project_files/Android-build/SDL-android-project/src/org/hedgewars/hedgeroid/netplay/Netplay.java
author Medo <smaxein@googlemail.com>
Sun, 16 Sep 2012 22:31:34 +0200
changeset 7691 55c0a856ecd0
parent 7588 27e5857da6af
child 10017 de822cd3df3a
permissions -rw-r--r--
frontlib+Hedgeroid: Added support for the new client flags (chief, admin, reg)

/*
 * Hedgewars for Android. An Android port of Hedgewars, a free turn based strategy game
 * Copyright (C) 2012 Simeon Maxein <smaxein@googlemail.com>
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program 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 General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

package org.hedgewars.hedgeroid.netplay;

import static org.hedgewars.hedgeroid.netplay.ThreadedNetConnection.ToNetMsgType.*;

import java.io.IOException;
import java.util.Arrays;
import java.util.Collections;
import java.util.LinkedList;
import java.util.List;

import org.hedgewars.hedgeroid.RoomStateManager;
import org.hedgewars.hedgeroid.Datastructures.GameConfig;
import org.hedgewars.hedgeroid.Datastructures.MapRecipe;
import org.hedgewars.hedgeroid.Datastructures.Player;
import org.hedgewars.hedgeroid.Datastructures.PlayerInRoom;
import org.hedgewars.hedgeroid.Datastructures.Room;
import org.hedgewars.hedgeroid.Datastructures.Scheme;
import org.hedgewars.hedgeroid.Datastructures.Schemes;
import org.hedgewars.hedgeroid.Datastructures.TeamInGame;
import org.hedgewars.hedgeroid.Datastructures.TeamIngameAttributes;
import org.hedgewars.hedgeroid.Datastructures.Weaponset;
import org.hedgewars.hedgeroid.Datastructures.Weaponsets;
import org.hedgewars.hedgeroid.netplay.ThreadedNetConnection.ToNetMsgType;
import org.hedgewars.hedgeroid.util.ObservableTreeMap;

import android.annotation.SuppressLint;
import android.content.Context;
import android.content.Intent;
import android.os.Handler;
import android.os.Looper;
import android.os.Message;
import android.support.v4.content.LocalBroadcastManager;
import android.util.Log;
import android.util.Pair;


/**
 * This class manages the application's networking state.
 */
public class Netplay {
	public static enum State { NOT_CONNECTED, CONNECTING, LOBBY, ROOM }
	
	// Extras in broadcasts
	public static final String EXTRA_PLAYERNAME = "playerName";
	public static final String EXTRA_MESSAGE = "message";
	public static final String EXTRA_HAS_ERROR = "hasError";
	public static final String EXTRA_REASON = "reason";
	
	private static final String ACTIONPREFIX = "org.hedgewars.hedgeroid.netconn.";
	public static final String ACTION_DISCONNECTED = ACTIONPREFIX+"DISCONNECTED";
	public static final String ACTION_CONNECTED = ACTIONPREFIX+"CONNECTED";
	public static final String ACTION_PASSWORD_REQUESTED = ACTIONPREFIX+"PASSWORD_REQUESTED";
	public static final String ACTION_ENTERED_ROOM_FROM_LOBBY = ACTIONPREFIX+"ENTERED_ROOM";
	public static final String ACTION_LEFT_ROOM = ACTIONPREFIX+"LEFT_ROOM";
	public static final String ACTION_STATE_CHANGED = ACTIONPREFIX+"STATE_CHANGED";
	
	public static final String DEFAULT_SERVER = "netserver.hedgewars.org";
	public static final int DEFAULT_PORT = 46631;
		
	private final Context appContext;
	private final LocalBroadcastManager broadcastManager;
	private final FromNetHandler fromNetHandler = new FromNetHandler();
	public final Scheme defaultScheme;
	public final Weaponset defaultWeaponset;
	
	private State state = State.NOT_CONNECTED;
	private String playerName;
	
	// null or stale if not in room state
	private final NetRoomState netRoomState = new NetRoomState(this);
	
