/*! \brief Called when the server accepts the connection. * \param event : Event providing the information. * * Format of the data : * Byte 0 1 2 3 * --------------------------------------------------------- * Size | 1 | 1 | 1 | | * Data | player_id| hostid | authorised |playernames* | * --------------------------------------------------------- */ void ClientLobbyRoomProtocol::connectionAccepted(Event* event) { // At least 3 bytes should remain now if(!checkDataSize(event, 3)) return; NetworkString &data = event->data(); STKPeer* peer = event->getPeer(); // Accepted // ======== Log::info("ClientLobbyRoomProtocol", "The server accepted the connection."); // self profile irr::core::stringw name; if (PlayerManager::getCurrentOnlineState() == PlayerProfile::OS_SIGNED_IN) name = PlayerManager::getCurrentOnlineUserName(); else name = PlayerManager::getCurrentPlayer()->getName(); uint8_t my_player_id = data.getUInt8(); uint8_t my_host_id = data.getUInt8(); uint8_t authorised = data.getUInt8(); // Store this client's authorisation status in the peer information // for the server. event->getPeer()->setAuthorised(authorised!=0); STKHost::get()->setMyHostId(my_host_id); NetworkPlayerProfile* profile = new NetworkPlayerProfile(name, my_player_id, my_host_id); STKHost::get()->getGameSetup()->setLocalMaster(my_player_id); m_setup->setNumLocalPlayers(1); // connection token uint32_t token = data.getToken(); peer->setClientServerToken(token); // Add all players // =============== while (data.size() > 0) { uint8_t player_id = data.getUInt8(); uint8_t host_id = data.getUInt8(); irr::core::stringw name; int bytes_read = data.decodeStringW(&name); NetworkPlayerProfile* profile2 = new NetworkPlayerProfile(name, player_id, host_id); m_setup->addPlayer(profile2); // Inform the network lobby of all players so that the GUI can // show all currently connected players. NetworkingLobby::getInstance()->addPlayer(profile2); } // Add self after other players so that player order is identical // on server and all clients. m_setup->addPlayer(profile); NetworkingLobby::getInstance()->addPlayer(profile); m_server = event->getPeer(); m_state = CONNECTED; } // connectionAccepted
/*! \brief Called when the server accepts the connection. * \param event : Event providing the information. * * Format of the data : * Byte 0 1 2 3 7 8 12 * ---------------------------------------------------------- * Size | 1 | 1 | 1 | 4 | 1 | 4 | * Data | 1 | 0 <= race id < 16 | 4 | priv token | 4 | global id | * ---------------------------------------------------------- */ void ClientLobbyRoomProtocol::connectionAccepted(Event* event) { NetworkString &data = event->data(); if (data.size() < 12 || data[0] != 1 || data[2] != 4 || data[7] != 4) // 12 bytes remains now { Log::error("ClientLobbyRoomProtocol", "A message notifying an accepted connection wasn't formated as expected."); return; } STKPeer* peer = event->getPeer(); uint32_t global_id = data.gui32(8); if (global_id == PlayerManager::getCurrentOnlineId()) { Log::info("ClientLobbyRoomProtocol", "The server accepted the connection."); // self profile NetworkPlayerProfile* profile = new NetworkPlayerProfile(); profile->kart_name = ""; profile->race_id = data.gui8(1); profile->user_profile = PlayerManager::getCurrentOnlineProfile(); m_setup->addPlayer(profile); // connection token uint32_t token = data.gui32(3); peer->setClientServerToken(token); // add all players data.removeFront(12); // remove the 12 first bytes int remaining = data.size(); if (remaining%7 != 0) { Log::error("ClientLobbyRoomProtocol", "ConnectionAccepted : Error in the server list"); } remaining /= 7; for (int i = 0; i < remaining; i++) { if (data[0] != 1 || data[2] != 4) Log::error("ClientLobbyRoomProtocol", "Bad format in players list."); uint8_t race_id = data[1]; uint32_t global_id = data.gui32(3); Online::OnlineProfile* new_user = new Online::OnlineProfile(global_id, ""); NetworkPlayerProfile* profile2 = new NetworkPlayerProfile(); profile2->race_id = race_id; profile2->user_profile = new_user; profile2->kart_name = ""; m_setup->addPlayer(profile2); data.removeFront(7); } // add self m_server = event->getPeer(); m_state = CONNECTED; } else Log::info("ClientLobbyRoomProtocol", "Failure during the connection acceptation process."); } // connectionAccepted
/*! \brief Called when a player asks for a connection. * \param event : Event providing the information. * * Format of the data : * Byte 0 1 * --------------------- * Size | 1 |1| | * Data | 4 |n| player name | * --------------------- */ void ServerLobbyRoomProtocol::connectionRequested(Event* event) { STKPeer* peer = event->getPeer(); const NetworkString &data = event->data(); // can we add the player ? if (m_setup->getPlayerCount() >= NetworkConfig::get()->getMaxPlayers() || m_state!=ACCEPTING_CLIENTS ) { NetworkString *message = getNetworkString(2); // Len, error code: 2 = busy, 0 = too many players message->addUInt8(LE_CONNECTION_REFUSED) .addUInt8(m_state!=ACCEPTING_CLIENTS ? 