1 // multiplayrxmgr.cxx -- routines for receiving multiplayer data
4 // Written by Duncan McCreanor, started February 2003.
5 // duncan.mccreanor@airservicesaustralia.com
7 // Copyright (C) 2003 Airservices Australia
9 // This program is free software; you can redistribute it and/or
10 // modify it under the terms of the GNU General Public License as
11 // published by the Free Software Foundation; either version 2 of the
12 // License, or (at your option) any later version.
14 // This program is distributed in the hope that it will be useful, but
15 // WITHOUT ANY WARRANTY; without even the implied warranty of
16 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 // General Public License for more details.
19 // You should have received a copy of the GNU General Public License
20 // along with this program; if not, write to the Free Software
21 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 /******************************************************************
28 * Description: The multiplayer rx manager provides control over
29 * multiplayer data reception and processing for an interactive
30 * multiplayer FlightGear simulation.
32 * The objects that hold player information are accessed via
33 * a fixed size array. A fixed array is used since it provides
34 * speed benefits over working with linked lists and is easier
35 * to code. Also, there is no point allowing for an unlimited
36 * number of players as too many players will slow the game
37 * down to the point where it is unplayable.
39 * When player position data is received, the callsign of
40 * the player is checked against existing players. If the
41 * player does not exist, a new player is created in the
42 * next free slot of the player array. If the player does
43 * exist, the player's positional matrix is updated.
45 * The Update method is used to move the players on the
46 * scene. The return value from calling MPPlayer::Draw
47 * indicates the state of the player. If data for a player
48 * has not been received data for some time, the player object
49 * is deleted and the array element freed.
51 ******************************************************************/
53 #include <sys/types.h>
54 #include <sys/socket.h>
55 #include <netinet/in.h>
56 #include <arpa/inet.h>
57 #include <plib/netSocket.h>
59 #include <Main/fg_props.hxx>
61 #include "multiplayrxmgr.hxx"
62 #include "mpmessages.hxx"
63 #include "mpplayer.hxx"
65 #define MAX_PACKET_SIZE 1024
67 // These constants are provided so that the ident command can list file versions.
68 const char sMULTIPLAYTXMGR_BID[] = "$Id$";
69 const char sMULTIPLAYRXMGR_HID[] = MULTIPLAYRXMGR_HID;
73 /******************************************************************
74 * Name: FGMultiplayRxMgr
75 * Description: Constructor.
76 ******************************************************************/
77 FGMultiplayRxMgr::FGMultiplayRxMgr() {
79 int iPlayerCnt; // Count of players in player array
81 // Initialise private members
84 m_bInitialised = false;
86 // Clear the player array
87 for (iPlayerCnt = 0; iPlayerCnt < MAX_PLAYERS; iPlayerCnt++) {
88 m_Player[iPlayerCnt] = NULL;
94 /******************************************************************
95 * Name: ~FGMultiplayRxMgr
96 * Description: Destructor. Closes and deletes objects owned by
98 ******************************************************************/
99 FGMultiplayRxMgr::~FGMultiplayRxMgr() {
106 /******************************************************************
108 * Description: Initialises multiplayer receive.
109 ******************************************************************/
110 bool FGMultiplayRxMgr::init(void) {
112 bool bSuccess = true; // Result of initialisation
114 // Initialise object if not already done
115 if (!m_bInitialised) {
117 // Set members from property values
118 m_sCallsign = fgGetString("/sim/multiplay/callsign");
119 m_sRxAddress = fgGetString("/sim/multiplay/rxhost");
120 m_iRxPort = fgGetInt("/sim/multiplay/rxport");
122 cout << "FGMultiplayRxMgr::init - rxaddress= " << m_sRxAddress << endl;
123 cout << "FGMultiplayRxMgr::init - rxport= " << m_iRxPort << endl;
124 cout << "FGMultiplayRxMgr::init - callsign= " << m_sCallsign << endl;
126 // Create and open rx socket
127 mDataRxSocket = new netSocket();
128 if (!mDataRxSocket->open(false)) {
129 // Failed to open rx socket
130 cerr << "FGMultiplayRxMgr::Open - Failed to create data receive socket" << endl;
134 // Configure the socket
135 mDataRxSocket->setBlocking(false);
136 mDataRxSocket->setBroadcast(true);
137 if (mDataRxSocket->bind(m_sRxAddress.c_str(), m_iRxPort) != 0) {
140 cerr << "FGMultiplayRxMgr::Open - Failed to bind receive socket" << endl;
146 // Save manager state
147 m_bInitialised = bSuccess;
150 cerr << "FGMultiplayRxMgr::OpenRx - Receiver open requested when receiver is already open" << endl;
154 /* Return true if open succeeds */
160 /******************************************************************
162 * Description: Closes and deletes and player connections. Closes
163 * and deletes the rx socket. Resets the object state
165 ******************************************************************/
166 void FGMultiplayRxMgr::Close(void) {
168 int iPlayerCnt; // Count of players in player array
170 // Delete any existing players
171 for (iPlayerCnt = 0; iPlayerCnt < MAX_PLAYERS; iPlayerCnt++) {
172 if (m_Player[iPlayerCnt] != NULL) {
173 delete m_Player[iPlayerCnt];
174 m_Player[iPlayerCnt] = NULL;
180 mDataRxSocket->close();
181 delete mDataRxSocket;
182 mDataRxSocket = NULL;
185 m_bInitialised = false;
190 /******************************************************************
192 * Description: Processes data waiting at the receive socket. The
193 * processing ends when there is no more data at the socket.
