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source: code/branches/FICN/src/network/Server.cc @ 446

Last change on this file since 446 was 444, checked in by scheusso, 17 years ago

chatserver/client ok

File size: 3.0 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    packet_gen = PacketGenerator();
[444]24    clients = new ClientInformation(true);
[436]25    connection = new ConnectionManager(clients);
26    gamestates = new GameStateManager(clients);
[230]27  }
[285]28
[230]29  /**
30   * Constructor
31   * @param port Port to listen on
32   * @param bindAddress Address to listen on
33   */
[369]34  Server::Server(int port, std::string bindAddress){
35    packet_gen = PacketGenerator();
[436]36    clients = new ClientInformation();
37    connection = new ConnectionManager(port, bindAddress, clients);
38    gamestates = new GameStateManager(clients);
[230]39  }
[285]40
[230]41  /**
42   * Constructor
43   * @param port Port to listen on
44   * @param bindAddress Address to listen on
45   */
[369]46  Server::Server(int port, const char *bindAddress){
47    packet_gen = PacketGenerator();
[436]48    clients = new ClientInformation();
49    connection = new ConnectionManager(port, bindAddress, clients);
50    gamestates = new GameStateManager(clients);
[230]51  }
[369]52 
53  /**
54   * This function opens the server by creating the listener thread
55   */
56  void Server::open(){
[436]57    connection->createListener();
[369]58    return;
59  }
60 
61  /**
62   * This function closes the server
63   */
64  void Server::close(){
[436]65    connection->quitListener();
[369]66    return;
67  }
68 
69  /**
70   * This function sends out a message to all clients
71   * @param msg message
72   * @return true/false
73   */
74  bool Server::sendMSG(std::string msg){
75    ENetPacket *packet = packet_gen.chatMessage(msg.c_str());
[442]76    std::cout <<"adding packets" << std::endl;
[436]77    connection->addPacketAll(packet);
[442]78    std::cout <<"added packets" << std::endl;
[436]79    return connection->sendPackets();
[369]80  }
81  /**
82   * This function sends out a message to all clients
83   * @param msg message
84   * @return true/false
85   */
86  bool Server::sendMSG(const char *msg){
87    ENetPacket *packet = packet_gen.chatMessage(msg);
[442]88    std::cout <<"adding packets" << std::endl;
[436]89    connection->addPacketAll(packet);
[442]90    std::cout <<"added packets" << std::endl;
[436]91    return connection->sendPackets();
[369]92  }
93 
[380]94  /**
95   * Run this function once every tick
96   * calls processQueue and updateGamestate
97   */
[369]98  void Server::tick(){
[380]99    processQueue();
100    updateGamestate();
101    return;
[369]102  }
103 
[380]104  /**
105   * processes all the packets waiting in the queue
106   */
107  void Server::processQueue(){
108    ENetPacket *packet;
[381]109    int clientID=-1;
[436]110    while(!connection->queueEmpty()){
[444]111      std::cout << "Client " << clientID << " sent: " << std::endl;
[436]112      packet = connection->getPacket(clientID);
[422]113      elaborate(packet, clientID);
[380]114    }
115  }
116 
117  /**
118   * takes a new snapshot of the gamestate and sends it to the clients
119   */
120  void Server::updateGamestate(){
[436]121    gamestates->update();
[422]122    sendGameState();
[380]123  }
124 
[425]125  /**
126   * sends the gamestate
127   */
[422]128  bool Server::sendGameState(){
[425]129    return true;
[422]130  }
[400]131 
[422]132 
[230]133}
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