	// null if there is no running connection (==state is NOT_CONNECTED)
	private ThreadedNetConnection connection;
	
	public final ObservableTreeMap<String, Player> lobbyPlayerlist = new ObservableTreeMap<String, Player>();
	public final ObservableTreeMap<String, PlayerInRoom> roomPlayerlist = new ObservableTreeMap<String, PlayerInRoom>();
	public final Roomlist roomList = new Roomlist();
	public final MessageLog lobbyChatlog;
	public final MessageLog roomChatlog;
	
	private final List<GameMessageListener> gameMessageListeners = new LinkedList<GameMessageListener>();
	private final List<RunGameListener> runGameListeners = new LinkedList<RunGameListener>();
	
	public Netplay(Context appContext, Scheme defaultScheme, Weaponset defaultWeaponset) {
		this.appContext = appContext;
		broadcastManager = LocalBroadcastManager.getInstance(appContext);
		lobbyChatlog = new MessageLog(appContext);
		roomChatlog = new MessageLog(appContext);
		this.defaultScheme = defaultScheme;
		this.defaultWeaponset = defaultWeaponset;
	}
	
	public RoomStateManager getRoomStateManager() {
		return netRoomState;
	}
	
	private void clearLobbyState() {
		lobbyPlayerlist.clear();
		roomList.clear();
		lobbyChatlog.clear();
	}
	
	private void initRoomState(boolean chief) {
		roomChatlog.clear();
		roomPlayerlist.clear();
		netRoomState.initRoomState(chief);
	}
	
	public void registerGameMessageListener(GameMessageListener listener) {
		gameMessageListeners.add(listener);
	}
	
	public void unregisterGameMessageListener(GameMessageListener listener) {
		gameMessageListeners.remove(listener);
	}
	
	public void registerRunGameListener(RunGameListener listener) {
		runGameListeners.add(listener);
	}
	
	public void unregisterRunGameListener(RunGameListener listener) {
		runGameListeners.remove(listener);
	}
	
	public void connectToDefaultServer(String playerName) {
		connect(playerName, DEFAULT_SERVER, DEFAULT_PORT);
	}
	
	/**
	 * Establish a new connection. Only call if the current state is NOT_CONNECTED.
	 * 
	 * The state will switch to CONNECTING immediately. After that, it can asynchronously change to any other state.
	 * State changes are indicated by broadcasts. In particular, if an error occurs while trying to connect, the state
	 * will change back to NOT_CONNECTED and an ACTION_DISCONNECTED broadcast is sent.
	 */
	public void connect(String name, String host, int port) {
		playerName = name;
		if(state != State.NOT_CONNECTED) {
			throw new IllegalStateException("Attempt to start a new connection while the old one was still running.");
		}
		
		clearLobbyState();
		changeState(State.CONNECTING);
		connection = ThreadedNetConnection.startConnection(appContext, fromNetHandler, name, host, port);
		connection.setFastTickRate(true);
	}
	
	public void sendNick(String nick) {
		playerName = nick;
		sendToNet(MSG_SEND_NICK, nick);
	}
	public void sendPassword(String password) { sendToNet(MSG_SEND_PASSWORD, password); }
	public void sendQuit(String message) { sendToNet(MSG_SEND_QUIT, message); }
	public void sendRoomlistRequest() { sendToNet(MSG_SEND_ROOMLIST_REQUEST); }
	public void sendPlayerInfoQuery(String name) { sendToNet(MSG_SEND_PLAYER_INFO_REQUEST, name); }
	public void sendChat(String s) { sendToNet(MSG_SEND_CHAT, s); }
	public void sendTeamChat(String s) { sendToNet(MSG_SEND_TEAMCHAT, s); }
	public void sendFollowPlayer(String nick) { sendToNet(MSG_SEND_FOLLOW_PLAYER, nick); }
	public void sendJoinRoom(String name) { sendToNet(MSG_SEND_JOIN_ROOM, name); }
	public void sendCreateRoom(String name) { sendToNet(MSG_SEND_CREATE_ROOM, name); }
	public void sendLeaveRoom(String message) { sendToNet(MSG_SEND_LEAVE_ROOM, message); }
	public void sendKick(String player) { sendToNet(MSG_SEND_KICK, player); }
	public void sendEngineMessage(byte[] engineMessage) { sendToNet(MSG_SEND_ENGINE_MESSAGE, engineMessage); }
	public void sendRoundFinished(boolean withoutError) { sendToNet(MSG_SEND_ROUND_FINISHED, Boolean.valueOf(withoutError)); }
	public void sendToggleReady() { sendToNet(MSG_SEND_TOGGLE_READY); }
	public void sendStartGame() { sendToNet(MSG_SEND_START_GAME); }
	
	public void disconnect() { sendToNet(MSG_DISCONNECT, "User Quit"); }
	
	private static Netplay instance;
	
