Add basic network classes and message pooling
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135
Source/Engine/Networking/NetworkManager.cpp
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135
Source/Engine/Networking/NetworkManager.cpp
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "NetworkManager.h"
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#include "NetworkMessage.h"
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#include "NetworkConfig.h"
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#include "INetworkDriver.h"
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#include "Engine/Core/Core.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Core/Math/Math.h"
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#include "Engine/Platform/CPUInfo.h"
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namespace
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{
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NetworkConfig Config;
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INetworkDriver* NetworkDriver = nullptr;
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uint8* MessageBuffer = nullptr;
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Array<uint32, HeapAllocation> MessagePool;
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}
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bool NetworkManager::Initialize(const NetworkConfig& config)
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{
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Config = config;
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ASSERT(NetworkDriver == nullptr);
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ASSERT(Config.NetworkDriver);
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ASSERT(Config.ConnectionsLimit > 0);
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ASSERT(Config.MessageSize > 32); // TODO: Adjust this, not sure what the lowest limit should be.
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ASSERT(Config.MessagePoolSize > 128);
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// Setup messages
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CreateMessageBuffers();
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MessagePool.Clear();
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MessagePool.Resize(Config.MessagePoolSize);
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// Warmup message pool
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for(uint32 messageId = Config.MessagePoolSize; messageId > 0; messageId --)
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MessagePool.Push(messageId);
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// Setup network driver
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NetworkDriver = Config.NetworkDriver;
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NetworkDriver->Initialize(Config);
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return false;
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}
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void NetworkManager::Shutdown()
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{
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SAFE_DISPOSE(NetworkDriver);
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DisposeMessageBuffers();
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}
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bool NetworkManager::Listen()
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{
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// TODO
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return false;
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}
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void NetworkManager::Connect()
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{
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// TODO
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}
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void NetworkManager::Disconnect()
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{
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// TODO
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}
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NetworkMessage NetworkManager::BeginSendMessage()
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{
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return CreateMessage();
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}
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void NetworkManager::AbortSendMessage(const NetworkMessage& message)
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{
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ASSERT(message.IsValid());
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RecycleMessage(message);
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}
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bool NetworkManager::EndSendMessage(NetworkChannelType channelType, const NetworkMessage& message, Array<NetworkConnection> targets)
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{
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ASSERT(message.IsValid());
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// TODO: Send message
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RecycleMessage(message);
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return false;
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}
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NetworkMessage NetworkManager::CreateMessage()
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{
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ASSERT(MessagePool.Count() > 0);
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const uint32 messageId = MessagePool.Pop();
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uint8* messageBuffer = GetMessageBuffer(messageId);
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return NetworkMessage { messageBuffer, Config.MessageSize, 0, 0 };
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}
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void NetworkManager::RecycleMessage(const NetworkMessage& message)
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{
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ASSERT(message.IsValid());
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}
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void NetworkManager::CreateMessageBuffers()
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{
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ASSERT(MessageBuffer == nullptr);
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const uint32 pageSize = Platform::GetCPUInfo().PageSize;
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// Calculate total size in bytes
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const uint64 totalSize = static_cast<uint64>(Config.MessagePoolSize) * Config.MessageSize;
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// Calculate the amount of pages that we need
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const uint32 numPages = totalSize > pageSize ? Math::CeilToInt(totalSize / static_cast<double>(pageSize)) : 1;
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MessageBuffer = static_cast<uint8*>(Platform::AllocatePages(numPages, pageSize));
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Platform::MemorySet(MessageBuffer, 0, numPages * pageSize);
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}
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void NetworkManager::DisposeMessageBuffers()
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{
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ASSERT(MessageBuffer != nullptr);
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Platform::FreePages(MessageBuffer);
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MessageBuffer = nullptr;
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}
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uint8* NetworkManager::GetMessageBuffer(const uint32 messageId)
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{
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// Calculate and return the buffer slice using previously calculated slice.
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return MessageBuffer + Config.MessageSize * messageId;
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}
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