Files
UnrealEngineUWP/Engine/Source/Runtime/PacketHandlers/PacketHandler/Private/PacketHandler.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

655 lines
15 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "PacketHandler.h"
#include "Misc/ConfigCacheIni.h"
#include "Modules/ModuleManager.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Package.h"
#include "HandlerComponentFactory.h"
#include "ReliabilityHandlerComponent.h"
// @todo #JohnB: There is quite a lot of inefficient copying of packet data going on.
// Redo the whole packet parsing/modification pipeline.
IMPLEMENT_MODULE(FPacketHandlerComponentModuleInterface, PacketHandler);
DEFINE_LOG_CATEGORY(PacketHandlerLog);
// @todo #JohnB: For the moment, disable the reliability handler, while it is causing network trouble
#define DISABLE_RELIABILITY_HANDLER 1
/**
* PacketHandler
*/
PacketHandler::PacketHandler()
: Mode(Handler::Mode::Client)
, Time(0.f)
, OutgoingPacket()
, IncomingPacket()
, HandlerComponents()
, MaxPacketBits(0)
, State(Handler::State::Uninitialized)
, BufferedPackets()
, QueuedPackets()
, BufferedConnectionlessPackets()
, QueuedConnectionlessPackets()
, ReliabilityComponent(nullptr)
, bRawSend(false)
{
OutgoingPacket.SetAllowResize(true);
OutgoingPacket.AllowAppend(true);
}
void PacketHandler::Tick(float DeltaTime)
{
Time += DeltaTime;
for (int32 i=0; i<HandlerComponents.Num(); ++i)
{
HandlerComponents[i]->Tick(DeltaTime);
}
}
void PacketHandler::Initialize(Handler::Mode InMode, uint32 InMaxPacketBits, bool bConnectionlessOnly/*=false*/)
{
Mode = InMode;
MaxPacketBits = InMaxPacketBits;
// @todo #JohnB: Redo this, so you don't load from the .ini at all, have it hardcoded elsewhere - do not want this in shipping.
// Only UNetConnection's will load the .ini components, for now.
if (!bConnectionlessOnly)
{
TArray<FString> Components;
GConfig->GetArray(TEXT("PacketHandlerComponents"), TEXT("Components"), Components, GEngineIni);
for (FString CurComponent : Components)
{
AddHandler(CurComponent, true);
}
}
}
void PacketHandler::InitializeComponents()
{
if (State == Handler::State::Uninitialized)
{
if (HandlerComponents.Num() > 0)
{
SetState(Handler::State::InitializingComponents);
}
else
{
HandlerInitialized();
}
}
// Trigger delayed-initialization for HandlerComponents
for (int32 i=0; i<HandlerComponents.Num(); i++)
{
HandlerComponent& CurComponent = *HandlerComponents[i];
if (!CurComponent.IsInitialized())
{
CurComponent.Initialize();
}
}
// Called early, to ensure that all handlers report a valid reserved packet bits value (triggers an assert if not)
GetTotalReservedPacketBits();
}
void PacketHandler::AddHandler(TSharedPtr<HandlerComponent> NewHandler, bool bDeferInitialize/*=false*/)
{
// This is never valid. Can end up silently changing maximum allow packet size, which could cause failure to send packets.
