SmartOS/TokenNet/TokenClient.cpp

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C++
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#include "Time.h"
#include "Net\Net.h"
#include "TokenClient.h"
#include "TokenMessage.h"
#include "HelloMessage.h"
#include "LoginMessage.h"
static bool OnTokenClientReceived(Message& msg, void* param);
static void LoopTask(void* param);
TokenClient::TokenClient() : ID(16), Key(8)
{
Token = 0;
// 直接拷贝芯片ID和类型作为唯一ID
ID.Set(Sys.ID, ID.Length());
Key.Set(Sys.ID, Key.Length());
Status = 0;
LoginTime = 0;
LastActive = 0;
Delay = 0;
Control = NULL;
Received = NULL;
Param = NULL;
}
void TokenClient::Open()
{
assert_param2(Control, "令牌客户端还没设置控制器呢");
Control->Open();
Control->Received = OnTokenClientReceived;
Control->Param = this;
// 设置握手广播的本地地址和端口
//ITransport* port = Control->Port;
// C++的多接口跟C#不一样,不能简单转换了事,还需要注意两个接口的先后顺序,让它偏移
//ISocket* sock = (ISocket*)(port + 1);
ISocket* sock = dynamic_cast<ISocket*>(Control->Port);
if(sock) Hello.EndPoint = sock->Local;
// 令牌客户端定时任务
_task = Sys.AddTask(LoopTask, this, 1000000, 5000000, "令牌客户端");
}
void TokenClient::Close()
{
Sys.RemoveTask(_task);
}
bool TokenClient::Send(TokenMessage& msg)
{
return Control->Send(msg);
}
bool TokenClient::Reply(TokenMessage& msg)
{
return Control->Reply(msg);
}
bool TokenClient::OnReceive(TokenMessage& msg)
{
LastActive = Time.Current();
switch(msg.Code)
{
case 0x01:
OnHello(msg);
break;
case 0x02:
OnLogin(msg);
break;
case 0x03:
OnPing(msg);
break;
}
// 消息转发
if(Received) Received(msg, Param);
return true;
}
bool OnTokenClientReceived(Message& msg, void* param)
{
TokenClient* client = (TokenClient*)param;
assert_ptr(client);
return client->OnReceive((TokenMessage&)msg);
}
// 常用系统级消息
// 定时任务
void LoopTask(void* param)
{
assert_ptr(param);
TokenClient* client = (TokenClient*)param;
//client->SayHello(false);
//if(client->Udp->BindPort != 3355)
// client->SayHello(true, 3355);
// 状态。0准备、1握手完成、2登录后
switch(client->Status)
{
case 0:
client->SayHello(false);
break;
case 1:
client->Login();
break;
case 2:
client->Ping();
break;
}
}
// 发送发现消息,告诉大家我在这
// 请求2版本 + S类型 + S名称 + 8本地时间 + 本地IP端口 + N支持加密算法列表
// 响应2版本 + S类型 + S名称 + 8对方时间 + 对方IP端口 + 1加密算法 + N密钥
void TokenClient::SayHello(bool broadcast, int port)
{
TokenMessage msg(0x01);
HelloMessage ext(Hello);
ext.Reply = false;
ext.LocalTime = Time.Current();
ext.WriteMessage(msg);
ext.Show(true);
// 广播消息直接用UDP发出
/*if(broadcast)
{
if(!Udp) return;
// 临时修改远程地址为广播地址
IPEndPoint ep = Udp->Remote;
Udp->Remote.Address = IPAddress::Broadcast;
Udp->Remote.Port = port;
debug_printf("握手广播 ");
Control->Send(msg);
// 还原回来原来的地址端口
Udp->Remote = ep;
return;
}*/
Send(msg);
}
// 握手响应
bool TokenClient::OnHello(TokenMessage& msg)
{
// 解析数据
HelloMessage ext;
ext.Reply = msg.Reply;
ext.ReadMessage(msg);
ext.Show(true);
// 如果收到响应,并且来自来源服务器
if(msg.Reply /*&& (Udp == NULL || Udp->CurRemote == Udp->Remote || Udp->Remote.Address.IsBroadcast())*/)
{
if(msg.Error)
{
Status = 0;
Token = 0;
Stream ms(msg.Data, msg.Length);
debug_printf("握手失败,错误码=0x%02X ", ms.Read<byte>());
ms.ReadString().Show(true);
}
else
{
debug_printf("握手完成,开始登录……\r\n");
Status = 1;
// 通讯密码
if(ext.Key.Length() > 0)
{
Control->Key = ext.Key;
debug_printf("握手得到通信密码:");
ext.Key.Show(true);
}
Login();
}
}
else if(!msg.Reply)
{
TokenMessage rs;
rs.Code = msg.Code;
HelloMessage ext2(Hello);
ext2.Reply = msg.Reply;
ext2.LocalTime = ext.LocalTime;
ext2.WriteMessage(rs);
Reply(rs);
}
return true;
}
// 登录
void TokenClient::Login()
{
LoginMessage login;
login.HardID = ID;
login.Key = Key;
TokenMessage msg(2);
login.WriteMessage(msg);
Send(msg);
}
bool TokenClient::OnLogin(TokenMessage& msg)
{
if(!msg.Reply) return false;
Stream ms(msg.Data, msg.Length);
if(msg.Error)
{
// 登录失败,清空令牌
Token = 0;
byte result = ms.Read<byte>();
//if(result == 0xFF) Status = 0;
// 任何错误,重新握手
Status = 0;
debug_printf("登录失败,错误码 0x%02X", result);
ms.ReadString().Show(true);
}
else
{
Status = 2;
debug_printf("登录成功! ");
// 得到令牌
Token = ms.Read<int>();
debug_printf("令牌0x%08X ", Token);
// 这里可能有通信密码
if(ms.Remain() > 0)
{
ByteArray bs = ms.ReadArray();
if(bs.Length() > 0)
{
Control->Key = bs;
debug_printf("通信密码:");
bs.Show();
}
}
debug_printf("\r\n");
}
return true;
}
// Ping指令用于保持与对方的活动状态
void TokenClient::Ping()
{
if(LastActive > 0 && LastActive + 30000000 < Time.Current())
{
// 30秒无法联系服务端可能已经掉线重启Hello任务
debug_printf("30秒无法联系服务端可能已经掉线重新开始握手\r\n");
Status = 0;
return;
}
TokenMessage msg(3);
ulong time = Time.Current();
ByteArray bs((byte*)&time, 8);
Stream ms(msg.Data, ArrayLength(msg._Data));
ms.WriteArray(bs);
msg.Length = ms.Position();
Send(msg);
}
bool TokenClient::OnPing(TokenMessage& msg)
{
// 忽略
if(!msg.Reply) return Reply(msg);
Stream ms(msg.Data, msg.Length);
ulong start = ms.ReadArray().ToUInt64();
int cost = (int)(Time.Current() - start);
if(cost < 0) cost = -cost;
if(Delay)
Delay = (Delay + cost) / 2;
else
Delay = cost;
debug_printf("延迟 %dus / %dus \r\n", cost, Delay);
return true;
}