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 | |
---|
16 | namespace network{ |
---|
17 | |
---|
18 | /** |
---|
19 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
---|
20 | * |
---|
21 | */ |
---|
22 | Server::Server(){ |
---|
23 | connection = ConnectionManager(); |
---|
24 | gamestates = GameStateManager(); |
---|
25 | packet_gen = PacketGenerator(); |
---|
26 | } |
---|
27 | |
---|
28 | /** |
---|
29 | * Constructor |
---|
30 | * @param port Port to listen on |
---|
31 | * @param bindAddress Address to listen on |
---|
32 | */ |
---|
33 | Server::Server(int port, std::string bindAddress){ |
---|
34 | connection = ConnectionManager(port, bindAddress); |
---|
35 | gamestates = GameStateManager(); |
---|
36 | packet_gen = PacketGenerator(); |
---|
37 | } |
---|
38 | |
---|
39 | /** |
---|
40 | * Constructor |
---|
41 | * @param port Port to listen on |
---|
42 | * @param bindAddress Address to listen on |
---|
43 | */ |
---|
44 | Server::Server(int port, const char *bindAddress){ |
---|
45 | connection = ConnectionManager(port, bindAddress); |
---|
46 | gamestates = GameStateManager(); |
---|
47 | packet_gen = PacketGenerator(); |
---|
48 | } |
---|
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 | |
---|
87 | /** |
---|
88 | * Run this function once every tick |
---|
89 | * calls processQueue and updateGamestate |
---|
90 | */ |
---|
91 | void Server::tick(){ |
---|
92 | processQueue(); |
---|
93 | updateGamestate(); |
---|
94 | return; |
---|
95 | } |
---|
96 | |
---|
97 | /** |
---|
98 | * processes all the packets waiting in the queue |
---|
99 | */ |
---|
100 | void Server::processQueue(){ |
---|
101 | ENetPacket *packet; |
---|
102 | int clientID=-1; |
---|
103 | while(!connection.queueEmpty()){ |
---|
104 | packet = connection.getPacket(clientID); |
---|
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 | |
---|
114 | } |
---|