if (State != Handler::State::Uninitialized)
{
LowLevelFatalError(TEXT("Handler added during runtime."));
return;
}
// This should always be fatal, as an unexpectedly missing handler, may break net compatibility with the remote server/client
if (!NewHandler.IsValid())
{
LowLevelFatalError(TEXT("Failed to add handler - invalid instance."));
return;
}
HandlerComponents.Add(NewHandler);
NewHandler->Handler = this;
if (!bDeferInitialize)
{
NewHandler->Initialize();
}
}
TSharedPtr<HandlerComponent> PacketHandler::AddHandler(FString ComponentStr, bool bDeferInitialize/*=false*/)
{
TSharedPtr<HandlerComponent> ReturnVal = nullptr;
if (!ComponentStr.IsEmpty())
{
FString ComponentName;
FString ComponentOptions;
for (int32 i=0; i<ComponentStr.Len(); i++)
{
TCHAR c = ComponentStr[i];
// Parsing Options
if (c == '(')
{
// Skip '('
++i;
// Parse until end of options
for (; i<ComponentStr.Len(); i++)
{
c = ComponentStr[i];
// End of options
if (c == ')')
{
break;
}
// Append char to options
else
{
ComponentOptions.AppendChar(c);
}
}
}
// Append char to component name if not whitespace
else if (c != ' ')
{
ComponentName.AppendChar(c);
}
}
if (ComponentName != TEXT("ReliabilityHandlerComponent"))
{
int32 FactoryComponentDelim = ComponentName.Find(TEXT("."));
if (FactoryComponentDelim != INDEX_NONE)
{
// Every HandlerComponentFactory type has one instance, loaded as a named singleton
FString SingletonName = ComponentName.Mid(FactoryComponentDelim + 1) + TEXT("_Singleton");
UHandlerComponentFactory* Factory = FindObject<UHandlerComponentFactory>(ANY_PACKAGE, *SingletonName);
if (Factory == nullptr)
{
UClass* FactoryClass = StaticLoadClass(UHandlerComponentFactory::StaticClass(), nullptr, *ComponentName);
if (FactoryClass != nullptr)
{
Factory = NewObject<UHandlerComponentFactory>(GetTransientPackage(), FactoryClass, *SingletonName);
}
}
if (Factory != nullptr)
{
ReturnVal = Factory->CreateComponentInstance(ComponentOptions);
}
else
{
UE_LOG(PacketHandlerLog, Warning, TEXT("Unable to load HandlerComponent factory: %s"), *ComponentName);
}
}
// @todo #JohnB: Deprecate non-factory components eventually
else
{
TSharedPtr<IModuleInterface> Interface = FModuleManager::Get().LoadModule(FName(*ComponentName));
if (Interface.IsValid())
{
TSharedPtr<FPacketHandlerComponentModuleInterface> PacketHandlerInterface =
StaticCastSharedPtr<FPacketHandlerComponentModuleInterface>(Interface);
if (PacketHandlerInterface.IsValid())
{
ReturnVal = PacketHandlerInterface->CreateComponentInstance(ComponentOptions);
}
}
else
{
UE_LOG(PacketHandlerLog, Warning, TEXT("Unable to Load Module: %s"), *ComponentName);
}
}
if (ReturnVal.IsValid())
{
UE_LOG(PacketHandlerLog, Log, TEXT("Loaded PacketHandler component: %s (%s)"), *ComponentName,
*ComponentOptions);
AddHandler(ReturnVal, bDeferInitialize);
}
}
else
{
UE_LOG(PacketHandlerLog, Warning, TEXT("PacketHandlerComponent 'ReliabilityHandlerComponent' is internal-only."));
}
}
return ReturnVal;
}
void PacketHandler::IncomingHigh(FBitReader& Reader)
{
// @todo #JohnB
}
void PacketHandler::OutgoingHigh(FBitWriter& Writer)
{
// @todo #JohnB
}
const ProcessedPacket PacketHandler::Incoming_Internal(uint8* Packet, int32 CountBytes, bool bConnectionless, FString Address)
{
// @todo #JohnB: Try to optimize this function more, seeing as it will be a common codepath DoS attacks pass through
// @todo #JohnB: Clean up returns.
