Frozen-Bubble¶
Copyright X 2010 The Frozen-Bubble Team
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License version 2, as published by the
Free Software Foundation.
This program 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 General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
NAME¶
Games::FrozenBubble::NetDiscover - high performance server discovery plugin for
frozen bubble
SYNOPSIS¶
my $discover = Games::FrozenBubble::NetDiscover->new(
{ host => "1.2.3.4", port => 1511 },
{ host => "5.6.7.8", port => 1512 }, ...);
while($discover->pending()) {
my @servers = $discover->found();
for(my $server = 0; $server < @servers; $server++) {
printf("%02i: ip %s ping %i\n",
$server, $servers[$server]{ip}, $servers[$server]{ping});
}
$discover->work(0.1); # sit in a select loop for 100ms
# update your screen, and all of that stuff, here.
}
DESCRIPTION¶
Games::FrozenBubble::NetDiscover checks a list of servers, finding their
versions, ping times, and number of current clients. It uses nonblocking IO
and select, to connect to multiple servers in parallel, thus reducing the
total amount of time elapsed. This, in turn, allows the user to begin playing
frozen bubble more quickly. :)
This module is designed to be called from a GUI loop. It has to spend sit in a
select loop for most of its life in order to get accurate ping times, but it
will return back to your loop at intervals you specify, so you can check for
keystrokes and refresh the screen and so forth.
In order to get consistent results on slow dialup links, this module will only
attempt to connect to one server per each 200ms. This means for 18 servers
that there are 3.4 seconds of extra guaranteed lag, but it also means packets
from multiple servers are less likely to bump into eachother in the queue, so
ping reply times will be more reliable.
In the source script, there are two configuration parameters: $number_of_pings
and $time_between_connections. These are set to 2 and 0.2, respectively. These
two parameters will determine the amount of bandwidth used, and the amount of
time taken before the user can select a server. Assuming the user's internet
connection can handle the traffic without extra latency from queueing or
retransmissions, the worst case latency will be, in seconds:
N*L + T*(S-1)
where
N = $number_of_pings
L = the roundtrip time of the slowest server in the list, in seconds
T = $time_between_connections
S = the number of servers in the list
CONSTRUCTOR¶
...->new ({host => "server1", port => port}, {host => "server2", port => port}, ...)
Takes a list of servers as arguments. Each server argument should be a hash
reference, consisting of {host => host, port => port}. Returns a
Games::FrozenBubble::NetDiscover object, which can be used within a GUI loop
to discover all of your servers.
The host string should ideally be an IP address. A hostname string should work
too, but DNS lookups will introduce extra, unpredictable latency later on.
METHODS¶
These methods define the public API for instances of this class.
found¶
Returns a list of 0 or more servers found. Each return value is a hash
reference, containing the following keys:
host: the IP address of the server
port: the TCP port of the server
pingtimes: array reference, contains the actual result times of 4 pings
ping: the average roundtrip latency of the server, in ms
freenicks: the list of players connected
freegames: the list of open games (not yet started)
free: the number of idle clients connected to this server
games: the number of clients connected to this server, who are playing games
playing: the list of players in games
geolocs: the geolocations of players in games
name: the self-proclaimed "name" reported by the server
language: the preferred language reported by the server
pending¶
Returns non-zero if we are still waiting for a response from one or more
servers; returns 0 if processing is complete.
work(seconds)¶
Enters the main loop of this module. This method requires one argument, a
numeric count of seconds to work for. This is expected to be a floating point
decimal, for sub-second precision. Returns the number of servers pending, just
like the pending method does.
INTERNAL METHODS¶
These methods are only meant to be called from within the module. They are
subject to change without notice.
try_connect¶
Attempts to connect to a server. Moves the first "not_started" server
to the "pending" list, and creates a non-blocking IO::Socket::INET
object for it. Updates the begin_time timestamp, to determine when the next
server should be connected.
server_sm(connection_number)¶
Implements a simple state machine. Called with an index into the pending array,
to indicate that data is available for reading from this server.
give_up_on(connection_number, reason)¶
Called if select reports a socket as has_exception. Also called if the server
has a bogus version, times out, or we can't parse the IP address or something.
Removes the entry from further processing, and emits an error message on
stderr.
EXPORT¶
None.
BUGS¶
implement some sort of timeout, for servers which don't respond within 5
seconds.
AUTHOR¶
Mark Glines, <mark@glines.org>.
COPYRIGHT AND LICENSE¶
This code is donated to the frozen bubble project, www.frozen-bubble.org, so
they can do whatever they want with it. Copyright is therefore assigned to
those guys.