Esempio n. 1
0
        const double hostMigrationGraceTime = 40; // seconds


        void ValidateHostMigration()
        {
            if (clientDisconnections == null)
            {
                return; // Already host-migrated
            }
            owner.Log("Host migration validated");

            clientDisconnections = null;
            OpenToConnections(owner.GameInfo.IsInternetGame, owner.GameInfo.SideChannelAuth);
        }
Esempio n. 2
0
        /// <summary>Construct for host migration only!</summary>
        internal P2PServer(P2PNetwork owner, bool hostMigrationValidatedByServer, int maxConnectionId)
        {
            this.owner = owner;
            owner.Log("Becoming P2P Server (host migration)");


            hostMigrationTime    = NetTime.Now;
            clientDisconnections = new ClientDisconnections();

            if (hostMigrationValidatedByServer)
            {
                ValidateHostMigration();
            }


            owner.LocalPeerInfo.IsServer = true;


            // Recover information from application-connected peer list:
            var leavingPeers = new List <RemotePeer>();

            foreach (var remotePeer in owner.RemotePeers)
            {
                Debug.Assert(remotePeer.PeerInfo.IsApplicationConnected);
                Debug.Assert(remotePeer.PeerInfo.ConnectionId <= maxConnectionId);

                Debug.Assert(remotePeer.PeerInfo.InputAssignment != 0);
                Debug.Assert((assignedInputs & remotePeer.PeerInfo.InputAssignment) == 0);
                assignedInputs |= remotePeer.PeerInfo.InputAssignment;

                Debug.Assert(!(remotePeer.PeerInfo.IsServer &&
                               remotePeer.IsConnected));                 // old server should not still be connected

                if (remotePeer.IsConnected)
                {
                    locallyConnected.Add(remotePeer.Connection);
                }
                // Anyone not connected will get removed from the game in CompleteHostMigration

                remotePeer.PeerInfo.IsServer = false;                 // Un-server-ify the original server
            }

            // And also from ourself:
            Debug.Assert(owner.LocalPeerInfo.IsApplicationConnected);
            Debug.Assert(owner.LocalPeerInfo.ConnectionId <= maxConnectionId);
            Debug.Assert(owner.LocalPeerInfo.InputAssignment != 0);
            Debug.Assert((assignedInputs & owner.LocalPeerInfo.InputAssignment) == 0);
            assignedInputs |= owner.LocalPeerInfo.InputAssignment;


            // This should be safe, as host migration should remove all traces peers beyond this point (including in the app layer) and is atomic
            nextConnectionId = maxConnectionId + 1;
        }