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source: code/branches/FICN/src/network/Server.cc @ 533

Last change on this file since 533 was 479, checked in by scheusso, 17 years ago

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File size: 3.1 KB
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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   * @param time time since last tick
98   */
99  void Server::tick(float time){
100    processQueue();
101    updateGamestate();
102    return;
103  }
104 
105  /**
106   * processes all the packets waiting in the queue
107   */
108  void Server::processQueue(){
109    ENetPacket *packet;
110    int clientID=-1;
111    while(!connection->queueEmpty()){
112      //std::cout << "Client " << clientID << " sent: " << std::endl;
113      packet = connection->getPacket(clientID);
114      elaborate(packet, clientID);
115    }
116  }
117 
118  /**
119   * takes a new snapshot of the gamestate and sends it to the clients
120   */
121  void Server::updateGamestate(){
122    gamestates->update();
123    sendGameState();
124  }
125 
126  /**
127   * sends the gamestate
128   */
129  bool Server::sendGameState(){
130    return true;
131  }
132 
133 
134}
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