	/**
	 * Retrieve the single app-wide instance of the netplay interface, creating it if it
	 * does not exist yet.
	 * 
	 * @param applicationContext
	 * @return
	 */
	public static Netplay getAppInstance(Context applicationContext) {
		if(instance == null) {
			// We will need some default values for rooms, best load them here
			Scheme defaultScheme = null;
			Weaponset defaultWeaponset = null;
			try {
				List<Scheme> schemes = Schemes.loadBuiltinSchemes(applicationContext);
				for(Scheme scheme : schemes) {
					if(scheme.name.equals(GameConfig.DEFAULT_SCHEME)) {
						defaultScheme = scheme;
					}
				}
				List<Weaponset> weaponsets = Weaponsets.loadBuiltinWeaponsets(applicationContext);
				for(Weaponset weaponset : weaponsets) {
					if(weaponset.name.equals(GameConfig.DEFAULT_WEAPONSET)) {
						defaultWeaponset = weaponset;
					}
				}
			} catch(IOException e) {
				throw new RuntimeException(e);
			}
			
			if(defaultScheme==null || defaultWeaponset==null) {
				throw new RuntimeException("Unable to load default scheme or weaponset");
			}
			
			instance = new Netplay(applicationContext, defaultScheme, defaultWeaponset);
		}
		return instance;
	}

	public State getState() {
		return state;
	}
	
	private void changeState(State newState) {
		if(newState != state) {
			state = newState;
			broadcastManager.sendBroadcastSync(new Intent(ACTION_STATE_CHANGED));
		}
	}
	
	public boolean isChief() {
		if(netRoomState != null) {
			return netRoomState.getChiefStatus();
		} else {
			return false;
		}
	}
	
	public String getPlayerName() {
		return playerName;
	}
	
	boolean sendToNet(ToNetMsgType what) {
		return sendToNet(what, 0, null);
	}
	
	boolean sendToNet(ToNetMsgType what, Object obj) {
		return sendToNet(what, 0, obj);
	}
	
	boolean sendToNet(ToNetMsgType what, int arg1, Object obj) {
		if(connection != null) {
			Handler handler = connection.toNetHandler;
			return handler.sendMessage(handler.obtainMessage(what.ordinal(), arg1, 0, obj));
		} else {
			return false;
		}
	}
	
	private MessageLog getCurrentLog() {
		if(state == State.ROOM) {
			return roomChatlog;
		} else {
			return lobbyChatlog;
		}
	}
	
	public static enum FromNetMsgType {
		MSG_LOBBY_JOIN,
		MSG_LOBBY_LEAVE,
		MSG_ROOM_JOIN,
		MSG_ROOM_LEAVE,
		MSG_CLIENT_FLAGS,
		MSG_CHAT,
		MSG_MESSAGE,
		MSG_ROOM_ADD,
		MSG_ROOM_UPDATE,
		MSG_ROOM_DELETE,
		MSG_ROOMLIST,
		MSG_CONNECTED,
		MSG_DISCONNECTED,
		MSG_PASSWORD_REQUEST,
		MSG_ENTER_ROOM_FROM_LOBBY,
		MSG_LEAVE_ROOM,
		MSG_TEAM_ADDED,
		MSG_TEAM_DELETED,
		MSG_TEAM_ACCEPTED,
		MSG_TEAM_COLOR_CHANGED,
		MSG_HOG_COUNT_CHANGED,
		MSG_ENGINE_MESSAGE,
		MSG_RUN_GAME,
		MSG_SCHEME_CHANGED,
		MSG_MAP_CHANGED,
		MSG_SCRIPT_CHANGED,
		MSG_WEAPONSET_CHANGED;
		
		static final List<FromNetMsgType> values = Collections.unmodifiableList(Arrays.asList(FromNetMsgType.values()));
	}
	
	/**
	 * Processes messages from the networking system. Always runs on the main thread.
	 */
	@SuppressLint("HandlerLeak")
	final class FromNetHandler extends Handler {
		public FromNetHandler() {
			super(Looper.getMainLooper());
		}
		
