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186 lines
5.1 KiB
C++
186 lines
5.1 KiB
C++
// (C) 2016 University of Bristol. See License.txt
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#ifndef _Player
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#define _Player
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/* Class to create a player, for KeyGen, Offline and Online phases.
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*
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* Basically handles connection to the server to obtain the names
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* of the other players. Plus sending and receiving of data
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*
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*/
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#include <vector>
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#include <set>
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#include <iostream>
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#include <fstream>
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using namespace std;
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#include "Tools/octetStream.h"
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#include "Networking/sockets.h"
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#include "Networking/ServerSocket.h"
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#include "Tools/sha1.h"
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#include "Networking/Receiver.h"
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#include "Networking/Sender.h"
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/* Class to get the names off the server */
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class Names
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{
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vector<string> names;
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int nplayers;
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int portnum_base;
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int player_no;
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void setup_names(const char *servername);
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void setup_server();
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public:
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mutable ServerSocket* server;
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// Usual setup names
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void init(int player,int pnb,const char* servername);
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Names(int player,int pnb,const char* servername)
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{ init(player,pnb,servername); }
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// Set up names when we KNOW who we are going to be using before hand
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void init(int player,int pnb,vector<octet*> Nms);
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Names(int player,int pnb,vector<octet*> Nms)
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{ init(player,pnb,Nms); }
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void init(int player,int pnb,vector<string> Nms);
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Names(int player,int pnb,vector<string> Nms)
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{ init(player,pnb,Nms); }
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// Set up names from file -- reads the first nplayers names in the file
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void init(int player, int nplayers, int pnb, const string& hostsfile);
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Names(int player, int nplayers, int pnb, const string& hostsfile)
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{ init(player, nplayers, pnb, hostsfile); }
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Names() : nplayers(-1), portnum_base(-1), player_no(-1), server(0) { ; }
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Names(const Names& other);
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~Names();
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int num_players() const { return nplayers; }
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int my_num() const { return player_no; }
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const string get_name(int i) const { return names[i]; }
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int get_portnum_base() const { return portnum_base; }
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friend class PlayerBase;
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friend class Player;
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friend class TwoPartyPlayer;
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};
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class PlayerBase
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{
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protected:
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int player_no;
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public:
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PlayerBase(const Names& Nms) : player_no(Nms.my_num()) {}
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int my_num() const { return player_no; }
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};
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class Player : public PlayerBase
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{
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protected:
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vector<int> sockets;
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int send_to_self_socket;
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void setup_sockets(const vector<string>& names,int portnum_base,int id_base,ServerSocket& server);
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int nplayers;
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mutable blk_SHA_CTX ctx;
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map<int,int> socket_players;
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int socket_to_send(int player) const { return player == player_no ? send_to_self_socket : sockets[player]; }
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public:
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// The offset is used for the multi-threaded call, to ensure different
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// portnum bases in each thread
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Player(const Names& Nms,int id_base=0);
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virtual ~Player();
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int num_players() const { return nplayers; }
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int socket(int i) const { return sockets[i]; }
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// Send/Receive data to/from player i
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// 8-bit ints only (mainly for testing)
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void send_int(int i,int a) const { send(sockets[i],a); }
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void receive_int(int i,int& a) const { receive(sockets[i],a); }
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// Send an octetStream to all other players
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// -- And corresponding receive
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virtual void send_all(const octetStream& o,bool donthash=false) const;
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void send_to(int player,const octetStream& o,bool donthash=false) const;
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virtual void receive_player(int i,octetStream& o,bool donthash=false) const;
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// Receive one from player i
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/* Broadcast and Receive data to/from all players
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* - Assumes o[player_no] contains the thing broadcast by me
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*/
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void Broadcast_Receive(vector<octetStream>& o,bool donthash=false) const;
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/* Run Protocol To Verify Broadcast Is Correct
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* - Resets the blk_SHA_CTX at the same time
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*/
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void Check_Broadcast() const;
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// wait for available inputs
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void wait_for_available(vector<int>& players, vector<int>& result) const;
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// dummy functions for compatibility
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virtual void request_receive(int i, octetStream& o) const { sockets[i]; o.get_length(); }
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virtual void wait_receive(int i, octetStream& o, bool donthash=false) const { receive_player(i, o, donthash); }
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};
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class ThreadPlayer : public Player
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{
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public:
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mutable vector<Receiver*> receivers;
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mutable vector<Sender*> senders;
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ThreadPlayer(const Names& Nms,int id_base=0);
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virtual ~ThreadPlayer();
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void request_receive(int i, octetStream& o) const;
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void wait_receive(int i, octetStream& o, bool donthash=false) const;
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void receive_player(int i,octetStream& o,bool donthash=false) const;
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void send_all(const octetStream& o,bool donthash=false) const;
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};
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class TwoPartyPlayer : public PlayerBase
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{
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private:
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// setup sockets for comm. with only one other player
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void setup_sockets(const char* hostname, ServerSocket& server, int pn, int id);
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int socket;
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bool is_server;
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int other_player;
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public:
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TwoPartyPlayer(const Names& Nms, int other_player, int pn_offset=0);
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~TwoPartyPlayer();
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void send(octetStream& o) const;
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void receive(octetStream& o) const;
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int other_player_num() const;
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/* Send and receive to/from the other player
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* - o[0] contains my data, received data put in o[1]
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*/
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void send_receive_player(vector<octetStream>& o) const;
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};
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#endif
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