194 ******************************************************************/
195 void FGMultiplayRxMgr::ProcessData(void) {
197 char sMsg[MAX_PACKET_SIZE]; // Buffer for received message
198 int iBytes; // Bytes received
199 T_MsgHdr *MsgHdr; // Pointer to header in received data
200 T_ChatMsg *ChatMsg; // Pointer to chat message in received data
201 T_PositionMsg *PosMsg; // Pointer to position message in received data
202 char *sIpAddress; // Address information from header
203 char *sModelName; // Model that the remote player is using
204 char *sCallsign; // Callsign of the remote player
205 struct in_addr PlayerAddress; // Used for converting the player's address into dot notation
206 int iPlayerCnt; // Count of players in player array
207 bool bActivePlayer = false; // The state of the player that sent the data
208 int iPort; // Port that the remote player receives on
211 if (m_bInitialised) {
213 // Read the receive socket and process any data
216 // Although the recv call asks for MAX_PACKET_SIZE of data,
217 // the number of bytes returned will only be that of the next
218 // packet waiting to be processed.
219 iBytes = mDataRxSocket->recv(sMsg, MAX_PACKET_SIZE, 0);
223 if (iBytes >= sizeof(MsgHdr)) {
226 MsgHdr = (T_MsgHdr *)sMsg;
227 PlayerAddress.s_addr = MsgHdr->lReplyAddress;
228 sIpAddress = inet_ntoa(PlayerAddress);
229 iPort = MsgHdr->iReplyPort;
230 sCallsign = MsgHdr->sCallsign;
232 // Process the player data unless we generated it
233 if (m_sCallsign != string(MsgHdr->sCallsign)) {
237 switch(MsgHdr->MsgId) {
239 if (MsgHdr->iMsgLen == sizeof(T_MsgHdr) + sizeof(T_ChatMsg)) {
240 ChatMsg = (T_ChatMsg *)(sMsg + sizeof(T_MsgHdr));
241 cout << "Chat [" << MsgHdr->sCallsign << "]" << " " << ChatMsg->sText << endl;
243 cerr << "FGMultiplayRxMgr::MP_ProcessData - Chat message received with insufficient data" << endl;
248 if (MsgHdr->iMsgLen == sizeof(T_MsgHdr) + sizeof(T_PositionMsg)) {
249 PosMsg = (T_PositionMsg *)(sMsg + sizeof(T_MsgHdr));
250 sModelName = PosMsg->sModel;
252 // Check if the player is already in the game by using the Callsign.
253 bActivePlayer = false;
254 for (iPlayerCnt = 0; iPlayerCnt < MAX_PLAYERS; iPlayerCnt++) {
255 if (m_Player[iPlayerCnt] != NULL) {
256 if (m_Player[iPlayerCnt]->CompareCallsign(MsgHdr->sCallsign)) {
258 // Player found. Update the data for the player.
259 m_Player[iPlayerCnt]->SetPosition(PosMsg->PlayerPos);
260 bActivePlayer = true;
266 // Player not active, so add as new player
267 if (!bActivePlayer) {
270 if (m_Player[iPlayerCnt] == NULL) {
271 cout << "FGMultiplayRxMgr::ProcessRxData - Add new player. IP: " << sIpAddress
272 << ", Call: " << sCallsign << ", model: " << sModelName << endl;
273 m_Player[iPlayerCnt] = new MPPlayer;
274 m_Player[iPlayerCnt]->Open(string(sIpAddress), iPort, string(sCallsign), string(sModelName), false);
275 m_Player[iPlayerCnt]->SetPosition(PosMsg->PlayerPos);
276 bActivePlayer = true;
279 } while (iPlayerCnt < MAX_PLAYERS && !bActivePlayer);
281 // Check if the player was added
282 if (!bActivePlayer) {
283 if (iPlayerCnt == MAX_PLAYERS) {
284 cerr << "FGMultiplayRxMgr::MP_ProcessData - Unable to add new player (" << sCallsign << "). Too many players." << endl;
290 cerr << "FGMultiplayRxMgr::MP_ProcessData - Position message received with insufficient data" << endl;
295 cerr << "FGMultiplayRxMgr::MP_ProcessData - Unknown message Id received: " << MsgHdr->MsgId << endl;
305 } else if (iBytes == -1) {
306 if (errno != EAGAIN) {
307 perror("FGMultiplayRxMgr::MP_ProcessData");
311 } while (iBytes > 0);
319 /******************************************************************
321 * Description: For each active player, tell the player object
322 * to update its position on the scene. If a player object
323 * returns status information indicating that it has not
324 * had an update for some time then the player is deleted.
325 ******************************************************************/
326 void FGMultiplayRxMgr::Update(void) {
328 int iPlayerDataState;
331 for (iPlayerId = 0; iPlayerId < MAX_PLAYERS; iPlayerId++) {
332 if (m_Player[iPlayerId] != NULL) {
333 iPlayerDataState = m_Player[iPlayerId]->Draw();
335 // If the player has not received an update for some
336 // time then assume that the player has quit.
337 if (iPlayerDataState == PLAYER_DATA_EXPIRED) {
338 delete m_Player[iPlayerId];
339 m_Player[iPlayerId] = NULL;