int32 CountBits = CountBytes * 8;
bool bError = false;
if (HandlerComponents.Num() > 0)
{
uint8 LastByte = Packet[CountBytes - 1];
if (LastByte != 0)
{
CountBits--;
while (!(LastByte & 0x80))
{
LastByte *= 2;
CountBits--;
}
}
else
{
bError = true;
#if !UE_BUILD_SHIPPING
UE_LOG(PacketHandlerLog, Error, TEXT("PacketHandler parsing packet with zero's in last byte."));
#endif
}
}
if (!bError)
{
FBitReader ProcessedPacketReader(Packet, CountBits);
if (State == Handler::State::Uninitialized)
{
UpdateInitialState();
}
for (int32 i=HandlerComponents.Num() - 1; i>=0; --i)
{
HandlerComponent& CurComponent = *HandlerComponents[i];
if (CurComponent.IsActive() && !ProcessedPacketReader.IsError() && ProcessedPacketReader.GetBitsLeft() > 0)
{
// Realign the packet, so the packet data starts at position 0, if necessary
if (ProcessedPacketReader.GetPosBits() != 0 && !CurComponent.CanReadUnaligned())
{
RealignPacket(ProcessedPacketReader);
}
if (bConnectionless)
{
CurComponent.IncomingConnectionless(Address, ProcessedPacketReader);
}
else
{
CurComponent.Incoming(ProcessedPacketReader);
}
}
}
if (!ProcessedPacketReader.IsError())
{
ReplaceIncomingPacket(ProcessedPacketReader);
return ProcessedPacket(IncomingPacket.GetData(), IncomingPacket.GetBitsLeft());
}
else
{
return ProcessedPacket(nullptr, 0, true);
}
}
else
{
return ProcessedPacket(nullptr, 0, true);
}
}
const ProcessedPacket PacketHandler::Outgoing_Internal(uint8* Packet, int32 CountBits, bool bConnectionless, FString Address)
{
if (!bRawSend)
{
OutgoingPacket.Reset();
if (State == Handler::State::Uninitialized)
{
UpdateInitialState();
}
if (State == Handler::State::Initialized)
{
OutgoingPacket.SerializeBits(Packet, CountBits);
if (!bConnectionless)
{
// Queue packet for resending before handling
if (CountBits > 0 && ReliabilityComponent.IsValid())
{
ReliabilityComponent->QueuePacketForResending(Packet, CountBits);
}
}
for (int32 i=0; i<HandlerComponents.Num() && !OutgoingPacket.IsError(); ++i)
{
HandlerComponent& CurComponent = *HandlerComponents[i];
if (CurComponent.IsActive())
{
if (OutgoingPacket.GetNumBits() <= CurComponent.MaxOutgoingBits)
{
if (bConnectionless)
{
CurComponent.OutgoingConnectionless(Address, OutgoingPacket);
}
else
{
CurComponent.Outgoing(OutgoingPacket);
}
}
else
{
OutgoingPacket.SetError();
UE_LOG(PacketHandlerLog, Error, TEXT("Packet exceeded HandlerComponents 'MaxOutgoingBits' value: %i vs %i"),
OutgoingPacket.GetNumBits(), CurComponent.MaxOutgoingBits);
break;
}
}
}
// Add a termination bit, the same as the UNetConnection code does, if appropriate
if (HandlerComponents.Num() > 0)
{
OutgoingPacket.WriteBit(1);
}
}
// Buffer any packets being sent from game code until processors are initialized
else if (State == Handler::State::InitializingComponents && CountBits > 0)
{
if (bConnectionless)
{
BufferedConnectionlessPackets.Add(new BufferedPacket(Address, Packet, CountBits));
}
else
{
BufferedPackets.Add(new BufferedPacket(Packet, CountBits));
}
Packet = nullptr;
CountBits = 0;
}
// @todo #JohnB: Tidy up return code
if (!OutgoingPacket.IsError())
{
return ProcessedPacket(OutgoingPacket.GetData(), OutgoingPacket.GetNumBits());
}
else
{
return ProcessedPacket(nullptr, 0, true);
}
}
else
{
return ProcessedPacket(Packet, CountBits);
}
}
void PacketHandler::ReplaceIncomingPacket(FBitReader& ReplacementPacket)
{
if (ReplacementPacket.GetPosBits() == 0 || ReplacementPacket.GetBitsLeft() == 0)
{
IncomingPacket = ReplacementPacket;
}
else
{
// @todo #JohnB: Make this directly adjust and write into IncomingPacket's buffer, instead of copying - very inefficient
TArray<uint8> NewPacketData;
int32 NewPacketSizeBits = ReplacementPacket.GetBitsLeft();
NewPacketData.AddUninitialized(ReplacementPacket.GetBytesLeft());
NewPacketData[NewPacketData.Num()-1] = 0;
ReplacementPacket.SerializeBits(NewPacketData.GetData(), NewPacketSizeBits);
FBitReader NewPacket(NewPacketData.GetData(), NewPacketSizeBits);
