true; // no more additions to the history until we're done
				may_enable_history = false;
				ClientSendChecksumResponse();
				logger.AddLine("Client: checksum response sent");
			}
			length = 5;
			break;
		case NETMSG_SD_BLKREQUEST:
			if (*(unsigned short*)&inbuf[1] >= HISTORY_SIZE) {
				logger.AddLine("Client: invalid block number %d in block request", *(unsigned short*)&inbuf[1]);
			} else {
				ClientSendBlockResponse(*(unsigned short*)&inbuf[1]);
				logger.AddLine("Client: block response sent for block %d", *(unsigned short*)&inbuf[1]);
				// simple progress indication
				logOutput.Print("[SD] Client: %d / %d", *(unsigned short*)&inbuf[3], *(unsigned short*)&inbuf[5]);
			}
			length = 7;
			break;
		case NETMSG_SD_RESET:
			logger.CloseSession();
			logOutput.Print("[SD] Client: Done!");
// 			disable_history = false;
			may_enable_history = true;
			if (gu->autoQuit) {
				logOutput.Print("[SD] Client: Automatical quit enforced from commandline");
				globalQuit = true;
			}
			length = 1;
			break;
		default:
			logOutput.Print("[SD] Client: invalid msg");
			length = 0;
			break;
	}
	return length;
}
예제 #2
0
/**
 * @brief clientside network receiver
 *
 * Plugin for the CGame network code in Game.cpp.
 * @return the number of bytes read from the network stream
 */
bool CSyncDebugger::ClientReceived(const unsigned char* inbuf)
{
	bool syncDebugPacket = false;
	switch (inbuf[0]) {
		case NETMSG_SD_CHKREQUEST:
			if (gs->frameNum != *(int*)&inbuf[1]) {
				logger.AddLine("Client: received checksum request for frame %d instead of %d", *(int*)&inbuf[1], gs->frameNum);
			} else {
				disable_history = true; // no more additions to the history until we're done
				may_enable_history = false;
				ClientSendChecksumResponse();
				logger.AddLine("Client: checksum response sent");
			}
			syncDebugPacket = true;
			break;
		case NETMSG_SD_BLKREQUEST:
			if (*(unsigned short*)&inbuf[1] >= HISTORY_SIZE) {
				logger.AddLine("Client: invalid block number %d in block request", *(unsigned short*)&inbuf[1]);
			} else {
				ClientSendBlockResponse(*(unsigned short*)&inbuf[1]);
				logger.AddLine("Client: block response sent for block %d", *(unsigned short*)&inbuf[1]);
				// simple progress indication
				logOutput.Print("[SD] Client: %d / %d", *(unsigned short*)&inbuf[3], *(unsigned short*)&inbuf[5]);
			}
			syncDebugPacket = true;
			break;
		case NETMSG_SD_RESET:
			logger.CloseSession();
			logOutput.Print("[SD] Client: Done!");
// 			disable_history = false;
			may_enable_history = true;
			syncDebugPacket = true;
			break;
	}
	logger.FlushBuffer();
	return syncDebugPacket;
}
예제 #3
0
/**
 * @brief sixth step after desync
 *
 * Called by server once all blockResponses are received. It dumps a backtrace
 * to the logger for every checksum mismatch in the block which was out of
 * sync. The backtraces are passed to the logger in a fairly simple form
 * consisting basically only of hexadecimal addresses. The logger class
 * resolves those to function, filename & line number.
 */
void CSyncDebugger::ServerDumpStack()
{
	// first calculate start iterator...
	unsigned posInHistory = (unsigned)(players[0].remoteFlop % (HISTORY_SIZE * BLOCK_SIZE));
	logger.AddLine("Server: position in history: %u", posInHistory);
	unsigned blockNr = posInHistory / BLOCK_SIZE;
	unsigned virtualBlockNr = 0; // block nr in remoteHistory (which skips unchanged blocks)
	for (; virtualBlockNr < requestedBlocks.size() && requestedBlocks[virtualBlockNr] != blockNr; ++virtualBlockNr) {}
	unsigned virtualPosInHistory = (virtualBlockNr * BLOCK_SIZE) + (posInHistory % BLOCK_SIZE) + 1;
	unsigned virtualHistorySize = players[0].remoteHistory.size();
	if (virtualBlockNr >= requestedBlocks.size())
		virtualPosInHistory = virtualHistorySize;
	unsigned ndif = 0; // number of differences
	assert(virtualPosInHistory <= virtualHistorySize);

	// we make a pool of backtraces (to merge identical ones)
	unsigned curBacktrace = 0;
	std::map<unsigned, unsigned> checksumToIndex;
	std::map<unsigned, unsigned> indexToHistPos;

	// then loop from virtualPosInHistory to virtualHistorySize and from 0 to virtualPosInHistory.
	for (unsigned i = virtualPosInHistory, c = 0; c < virtualHistorySize; ++i, ++c) {
		unsigned correctChecksum = 0;
		if (i == virtualHistorySize) i = 0;
		bool err = false;
		for (int j = 0; j < playerHandler->ActivePlayers(); ++j) {
			if (correctChecksum && players[j].remoteHistory[i] != correctChecksum) {
				if (historybt) {
					virtualBlockNr = i / BLOCK_SIZE;
					blockNr = requestedBlocks[virtualBlockNr];
					unsigned histPos = blockNr * BLOCK_SIZE + i % BLOCK_SIZE;
					unsigned checksum = GetBacktraceChecksum(histPos);
					std::map<unsigned, unsigned>::iterator it = checksumToIndex.find(checksum);
					if (it == checksumToIndex.end()) {
						++curBacktrace;
						checksumToIndex[checksum] = curBacktrace;
						indexToHistPos[curBacktrace] = histPos;
					}
					logger.AddLine("Server: chk %08X instead of %08X frame %06u, (value=%08x %15.8e) backtrace %u in \"%s\"", players[j].remoteHistory[i], correctChecksum, historybt[histPos].frameNum, historybt[histPos].data, *(float*)&historybt[histPos].data, checksumToIndex[checksum], historybt[histPos].op);
				} else {
					logger.AddLine("Server: chk %08X instead of %08X", players[j].remoteHistory[i], correctChecksum);
				}
				err = true;
			} else {
				correctChecksum = players[j].remoteHistory[i];
			}
		}
		if (err) {
			++ndif;
		}
	}
	if (ndif)
		logger.AddLine("Server: chks: %d equal, %d not equal", virtualHistorySize - ndif, ndif);
	else
		// This is impossible (internal error).
		// Server first finds there are differing blocks, then all checksums equal??
		// Turns out this can happen if the checksum function is weak.
		logger.AddLine("Server: huh, all checksums equal?!? (INTERNAL ERROR)");

	//cleanup
	for (playerVec::iterator it = players.begin(); it != players.end(); ++it)
		it->remoteHistory.clear();

	if (historybt) {
		// output backtraces we collected earlier this function
		for (std::map<unsigned, unsigned>::iterator it = indexToHistPos.begin(); it != indexToHistPos.end(); ++it) {
			logger.AddLine("Server: === Backtrace %u ===", it->first);
			Backtrace(it->second, "Server: ");
		}
	}

	// and reset
	net->Send(CBaseNetProtocol::Get().SendSdReset());
	logger.AddLine("Server: Done!");
	logger.CloseSession();
	logOutput.Print("[SD] Server: Done!");
}