		@SuppressWarnings("unchecked")
		@Override
		public void handleMessage(Message msg) {
			switch(FromNetMsgType.values.get(msg.what)) {
			case MSG_LOBBY_JOIN: {
				String name = (String)msg.obj;
				lobbyPlayerlist.put(name, new Player(name, false, false));
				lobbyChatlog.appendPlayerJoin(name);
				break;
			}
			case MSG_LOBBY_LEAVE: {
				Pair<String, String> args = (Pair<String, String>)msg.obj;
				lobbyPlayerlist.remove(args.first);
				lobbyChatlog.appendPlayerLeave(args.first, args.second);
				break;
			}
			case MSG_ROOM_JOIN: {
				String name = (String)msg.obj;
				Player p = lobbyPlayerlist.get(name);
				if(p==null) {
					Log.w("Netplay", "Unknown player joined room: "+name);
					p = new Player(name, false, false);
				}
				roomPlayerlist.put(name, new PlayerInRoom(p, false, false));
				roomChatlog.appendPlayerJoin(name);
				break;
			}
			case MSG_ROOM_LEAVE: {
				Pair<String, String> args = (Pair<String, String>)msg.obj;
				roomPlayerlist.remove(args.first);
				roomChatlog.appendPlayerLeave(args.first, args.second);
				break;
			}
			case MSG_CLIENT_FLAGS: {
				ClientFlagsUpdate upd = (ClientFlagsUpdate)msg.obj;
				PlayerInRoom pir = roomPlayerlist.get(upd.nick);
				if(pir != null) {
					roomPlayerlist.put(upd.nick, upd.applyTo(pir));
				}
				Player p = lobbyPlayerlist.get(upd.nick);
				if(p != null) {
					lobbyPlayerlist.put(upd.nick, upd.applyTo(p));
				} else {
					Log.w("Netplay", "Received client flags for unknown player "+upd.nick);
				}
				if(playerName.equals(upd.nick) && upd.appliesTo(ClientFlagsUpdate.FLAG_CHIEF)) {
					netRoomState.setChief(upd.newFlagState);
				}
				break;
			}
			case MSG_CHAT: {
				Pair<String, String> args = (Pair<String, String>)msg.obj;
				getCurrentLog().appendChat(args.first, args.second);
				for(GameMessageListener listener : gameMessageListeners) {
					listener.onChatMessage(args.first, args.second);
				}
				break;
			}
			case MSG_MESSAGE: {
				getCurrentLog().appendMessage(msg.arg1, (String)msg.obj);
				for(GameMessageListener listener : gameMessageListeners) {
					listener.onMessage(1, (String)msg.obj);
				}
				break;
			}
			case MSG_ROOM_ADD: {
				Room room = (Room)msg.obj;
				roomList.addRoomWithNewId(room);
				break;
			}
			case MSG_ROOM_UPDATE: {
				Pair<String, Room> args = (Pair<String, Room>)msg.obj;
				roomList.updateRoom(args.first, args.second);
				break;
			}
			case MSG_ROOM_DELETE: {
				roomList.remove((String)msg.obj);
				break;
			}
			case MSG_ROOMLIST: {
				Room[] rooms = (Room[])msg.obj;
				roomList.updateList(rooms);
				break;
			}
			case MSG_CONNECTED: {
				playerName = (String)msg.obj;
				changeState(State.LOBBY);
				broadcastManager.sendBroadcast(new Intent(ACTION_CONNECTED));
				break;
			}
			case MSG_DISCONNECTED: {
				Pair<Boolean, String> args = (Pair<Boolean, String>)msg.obj;
				for(GameMessageListener listener : gameMessageListeners) {
					listener.onNetDisconnected();
				}
				changeState(State.NOT_CONNECTED);
				connection = null;
				Intent intent = new Intent(ACTION_DISCONNECTED);
				intent.putExtra(EXTRA_HAS_ERROR, args.first);
				intent.putExtra(EXTRA_MESSAGE, args.second);
				broadcastManager.sendBroadcastSync(intent);
				break;
			}
			case MSG_PASSWORD_REQUEST: {
				Intent intent = new Intent(ACTION_PASSWORD_REQUESTED);
				intent.putExtra(EXTRA_PLAYERNAME, (String)msg.obj);
				broadcastManager.sendBroadcast(intent);
				break;
			}
			case MSG_ENTER_ROOM_FROM_LOBBY: {
