Files
UnrealEngineUWP/Engine/Source/Runtime/PacketHandlers/PacketHandler/Private/PacketHandler.cpp
Zak Middleton 99830ecd17 #ue4-buildwatcher - Build fixes:
- Declare virtual destructor for PacketHandler, required on some compilers when it's deleted because it has virtual functions.
- Fix link error from multiply defined log category in same module on some builds (Win64 client mono, Win64 server mono).
- Fix warnings from initialization order differing from declaration order.

#codereview James.Knight

[CL 2614742 by Zak Middleton in Main branch]
2015-07-09 02:21:12 -04:00

314 lines
6.0 KiB
C++

#include "PacketHandler.h"
#include "ReliabilityHandlerComponent.h"
IMPLEMENT_MODULE(FPacketHandlerModuleInterface, PacketHandler);
DEFINE_LOG_CATEGORY(PacketHandlerLog);
// BUFFERED PACKET
BufferedPacket::BufferedPacket()
: Data(nullptr)
, BytesCount(0)
, SendTime(0.f)
, Id(0)
{
}
BufferedPacket::~BufferedPacket()
{
if(Data != nullptr)
{
delete Data;
}
}
// PACKET HANDLER
PacketHandler::PacketHandler()
: Time(0.f)
, State(Handler::State::Uninitialized)
, ReliabilityComponent(nullptr)
{
OutgoingPacket.SetAllowResize(true);
OutgoingPacket.AllowAppend(true);
}
void PacketHandler::Tick(float DeltaTime)
{
Time += DeltaTime;
switch (State)
{
case Handler::State::InitializingProcessors:
{
break;
}
case Handler::State::Initialized:
{
break;
}
}
for (int32 i = 0; i < HandlerComponents.Num(); ++i)
{
HandlerComponents[i]->Tick(DeltaTime);
}
}
void PacketHandler::Initialize(Handler::Mode InMode)
{
Mode = InMode;
FString Components;
GConfig->GetString(TEXT("PacketHandlerComponents"), TEXT("Components"), Components, GEngineIni);
TArray<FString> ComponentsArray;
Components.ParseIntoArray(ComponentsArray, TEXT(","), true);
for (int32 i = 0; i < ComponentsArray.Num(); i++)
{
if(ComponentsArray[i] == TEXT("ReliabilityHandlerComponent"))
{
continue;
}
TSharedPtr<IModuleInterface> Interface = FModuleManager::Get().LoadModule(FName(*ComponentsArray[i]));
if(Interface.IsValid())
{
TSharedPtr<FPacketHandlerModuleInterface> PacketHandlerInterface(static_cast<FPacketHandlerModuleInterface*>(&(*Interface)));
Add(PacketHandlerInterface->CreateComponentInstance());
}
}
}
void PacketHandler::Add(HandlerComponent* NewHandler)
{
if (State != Handler::State::Uninitialized)
{
LowLevelFatalError(TEXT("Handler added during runtime."));
}
HandlerComponents.Add(NewHandler);
NewHandler->Handler = this;
NewHandler->Initialize();
}
const ProcessedPacket PacketHandler::Outgoing(uint8* Packet, int32 Count)
{
OutgoingPacket.Reset();
switch (State)
{
case Handler::State::Uninitialized:
{
if(ReliabilityComponent == nullptr)
{
ReliabilityComponent = new ReliabilityHandlerComponent;
Add(ReliabilityComponent);
}
// Have handlers to initialize other than reliability
if (HandlerComponents.Num() > 1)
{
State = Handler::State::InitializingProcessors;
}
else
{
State = Handler::State::Initialized;
break;
}
}
case Handler::State::InitializingProcessors:
{
// Buffer any packets being sent from game code
// until processors are initialized
if (Count > 0)
{
BufferedPacket* NewBufferedPacket = new BufferedPacket;
BufferedPackets.Add(NewBufferedPacket);
uint8* Data = new uint8[Count];
memcpy(Data, Packet, Count);
NewBufferedPacket->Data = Data;
NewBufferedPacket->BytesCount = Count;
Count = 0;
Packet = nullptr;
}
break;
}
case Handler::State::Initialized:
{
OutgoingPacket.Serialize(Packet, Count);
break;
}
default:
{
break;
}
}
// Queue packet for resending before handling
if(Count > 0 && ReliabilityComponent != nullptr)
{
ReliabilityComponent->QueuePacketForResending(Packet, Count);
}
// Handle
for (int32 i = 0; i < HandlerComponents.Num(); ++i)
{
if (HandlerComponents[i]->IsActive())
{
HandlerComponents[i]->Outgoing(OutgoingPacket);
}
}
return ProcessedPacket(OutgoingPacket.GetData(), OutgoingPacket.GetNumBytes());
}
const ProcessedPacket PacketHandler::Incoming(uint8* Packet, int32 Count)
{
FBitReader ProcessedPacketReader(Packet, Count * 8);
switch (State)
{
case Handler::State::Uninitialized:
{
if (ReliabilityComponent == nullptr)
{
ReliabilityComponent = new ReliabilityHandlerComponent;
Add(ReliabilityComponent);
}
if (HandlerComponents.Num() > 1)
{
State = Handler::State::InitializingProcessors;
}
else
{
State = Handler::State::Initialized;
}
}
case Handler::State::InitializingProcessors:
{
break;
}
case Handler::State::Initialized:
{
break;
}
default:
{
break;
}
}
// Handle
for (int32 i = HandlerComponents.Num() - 1; i >= 0; --i)
{
if (HandlerComponents[i]->IsActive() && ProcessedPacketReader.GetNumBytes() > 0)
{
HandlerComponents[i]->Incoming(ProcessedPacketReader);
}
}
IncomingPacket = ProcessedPacketReader;
return ProcessedPacket(IncomingPacket.GetData(), IncomingPacket.GetBytesLeft());
}
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::HandlerInitialized()
{
// If any buffered packets, add to queue
for (int32 i = 0; i < BufferedPackets.Num(); ++i)
{
QueuedPackets.Enqueue(BufferedPackets[i]);
BufferedPackets[i] = nullptr;
}
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;
}
void PacketHandler::QueuePacketForSending(BufferedPacket* PacketToQueue)
{
}
// HANDLER COMPONENT
HandlerComponent::HandlerComponent()
: State(Handler::Component::State::UnInitialized)
, 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;
}
// PROCESSED PACKET
ProcessedPacket::ProcessedPacket(uint8* InData, int32 InCount)
{
Data = InData;
Count = InCount;
}