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source: code/branches/FICN/src/network/Server.cc @ 387

Last change on this file since 387 was 381, checked in by scheusso, 17 years ago

using stl-map and stl-vector in ConnectionManaget should now work

File size: 2.4 KB
RevLine 
[230]1//
2// C++ Implementation: Server
3//
[285]4// Description:
[230]5//
6//
7// Author:  Oliver Scheuss, (C) 2007
8//
9// Copyright: See COPYING file that comes with this distribution
10//
11//
12
13
[285]14#include "Server.h"
[230]15
16namespace network{
[285]17
[230]18  /**
19   * Constructor for default values (bindaddress is set to ENET_HOST_ANY
[285]20   *
[230]21   */
22  Server::Server(){
[369]23    connection = ConnectionManager();
24    gamestates = GameStateManager();
25    packet_gen = PacketGenerator();
[230]26  }
[285]27
[230]28  /**
29   * Constructor
30   * @param port Port to listen on
31   * @param bindAddress Address to listen on
32   */
[369]33  Server::Server(int port, std::string bindAddress){
34    connection = ConnectionManager(port, bindAddress);
35    gamestates = GameStateManager();
36    packet_gen = PacketGenerator();
[230]37  }
[285]38
[230]39  /**
40   * Constructor
41   * @param port Port to listen on
42   * @param bindAddress Address to listen on
43   */
[369]44  Server::Server(int port, const char *bindAddress){
45    connection = ConnectionManager(port, bindAddress);
46    gamestates = GameStateManager();
47    packet_gen = PacketGenerator();
[230]48  }
[369]49 
50  /**
51   * This function opens the server by creating the listener thread
52   */
53  void Server::open(){
54    connection.createListener();
55    return;
56  }
57 
58  /**
59   * This function closes the server
60   */
61  void Server::close(){
62    connection.quitListener();
63    return;
64  }
65 
66  /**
67   * This function sends out a message to all clients
68   * @param msg message
69   * @return true/false
70   */
71  bool Server::sendMSG(std::string msg){
72    ENetPacket *packet = packet_gen.chatMessage(msg.c_str());
73    connection.addPacketAll(packet);
74    return connection.sendPackets();
75  }
76  /**
77   * This function sends out a message to all clients
78   * @param msg message
79   * @return true/false
80   */
81  bool Server::sendMSG(const char *msg){
82    ENetPacket *packet = packet_gen.chatMessage(msg);
83    connection.addPacketAll(packet);
84    return connection.sendPackets();
85  }
86 
[380]87  /**
88   * Run this function once every tick
89   * calls processQueue and updateGamestate
90   */
[369]91  void Server::tick(){
[380]92    processQueue();
93    updateGamestate();
94    return;
[369]95  }
96 
[380]97  /**
98   * processes all the packets waiting in the queue
99   */
100  void Server::processQueue(){
101    ENetPacket *packet;
[381]102    int clientID=-1;
[380]103    while(!connection.queueEmpty()){
[381]104      packet = connection.getPacket(clientID);
[380]105    }
106  }
107 
108  /**
109   * takes a new snapshot of the gamestate and sends it to the clients
110   */
111  void Server::updateGamestate(){
112  }
113 
[230]114}
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