IncomingPacket = NewPacket;
}
}
void PacketHandler::RealignPacket(FBitReader& Packet)
{
if (Packet.GetPosBits() != 0)
{
uint32 BitsLeft = Packet.GetBitsLeft();
if (BitsLeft > 0)
{
// @todo #JohnB: Based on above - when you optimize above, optimize this too
TArray<uint8> NewPacketData;
int32 NewPacketSizeBits = BitsLeft;
NewPacketData.AddUninitialized(Packet.GetBytesLeft());
NewPacketData[NewPacketData.Num()-1] = 0;
Packet.SerializeBits(NewPacketData.GetData(), NewPacketSizeBits);
FBitReader NewPacket(NewPacketData.GetData(), NewPacketSizeBits);
Packet = NewPacket;
}
}
}
void PacketHandler::SetState(Handler::State InState)
{
if (InState == State)
{
LowLevelFatalError(TEXT("Set new Packet Processor State to the state it is currently in."));
}
else
{
State = InState;
}
}
void PacketHandler::UpdateInitialState()
{
if (State == Handler::State::Uninitialized)
{
#if !DISABLE_RELIABILITY_HANDLER
if (!ReliabilityComponent.IsValid())
{
ReliabilityComponent = MakeShareable(new ReliabilityHandlerComponent);
AddHandler(ReliabilityComponent);
}
// Have handlers to initialize other than reliability
if (HandlerComponents.Num() > 1)
#else
if (HandlerComponents.Num() > 0)
#endif
{
InitializeComponents();
}
else
{
HandlerInitialized();
}
}
}
void PacketHandler::HandlerInitialized()
{
// If any buffered packets, add to queue
for (int32 i=0; i<BufferedPackets.Num(); ++i)
{
QueuedPackets.Enqueue(BufferedPackets[i]);
BufferedPackets[i] = nullptr;
}
BufferedPackets.Empty();
for (int32 i=0; i<BufferedConnectionlessPackets.Num(); ++i)
{
QueuedConnectionlessPackets.Enqueue(BufferedConnectionlessPackets[i]);
BufferedConnectionlessPackets[i] = nullptr;
}
BufferedConnectionlessPackets.Empty();
SetState(Handler::State::Initialized);
}
void PacketHandler::HandlerComponentInitialized()
{
// Check if all handlers are initialized
if (State != Handler::State::Initialized)
{
for (int32 i=0; i<HandlerComponents.Num(); ++i)
{
if (HandlerComponents[i]->IsInitialized() == false)
{
return;
}
}
HandlerInitialized();
}
}
BufferedPacket* PacketHandler::GetQueuedPacket()
{
BufferedPacket* QueuedPacket = nullptr;
QueuedPackets.Dequeue(QueuedPacket);
return QueuedPacket;
}
BufferedPacket* PacketHandler::GetQueuedConnectionlessPacket()
{
BufferedPacket* QueuedConnectionlessPacket = nullptr;
QueuedConnectionlessPackets.Dequeue(QueuedConnectionlessPacket);
return QueuedConnectionlessPacket;
}
void PacketHandler::QueuePacketForSending(BufferedPacket* PacketToQueue)
{
// @todo #JohnB: Deprecate?
}
int32 PacketHandler::GetTotalReservedPacketBits()
{
int32 ReturnVal = 0;
uint32 CurMaxOutgoingBits = MaxPacketBits;
for (int32 i=HandlerComponents.Num()-1; i>=0; i--)
{
HandlerComponent* CurComponent = HandlerComponents[i].Get();
int32 CurReservedBits = CurComponent->GetReservedPacketBits();
// Specifying the reserved packet bits is mandatory, even if zero (as accidentally forgetting, leads to hard to trace issues).
if (CurReservedBits == -1)
{
LowLevelFatalError(TEXT("Handler returned invalid 'GetReservedPacketBits' value."));
continue;
}
// Set the maximum Outgoing packet size for the HandlerComponent
CurComponent->MaxOutgoingBits = CurMaxOutgoingBits;
CurMaxOutgoingBits -= CurReservedBits;
ReturnVal += CurReservedBits;
}
// Reserve space for the termination bit
if (HandlerComponents.Num() > 0)
{
ReturnVal++;
}
return ReturnVal;
}
/**
* HandlerComponent
*/
HandlerComponent::HandlerComponent()
: Handler(nullptr)
, State(Handler::Component::State::UnInitialized)
, MaxOutgoingBits(0)
, bActive(false)
, bInitialized(false)
{
}
bool HandlerComponent::IsActive() const
{
return bActive;
}
void HandlerComponent::SetActive(bool Active)
{
bActive = Active;
}
void HandlerComponent::SetState(Handler::Component::State InState)
{
State = InState;
}
void HandlerComponent::Initialized()
{
bInitialized = true;
Handler->HandlerComponentInitialized();
}
bool HandlerComponent::IsInitialized() const
{
return bInitialized;
}