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 | #include <iostream> |
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14 | |
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15 | #include "ConnectionManager.h" |
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16 | #include "PacketTypes.h" |
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17 | #include "GameStateManager.h" |
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18 | #include "ClientInformation.h" |
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19 | //#include "NetworkFrameListener.h" |
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20 | #include "util/Sleep.h" |
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21 | #include "Server.h" |
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22 | |
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23 | |
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24 | namespace network |
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25 | { |
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26 | /** |
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27 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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28 | * |
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29 | */ |
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30 | Server::Server() { |
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31 | packet_gen = PacketGenerator(); |
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32 | clients = new ClientInformation(true); |
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33 | connection = new ConnectionManager(clients); |
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34 | gamestates = new GameStateManager(clients); |
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35 | } |
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36 | |
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37 | /** |
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38 | * Constructor |
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39 | * @param port Port to listen on |
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40 | * @param bindAddress Address to listen on |
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41 | */ |
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42 | Server::Server(int port, std::string bindAddress) { |
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43 | packet_gen = PacketGenerator(); |
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44 | clients = new ClientInformation(); |
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45 | connection = new ConnectionManager(port, bindAddress, clients); |
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46 | gamestates = new GameStateManager(clients); |
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47 | } |
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48 | |
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49 | /** |
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50 | * Constructor |
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51 | * @param port Port to listen on |
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52 | * @param bindAddress Address to listen on |
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53 | */ |
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54 | Server::Server(int port, const char *bindAddress) { |
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55 | packet_gen = PacketGenerator(); |
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56 | clients = new ClientInformation(); |
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57 | connection = new ConnectionManager(port, bindAddress, clients); |
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58 | gamestates = new GameStateManager(clients); |
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59 | } |
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60 | |
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61 | /** |
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62 | * This function opens the server by creating the listener thread |
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63 | */ |
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64 | void Server::open() { |
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65 | connection->createListener(); |
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66 | return; |
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67 | } |
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68 | |
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69 | /** |
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70 | * This function closes the server |
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71 | */ |
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72 | void Server::close() { |
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73 | connection->quitListener(); |
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74 | return; |
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75 | } |
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76 | |
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77 | /** |
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78 | * This function sends out a message to all clients |
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79 | * @param msg message |
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80 | * @return true/false |
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81 | */ |
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82 | bool Server::sendMSG(std::string msg) { |
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83 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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84 | //std::cout <<"adding packets" << std::endl; |
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85 | connection->addPacketAll(packet); |
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86 | //std::cout <<"added packets" << std::endl; |
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87 | return connection->sendPackets(); |
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88 | } |
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89 | |
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90 | /** |
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91 | * This function sends out a message to all clients |
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92 | * @param msg message |
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93 | * @return true/false |
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94 | */ |
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95 | bool Server::sendMSG(const char *msg) { |
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96 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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97 | std::cout <<"adding Packets" << std::endl; |
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98 | connection->addPacketAll(packet); |
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99 | //std::cout <<"added packets" << std::endl; |
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100 | if (connection->sendPackets()){ |
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101 | std::cout << "Sucessfully" << std::endl; |
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102 | return true; |
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103 | } |
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104 | return false; |
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105 | } |
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106 | |
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107 | /** |
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108 | * Run this function once every tick |
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109 | * calls processQueue and updateGamestate |
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110 | * @param time time since last tick |
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111 | */ |
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112 | void Server::tick(float time) { |
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113 | processQueue(); |
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114 | updateGamestate(); |
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115 | |
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116 | sleep(1); // TODO remove |
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117 | return; |
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118 | } |
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119 | |
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120 | /** |
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121 | * processes all the packets waiting in the queue |
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122 | */ |
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123 | void Server::processQueue() { |
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124 | ENetPacket *packet; |
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125 | int clientID=-1; |
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126 | while(!connection->queueEmpty()){ |
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127 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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128 | packet = connection->getPacket(clientID); |
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129 | elaborate(packet, clientID); |
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130 | } |
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131 | } |
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132 | |
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133 | /** |
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134 | * takes a new snapshot of the gamestate and sends it to the clients |
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135 | */ |
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136 | void Server::updateGamestate() { |
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137 | gamestates->update(); |
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138 | //std::cout << "updated gamestate, sending it" << std::endl; |
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139 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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140 | sendGameState(); |
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141 | //std::cout << "sent gamestate" << std::endl; |
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142 | } |
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143 | |
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144 | /** |
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145 | * sends the gamestate |
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146 | */ |
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147 | bool Server::sendGameState() { |
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148 | COUT(5) << "starting sendGameState" << std::endl; |
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149 | ClientInformation *temp = clients; |
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150 | bool added=false; |
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151 | while(temp!=NULL){ |
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152 | if(temp->head){ |
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153 | temp=temp->next(); |
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154 | continue; |
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155 | } |
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156 | if( !(temp->getSynched()) ){ |
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157 | COUT(5) << "not sending gamestate" << std::endl; |
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158 | temp=temp->next(); |
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159 | continue; |
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160 | } |
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161 | COUT(5) << "doing gamestate gamestate preparation" << std::endl; |
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162 | int gid = temp->getGamestateID(); |
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163 | int cid = temp->getID(); |
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164 | COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl; |
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165 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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166 | if(gs==NULL){ |
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167 | COUT(2) << "could not generate gamestate" << std::endl; |
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168 | return false; |
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169 | } |
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170 | //std::cout << "adding gamestate" << std::endl; |
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171 | connection->addPacket(packet_gen.gstate(gs), cid); |
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172 | //std::cout << "added gamestate" << std::endl; |
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173 | added=true; |
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174 | temp=temp->next(); |
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175 | } |
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176 | if(added) |
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177 | return connection->sendPackets(); |
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178 | COUT(5) << "had no gamestates to send" << std::endl; |
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179 | return false; |
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180 | } |
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181 | |
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182 | void Server::processAck( ack *data, int clientID) { |
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183 | COUT(5) << "processing ack from client: " << clientID << "; ack-id: " << data->id << std::endl; |
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184 | clients->findClient(clientID)->setGamestateID(data->a); |
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185 | } |
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186 | |
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187 | } |
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