				initRoomState((Boolean)msg.obj);
				changeState(State.ROOM);
				Intent intent = new Intent(ACTION_ENTERED_ROOM_FROM_LOBBY);
				broadcastManager.sendBroadcastSync(intent);
				break;
			}
			case MSG_LEAVE_ROOM: {
				changeState(State.LOBBY);
				Intent intent = new Intent(ACTION_LEFT_ROOM);
				intent.putExtra(EXTRA_MESSAGE, (String)msg.obj);
				intent.putExtra(EXTRA_REASON, msg.arg1);
				broadcastManager.sendBroadcastSync(intent);
				break;
			}
			case MSG_TEAM_ADDED: {
				TeamInGame newTeam = (TeamInGame)msg.obj;
				if(isChief()) {
					int freeColor = TeamInGame.getUnusedOrRandomColorIndex(netRoomState.getTeams().values());
					sendToNet(MSG_SEND_TEAM_HOG_COUNT, newTeam.ingameAttribs.hogCount, newTeam.team.name);
					sendToNet(MSG_SEND_TEAM_COLOR_INDEX, freeColor, newTeam.team.name);
					newTeam = newTeam.withAttribs(newTeam.ingameAttribs.withColorIndex(freeColor));
				}
				netRoomState.putTeam(newTeam);
				break;
			}
			case MSG_TEAM_DELETED: {
				netRoomState.removeTeam((String)msg.obj);
				break;
			}
			case MSG_TEAM_ACCEPTED: {
				TeamInGame requestedTeam = netRoomState.requestedTeams.remove(msg.obj);
				if(requestedTeam!=null) {
					netRoomState.putTeam(requestedTeam);
					if(isChief()) {
						// Not strictly necessary, but QtFrontend does it...
						sendToNet(MSG_SEND_TEAM_HOG_COUNT, requestedTeam.ingameAttribs.hogCount, requestedTeam.team.name);
					}
				} else {
					Log.e("Netplay", "Got accepted message for team that was never requested.");
				}
				break;
			}
			case MSG_TEAM_COLOR_CHANGED: {
				TeamInGame oldEntry = netRoomState.getTeams().get((String)msg.obj);
				if(oldEntry != null) {
					/*
					 * If we are chief, we ignore colors from the outside. They only come from the server
					 * when someone adds a team then, and we override that choice anyway.
					 * Worse, that color message arrives *after* we have overridden the color, so it would
					 * re-override it right back.
					 */
					if(!isChief()) {
						TeamIngameAttributes newAttribs = oldEntry.ingameAttribs.withColorIndex(msg.arg1);
						netRoomState.putTeam(oldEntry.withAttribs(newAttribs));
					}
				} else {
					Log.e("Netplay", "Color update for unknown team "+msg.obj);
				}
				break;
			}
			case MSG_HOG_COUNT_CHANGED: {
				TeamInGame oldEntry = netRoomState.getTeams().get((String)msg.obj);
				if(oldEntry != null) {
					TeamIngameAttributes newAttribs = oldEntry.ingameAttribs.withHogCount(msg.arg1);
					netRoomState.putTeam(oldEntry.withAttribs(newAttribs));
				} else {
					Log.e("Netplay", "Hog count update for unknown team "+msg.obj);
				}
				break;
			}
			case MSG_ENGINE_MESSAGE: {
				byte[] em = (byte[])msg.obj;
				for(GameMessageListener listener : gameMessageListeners) {
					listener.onEngineMessage(em);
				}
				break;
			}
			case MSG_RUN_GAME: {
				GameConfig config = (GameConfig)msg.obj;
				for(RunGameListener listener : runGameListeners) {
					listener.runGame(config);
				}
				break;
			}
			case MSG_MAP_CHANGED: {
				netRoomState.setMapRecipe((MapRecipe)msg.obj);
				break;
			}
			case MSG_SCHEME_CHANGED: {
				netRoomState.setScheme((Scheme)msg.obj);
				break;
			}
			case MSG_SCRIPT_CHANGED: {
				netRoomState.setGameStyle((String)msg.obj);
				break;
			}
			case MSG_WEAPONSET_CHANGED: {
				netRoomState.setWeaponset((Weaponset)msg.obj);
				break;
			}
			default: {
				Log.e("FromNetHandler", "Unknown message type: "+msg.what);
				break;
			}
			}
		}
	}
}