// // $Id$ // // Narya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/narya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library 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 // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.presents.client { import flash.errors.IOError; import flash.events.Event; import flash.events.IOErrorEvent; import flash.net.Socket; import flash.utils.ByteArray; import flash.utils.Endian; import com.threerings.util.Log; import com.threerings.io.FrameAvailableEvent; import com.threerings.io.FrameReader; import com.threerings.io.ObjectInputStream; import com.threerings.io.ObjectOutputStream; import com.threerings.presents.data.AuthCodes; import com.threerings.presents.net.AuthRequest; import com.threerings.presents.net.AuthResponse; import com.threerings.presents.net.AuthResponseData; import com.threerings.presents.net.DownstreamMessage; import com.threerings.presents.net.LogoffRequest; import com.threerings.presents.net.UpstreamMessage; public class Communicator { public function Communicator (client :Client) { _client = client; } public function logon () :void { // create our input/output business _outBuffer = new ByteArray(); _outBuffer.endian = Endian.BIG_ENDIAN; _outStream = new ObjectOutputStream(_outBuffer); _inStream = new ObjectInputStream(); _portIdx = 0; logonToPort(); } /** * This method is strangely named, and it does two things which is * bad style. Either log on to the next port, or save that the port * we just logged on to was a good one. */ protected function logonToPort (logonWasSuccessful :Boolean = false) :Boolean { var ports :Array = _client.getPorts(); if (!logonWasSuccessful) { if (_portIdx >= ports.length) { return false; } if (_portIdx != 0) { _client.reportLogonTribulations( new LogonError(AuthCodes.TRYING_NEXT_PORT, true)); removeListeners(); } // create the socket and set up listeners _socket = new Socket(); _socket.endian = Endian.BIG_ENDIAN; _socket.addEventListener(Event.CONNECT, socketOpened); _socket.addEventListener(IOErrorEvent.IO_ERROR, socketError); _socket.addEventListener(Event.CLOSE, socketClosed); _frameReader = new FrameReader(_socket); _frameReader.addEventListener(FrameAvailableEvent.FRAME_AVAILABLE, inputFrameReceived); } var host :String = _client.getHostname(); var pportKey :String = host + ".preferred_port"; var pport :int = ports[0]; var ppidx :int = Math.max(0, ports.indexOf(pport)); var port :int = (ports[(_portIdx + ppidx) % ports.length] as int); if (logonWasSuccessful) { _portIdx = -1; // indicate that we're no longer trying new ports } else { Log.getLog(this).info( "Connecting [host=" + host + ", port=" + port + "]."); _socket.connect(host, port); } return true; } protected function removeListeners () :void { _socket.removeEventListener(Event.CONNECT, socketOpened); _socket.removeEventListener(IOErrorEvent.IO_ERROR, socketError); _socket.removeEventListener(Event.CLOSE, socketClosed); _frameReader.removeEventListener(FrameAvailableEvent.FRAME_AVAILABLE, inputFrameReceived); } public function logoff () :void { if (_socket == null) { return; } sendMessage(new LogoffRequest()); shutdown(null); } public function postMessage (msg :UpstreamMessage) :void { sendMessage(msg); // send it now: we have no out queue } protected function shutdown (logonError :Error) :void { if (_socket != null) { if (_socket.connected) { try { _socket.close(); } catch (err :Error) { Log.getLog(this).warning("Error closing failed socket [error=" + err + "]."); } } removeListeners(); _socket = null; _outStream = null; _inStream = null; _frameReader = null; _outBuffer = null; } _client.notifyObservers(ClientEvent.CLIENT_DID_LOGOFF, null); _client.cleanup(logonError); } protected function sendMessage (msg :UpstreamMessage) :void { if (_outStream == null) { Log.getLog(this).warning("No socket, dropping msg [msg=" + msg + "]."); return; } // write the message (ends up in _outBuffer) _outStream.writeObject(msg); // Log.debug("outBuffer: " + StringUtil.unhexlate(_outBuffer)); // Frame it by writing the length, then the bytes. // We add 4 to the length, because the length is of the entire frame // including the 4 bytes used to encode the length! _socket.writeInt(_outBuffer.length + 4); _socket.writeBytes(_outBuffer); _socket.flush(); // clean up the output buffer _outBuffer.length = 0; _outBuffer.position = 0; // make a note of our most recent write time updateWriteStamp(); } /** * Returns the time at which we last sent a packet to the server. */ internal function getLastWrite () :uint { return _lastWrite; } /** * Makes a note of the time at which we last communicated with the server. */ internal function updateWriteStamp () :void { _lastWrite = flash.utils.getTimer(); } /** * Called when a frame of data from the server is ready to be * decoded into a DownstreamMessage. */ protected function inputFrameReceived (event :FrameAvailableEvent) :void { // convert the frame data into a message from the server var frameData :ByteArray = event.getFrameData(); //Log.debug("length of in frame: " + frameData.length); //Log.debug("inBuffer: " + StringUtil.unhexlate(frameData)); _inStream.setSource(frameData); var msg :DownstreamMessage; try { msg = (_inStream.readObject() as DownstreamMessage); } catch (e :Error) { var log :Log = Log.getLog(this); log.warning("Error processing downstream message: " + e); log.logStackTrace(e); return; } if (frameData.bytesAvailable > 0) { Log.getLog(this).warning( "Beans! We didn't fully read a frame, surely there's " + "a bug in some streaming code. " + "[bytesLeftOver=" + frameData.bytesAvailable + ", msg=" + msg + "]."); } if (_omgr != null) { // if we're logged on, then just do the normal thing _omgr.processMessage(msg); return; } // Otherwise, this would be the AuthResponse to our logon attempt. var rsp :AuthResponse = (msg as AuthResponse); var data :AuthResponseData = rsp.getData(); if (data.code !== AuthResponseData.SUCCESS) { shutdown(new Error(data.code)); return; } // logon success _omgr = new ClientDObjectMgr(this, _client); _client.setAuthResponseData(data); } /** * Called when the connection to the server was successfully opened. */ protected function socketOpened (event :Event) :void { logonToPort(true); // well that's great! let's logon var req :AuthRequest = new AuthRequest( _client.getCredentials(), _client.getVersion(), _client.getBootGroups()); sendMessage(req); } /** * Called when there is an io error with the socket. */ protected function socketError (event :IOErrorEvent) :void { // if we're trying ports, try the next one. if (_portIdx != -1) { _portIdx++; if (logonToPort()) { return; } } // total failure Log.getLog(this).warning("socket error: " + event + ", target=" + event.target); Log.dumpStack(); shutdown(new Error("socket closed unexpectedly.")); } /** * Called when the connection to the server was closed. */ protected function socketClosed (event :Event) :void { Log.getLog(this).info("socket was closed: " + event); _client.notifyObservers(ClientEvent.CLIENT_CONNECTION_FAILED); logoff(); } protected var _client :Client; protected var _omgr :ClientDObjectMgr; protected var _outBuffer :ByteArray; protected var _outStream :ObjectOutputStream; protected var _inStream :ObjectInputStream; protected var _frameReader :FrameReader; protected var _socket :Socket; protected var _lastWrite :uint; /** The current port we'll try to connect to. */ protected var _portIdx :int = -1; } }