[230] | 1 | // |
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| 2 | // C++ Implementation: Server |
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| 3 | // |
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[285] | 4 | // Description: |
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[230] | 5 | // |
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| 6 | // |
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| 7 | // Author: Oliver Scheuss, (C) 2007 |
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| 8 | // |
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| 9 | // Copyright: See COPYING file that comes with this distribution |
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| 10 | // |
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| 11 | // |
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| 12 | |
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| 13 | |
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[285] | 14 | #include "Server.h" |
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[230] | 15 | |
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| 16 | namespace network{ |
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[285] | 17 | |
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[230] | 18 | /** |
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| 19 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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[285] | 20 | * |
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[230] | 21 | */ |
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| 22 | Server::Server(){ |
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[369] | 23 | connection = ConnectionManager(); |
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| 24 | gamestates = GameStateManager(); |
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| 25 | packet_gen = PacketGenerator(); |
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[230] | 26 | } |
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[285] | 27 | |
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[230] | 28 | /** |
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| 29 | * Constructor |
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| 30 | * @param port Port to listen on |
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| 31 | * @param bindAddress Address to listen on |
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| 32 | */ |
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[369] | 33 | Server::Server(int port, std::string bindAddress){ |
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| 34 | connection = ConnectionManager(port, bindAddress); |
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| 35 | gamestates = GameStateManager(); |
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| 36 | packet_gen = PacketGenerator(); |
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[230] | 37 | } |
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[285] | 38 | |
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[230] | 39 | /** |
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| 40 | * Constructor |
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| 41 | * @param port Port to listen on |
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| 42 | * @param bindAddress Address to listen on |
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| 43 | */ |
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[369] | 44 | Server::Server(int port, const char *bindAddress){ |
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| 45 | connection = ConnectionManager(port, bindAddress); |
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| 46 | gamestates = GameStateManager(); |
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| 47 | packet_gen = PacketGenerator(); |
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[230] | 48 | } |
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[369] | 49 | |
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| 50 | /** |
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| 51 | * This function opens the server by creating the listener thread |
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| 52 | */ |
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| 53 | void Server::open(){ |
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| 54 | connection.createListener(); |
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| 55 | return; |
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| 56 | } |
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| 57 | |
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| 58 | /** |
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| 59 | * This function closes the server |
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| 60 | */ |
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| 61 | void Server::close(){ |
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| 62 | connection.quitListener(); |
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| 63 | return; |
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| 64 | } |
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| 65 | |
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| 66 | /** |
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| 67 | * This function sends out a message to all clients |
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| 68 | * @param msg message |
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| 69 | * @return true/false |
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| 70 | */ |
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| 71 | bool Server::sendMSG(std::string msg){ |
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| 72 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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| 73 | connection.addPacketAll(packet); |
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| 74 | return connection.sendPackets(); |
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| 75 | } |
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| 76 | /** |
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| 77 | * This function sends out a message to all clients |
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| 78 | * @param msg message |
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| 79 | * @return true/false |
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| 80 | */ |
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| 81 | bool Server::sendMSG(const char *msg){ |
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| 82 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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| 83 | connection.addPacketAll(packet); |
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| 84 | return connection.sendPackets(); |
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| 85 | } |
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| 86 | |
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[380] | 87 | /** |
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| 88 | * Run this function once every tick |
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| 89 | * calls processQueue and updateGamestate |
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| 90 | */ |
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[369] | 91 | void Server::tick(){ |
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[380] | 92 | processQueue(); |
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| 93 | updateGamestate(); |
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| 94 | return; |
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[369] | 95 | } |
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| 96 | |
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[380] | 97 | /** |
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| 98 | * processes all the packets waiting in the queue |
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| 99 | */ |
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| 100 | void Server::processQueue(){ |
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| 101 | ENetPacket *packet; |
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[381] | 102 | int clientID=-1; |
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[380] | 103 | while(!connection.queueEmpty()){ |
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[381] | 104 | packet = connection.getPacket(clientID); |
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[380] | 105 | } |
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| 106 | } |
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| 107 | |
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| 108 | /** |
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| 109 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 110 | */ |
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| 111 | void Server::updateGamestate(){ |
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| 112 | } |
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| 113 | |
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[400] | 114 | |
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[230] | 115 | } |
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