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source: code/branches/FICN/src/network/Server.cc @ 458

Last change on this file since 458 was 444, checked in by scheusso, 17 years ago

chatserver/client ok

File size: 3.0 KB
Line 
1//
2// C++ Implementation: Server
3//
4// Description:
5//
6//
7// Author:  Oliver Scheuss, (C) 2007
8//
9// Copyright: See COPYING file that comes with this distribution
10//
11//
12
13
14#include "Server.h"
15
16namespace network{
17
18  /**
19   * Constructor for default values (bindaddress is set to ENET_HOST_ANY
20   *
21   */
22  Server::Server(){
23    packet_gen = PacketGenerator();
24    clients = new ClientInformation(true);
25    connection = new ConnectionManager(clients);
26    gamestates = new GameStateManager(clients);
27  }
28
29  /**
30   * Constructor
31   * @param port Port to listen on
32   * @param bindAddress Address to listen on
33   */
34  Server::Server(int port, std::string bindAddress){
35    packet_gen = PacketGenerator();
36    clients = new ClientInformation();
37    connection = new ConnectionManager(port, bindAddress, clients);
38    gamestates = new GameStateManager(clients);
39  }
40
41  /**
42   * Constructor
43   * @param port Port to listen on
44   * @param bindAddress Address to listen on
45   */
46  Server::Server(int port, const char *bindAddress){
47    packet_gen = PacketGenerator();
48    clients = new ClientInformation();
49    connection = new ConnectionManager(port, bindAddress, clients);
50    gamestates = new GameStateManager(clients);
51  }
52 
53  /**
54   * This function opens the server by creating the listener thread
55   */
56  void Server::open(){
57    connection->createListener();
58    return;
59  }
60 
61  /**
62   * This function closes the server
63   */
64  void Server::close(){
65    connection->quitListener();
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());
76    std::cout <<"adding packets" << std::endl;
77    connection->addPacketAll(packet);
78    std::cout <<"added packets" << std::endl;
79    return connection->sendPackets();
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);
88    std::cout <<"adding packets" << std::endl;
89    connection->addPacketAll(packet);
90    std::cout <<"added packets" << std::endl;
91    return connection->sendPackets();
92  }
93 
94  /**
95   * Run this function once every tick
96   * calls processQueue and updateGamestate
97   */
98  void Server::tick(){
99    processQueue();
100    updateGamestate();
101    return;
102  }
103 
104  /**
105   * processes all the packets waiting in the queue
106   */
107  void Server::processQueue(){
108    ENetPacket *packet;
109    int clientID=-1;
110    while(!connection->queueEmpty()){
111      std::cout << "Client " << clientID << " sent: " << std::endl;
112      packet = connection->getPacket(clientID);
113      elaborate(packet, clientID);
114    }
115  }
116 
117  /**
118   * takes a new snapshot of the gamestate and sends it to the clients
119   */
120  void Server::updateGamestate(){
121    gamestates->update();
122    sendGameState();
123  }
124 
125  /**
126   * sends the gamestate
127   */
128  bool Server::sendGameState(){
129    return true;
130  }
131 
132 
133}
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