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source: code/branches/FICN/src/network/Server.cc @ 573

Last change on this file since 573 was 479, checked in by scheusso, 17 years ago

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[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());
[479]76    //std::cout <<"adding packets" << std::endl;
[436]77    connection->addPacketAll(packet);
[479]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);
[479]88    //std::cout <<"adding packets" << std::endl;
[436]89    connection->addPacketAll(packet);
[479]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
[459]97   * @param time time since last tick
[380]98   */
[459]99  void Server::tick(float time){
[380]100    processQueue();
101    updateGamestate();
102    return;
[369]103  }
104 
[380]105  /**
106   * processes all the packets waiting in the queue
107   */
108  void Server::processQueue(){
109    ENetPacket *packet;
[381]110    int clientID=-1;
[436]111    while(!connection->queueEmpty()){
[479]112      //std::cout << "Client " << clientID << " sent: " << std::endl;
[436]113      packet = connection->getPacket(clientID);
[422]114      elaborate(packet, clientID);
[380]115    }
116  }
117 
118  /**
119   * takes a new snapshot of the gamestate and sends it to the clients
120   */
121  void Server::updateGamestate(){
[436]122    gamestates->update();
[422]123    sendGameState();
[380]124  }
125 
[425]126  /**
127   * sends the gamestate
128   */
[422]129  bool Server::sendGameState(){
[425]130    return true;
[422]131  }
[400]132 
[422]133 
[230]134}
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