1 | // |
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2 | // C++ Implementation: Server |
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3 | // |
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4 | // Description: |
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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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14 | #include "Server.h" |
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15 | |
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16 | namespace network{ |
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17 | |
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18 | /** |
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19 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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20 | * |
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21 | */ |
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22 | Server::Server(){ |
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23 | connection = ConnectionManager(); |
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24 | gamestates = GameStateManager(); |
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25 | packet_gen = PacketGenerator(); |
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26 | } |
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27 | |
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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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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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37 | } |
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38 | |
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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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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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48 | } |
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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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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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91 | void Server::tick(){ |
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92 | processQueue(); |
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93 | updateGamestate(); |
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94 | return; |
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95 | } |
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96 | |
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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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102 | int clientID=-1; |
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103 | while(!connection.queueEmpty()){ |
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104 | packet = connection.getPacket(clientID); |
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105 | elaborate(packet, clientID); |
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106 | } |
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107 | } |
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108 | |
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109 | /** |
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110 | * takes a new snapshot of the gamestate and sends it to the clients |
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111 | */ |
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112 | void Server::updateGamestate(){ |
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113 | gamestates.update(); |
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114 | sendGameState(); |
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115 | } |
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116 | |
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117 | bool Server::sendGameState(){ |
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118 | |
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119 | } |
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120 | |
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121 | |
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122 | } |
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