NetworkDesign: Difference between revisions
Content deleted Content added
No edit summary |
imported>StephenIerodiaconou No edit summary |
||
Line 1:
= Basic idea behind Networking =
The idea behind arianne's network protocol is to use a single stream of UDP packets
== UDP Packet Format ==
The
===UDP Client to Server communication stream===
Each message is
<b>Each UDP Packet is composed of:</b>
* <i>Protocol version ( 1 byte )
* Type of Message ( 1 byte )
* Client ID ( 4 bytes )
* Rest of Message ( up to 1494 bytes )</i>
===UDP Server to Client communication stream===
Each message is
*Total number of packets (1 byte)▼
*Position of this message (1 byte)▼
*Signature of the message (1 byte)▼
*Protocol version (1 byte)▼
*Type of Message (1 byte)▼
*Client ID (4 bytes)▼
*Rest of Message (up to 1491 bytes)▼
* <i>Total number of packets (1 byte)
* Position of this message (1 byte)
* Signature of the message (1 byte)
▲* Protocol version (1 byte)
*Rest of Message (up to 1497 bytes)▼
▲* Type of Message (1 byte)
▲* Client ID (4 bytes)
▲* Rest of Message (up to 1491 bytes)</i>
<b>All other UDP Packets making up the one message are composed of:</b>
The idea is to send the serialized message inside several UDP Packets and then rebuild the full message on the Client. There is no kind of error recovery, or retransmission.▼
▲* <i>Total number of packets (1 byte)
▲* Position of this message (1 byte)
▲* Signature of the message (1 byte)
▲* Rest of Message (up to 1497 bytes)</i>
▲The idea is to send the serialized message inside several UDP Packets and then rebuild the full message on the Client. There is no kind of error recovery
Messages are sent from the Server by simply serializing them. So the message itself contains the protocol version, the type of message and the Client id.
Receiving the message is a bit more complex. First we need to determine that we are running a compatible version of the protocol by comparing the protocol version with the expected version in the message. Once we have agreed that the protocol is compatible we read the type of message and we ask
=Network Manager=
The Network Manager is our router that sends and receives messages to and from the network. The manager exposes the interfaces that allow:
* Reading a message from the network
* Sending a message to the network
* Finalizing the manager
The read operation is a blocking type operation so we have two options, either Polling (i.e. continually checking if data is there) or Blocking (i.e. only processing when data is actually available, otherwise sleeping).
(<i>Polling is "the sequential interrogation of devices for various purposes, such as avoiding contention, determining operational status, or determining readiness to send or receive data." - Wikipedia (http://en.wikipedia.org/wiki/Polling)</i>)
The Network Manager opens a Socket from which it will receive all the messages from the network
To encapsulate all this we create both the Read and Write methods as inner classes of Network Manager.
Line 74 ⟶ 79:
</pre>
As you can see, messages are stored in a list when they are received
Now lets get back to the interface as exposed to other objects. The Write method is immediate, just call it with the message to send, making sure that you have correctly filled SourceAddress and ClientID
It is important to notice that as the transport is based on UDP there
The Read method is blocking, when you call the Read method it either returns a message from the queue or if the queue is empty the thread blocks (sleeps) until one arrives.
That is the basic idea of the Network Manager; however, the manager gets a bit more complex as a result of the need to support Server to Client messages that are bigger than one UDP package
=Message Types=
To communicate, the Client and Server of Marauroa use a stream of UDP packets. The message system belongs to the marauroa.common.net package, so refer to the code for a detailed knowledge of the system.
We have Client to Server, aka C2S, and Server to Client, aka S2C, messages. <br>
Line 133 ⟶ 138:
==Message C2S Login==
The login Message is sent from the Client to the Server to request the right to access to the game. The message is composed of a username and password. The Username is a string that is already registered on the Server as the name of a user account
==Message S2C Login ACK==
Line 151 ⟶ 156:
==Message S2C Server Info==
The Server Info Message is
The message is composed of: A List of strings of the type "attribute=value"
Line 167 ⟶ 172:
==Message S2C Choose Character ACK==
The Choose Character ACK Message is sent from the Server to the Client to notify the Client that the character has been chosen.
The message is composed of: the object.ID of the character
We need this value to track our own character.
Line 194 ⟶ 201:
The Action message is sent from the Client to the Server to notify the Server of the Clients desire to execute an action. The message is simply composed of a single action.
The Action ACK is sent from the Server to the Client to identify that the action has been received in the Server. It doesn't acknowledge that the action has been accepted by the RP Manager, it just means that the action successfully arrived at the Server.
Line 200 ⟶ 207:
==Message S2C Perception==
The Perception message is a message sent from the Server to the Client to notify the Client about changes to the objects that exist near it. The message is based on the idea explained in Delta
The message is composed of:
* A type that can be DELTA or TOTAL
* A string indicating the name of the zone the perception is related to.
* A time stamp value that will be just one unit bigger than the previous perception
* A List of RPObject that contains added object
* A List of RPObject that contains modified added object attributes
* A List of RPObject that contains modified deleted object attributes
* A List of RPObject that contains deleted object
* A RPObject that
Read the Delta perception algorithm to understand what it is for.
Line 218 ⟶ 225:
==Message S2C TransferREQ==
The TransferREQ message is a message sent from the Server to the Client to notify the Client
The message is composed of: An array of TransferContent objects containing
==Message C2S TransferACK==
Line 232 ⟶ 239:
The message is composed of: An array of TransferContent objects containing all the name of each resource, its timestamp, a flag indicating if the resource is cacheable or not and a byte array with the content itself.
==Versioning and port numbering==
A problem arises when we need to have two versions of Marauroa on the same machine. This happens for example when you run a release version and a development version on the same machine.
| |||