2 : 0); // send only to the peer that made the request peer->sendPacket(message); delete message; Log::verbose("ServerLobbyRoomProtocol", "Player refused"); return; } // Connection accepted. // ==================== std::string name_u8; int len = data.decodeString(&name_u8); core::stringw name = StringUtils::utf8ToWide(name_u8); std::string password; data.decodeString(&password); bool is_authorised = (password==NetworkConfig::get()->getPassword()); // Get the unique global ID for this player. m_next_player_id.lock(); m_next_player_id.getData()++; int new_player_id = m_next_player_id.getData(); m_next_player_id.unlock(); if(m_setup->getLocalMasterID()==0) m_setup->setLocalMaster(new_player_id); // The host id has already been incremented when the peer // was added, so it is the right id now. int new_host_id = STKHost::get()->getNextHostId(); // Notify everybody that there is a new player // ------------------------------------------- NetworkString *message = getNetworkString(3+1+name_u8.size()); // size of id -- id -- size of local id -- local id; message->addUInt8(LE_NEW_PLAYER_CONNECTED).addUInt8(new_player_id) .addUInt8(new_host_id).encodeString(name_u8); STKHost::get()->sendPacketExcept(peer, message); delete message; // Now answer to the peer that just connected // ------------------------------------------ RandomGenerator token_generator; // use 4 random numbers because rand_max is probably 2^15-1. uint32_t token = (uint32_t)((token_generator.get(RAND_MAX) & 0xff) << 24 | (token_generator.get(RAND_MAX) & 0xff) << 16 | (token_generator.get(RAND_MAX) & 0xff) << 8 | (token_generator.get(RAND_MAX) & 0xff)); peer->setClientServerToken(token); peer->setAuthorised(is_authorised); peer->setHostId(new_host_id); const std::vector<NetworkPlayerProfile*> &players = m_setup->getPlayers(); // send a message to the one that asked to connect // Estimate 10 as average name length NetworkString *message_ack = getNetworkString(4 + players.size() * (2+10)); // connection success -- size of token -- token message_ack->addUInt8(LE_CONNECTION_ACCEPTED).addUInt8(new_player_id) .addUInt8(new_host_id).addUInt8(is_authorised); // Add all players so that this user knows (this new player is only added // to the list of players later, so the new player's info is not included) for (unsigned int i = 0; i < players.size(); i++) { message_ack->addUInt8(players[i]->getGlobalPlayerId()) .addUInt8(players[i]->getHostId()) .encodeString(players[i]->getName()); } peer->sendPacket(message_ack); delete message_ack; NetworkPlayerProfile* profile = new NetworkPlayerProfile(name, new_player_id, new_host_id); m_setup->addPlayer(profile); NetworkingLobby::getInstance()->addPlayer(profile); Log::verbose("ServerLobbyRoomProtocol", "New player."); } // connectionRequested
/*! \brief Called when a player asks for a connection. * \param event : Event providing the information. * * Format of the data : * Byte 0 1 5 * ------------------------ * Size | 1 | 4 | * Data | 4 | global player id | * ------------------------ */ void ServerLobbyRoomProtocol::connectionRequested(Event* event) { STKPeer* peer = *(event->peer); NetworkString data = event->data(); if (data.size() != 5 || data[0] != 4) { Log::warn("ServerLobbyRoomProtocol", "Receiving badly formated message. Size is %d and first byte %d", data.size(), data[0]); return; } uint32_t player_id = 0; player_id = data.getUInt32(1); // can we add the player ? if (m_setup->getPlayerCount() < ServerNetworkManager::getInstance()->getMaxPlayers()) //accept { // add the player to the game setup m_next_id = m_setup->getPlayerCount(); // notify everybody that there is a new player NetworkString message; // new player (1) -- size of id -- id -- size of local id -- local id; message.ai8(1).ai8(4).ai32(player_id).ai8(1).ai8(m_next_id); m_listener->sendMessageExcept(this, peer, message); /// now answer to the peer that just connected RandomGenerator token_generator; // use 4 random numbers because rand_max is probably 2^15-1. uint32_t token = (uint32_t)(((token_generator.get(RAND_MAX)<<24) & 0xff) + ((token_generator.get(RAND_MAX)<<16) & 0xff) + ((token_generator.get(RAND_MAX)<<8) & 0xff) + ((token_generator.get(RAND_MAX) & 0xff))); // send a message to the one that asked to connect NetworkString message_ack; // connection success (129) -- size of token -- token message_ack.ai8(0x81).ai8(1).ai8(m_next_id).ai8(4).ai32(token).ai8(4).ai32(player_id); // add all players so that this user knows std::vector<NetworkPlayerProfile*> players = m_setup->getPlayers(); for (unsigned int i = 0; i < players.size(); i++) { // do not duplicate the player into the message if (players[i]->race_id != m_next_id && players[i]->user_profile->getID() != player_id) message_ack.ai8(1).ai8(players[i]->race_id).ai8(4).ai32(players[i]->user_profile->getID()); } m_listener->sendMessage(this, peer, message_ack); peer->setClientServerToken(token); NetworkPlayerProfile* profile = new NetworkPlayerProfile(); profile->race_id = m_next_id; profile->kart_name = ""; profile->user_profile = new Online::OnlineProfile(player_id, ""); m_setup->addPlayer(profile); peer->setPlayerProfile(profile); Log::verbose("ServerLobbyRoomProtocol", "New player."); } // accept player else // refuse the connection with code 0 (too much players) { NetworkString message; message.ai8(0x80); // 128 means connection refused message.ai8(1); // 1 bytes for the error code message.ai8(0); // 0 = too much players // send only to the peer that made the request m_listener->sendMessage(this, peer, message); Log::verbose("ServerLobbyRoomProtocol", "Player refused"); } }