/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * ... * */ // // C++ Implementation: Server // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Server.h" #define WIN32_LEAN_AND_MEAN #include #include #include #include "util/Clock.h" #include "util/Debug.h" #include "core/ObjectList.h" #include "core/command/Executor.h" #include "packet/Chat.h" #include "packet/ClassID.h" #include "packet/DeleteObjects.h" #include "packet/FunctionIDs.h" #include "packet/Gamestate.h" #include "packet/Welcome.h" #include "ChatListener.h" #include "ClientInformation.h" #include "FunctionCallManager.h" #include "GamestateManager.h" namespace orxonox { const unsigned int MAX_FAILURES = 20; /** * Constructor for default values (bindaddress is set to ENET_HOST_ANY * */ Server::Server() { this->timeSinceLastUpdate_=0; } Server::Server(int port) { this->setPort( port ); this->timeSinceLastUpdate_=0; } /** * Constructor * @param port Port to listen on * @param bindAddress Address to listen on */ Server::Server(int port, const std::string& bindAddress) { this->setPort( port ); this->setBindAddress( bindAddress ); this->timeSinceLastUpdate_=0; } /** * @brief Destructor */ Server::~Server() { } /* TODO */ void helper_ConnectToMasterserver() { /* TODO connect to master server here and say you're there */ } /** * This function opens the server by creating the listener thread */ void Server::open() { Host::setActive(true); COUT(4) << "opening server" << endl; this->openListener(); /* make discoverable on LAN */ LANDiscoverable::setActivity(true); /* make discoverable on WAN */ helper_ConnectToMasterserver(); /* done */ return; } /** * This function closes the server */ void Server::close() { Host::setActive(false); COUT(4) << "closing server" << endl; this->disconnectClients(); this->closeListener(); LANDiscoverable::setActivity(false); return; } bool Server::processChat(const std::string& message, unsigned int playerID) { ClientInformation *temp = ClientInformation::getBegin(); packet::Chat *chat; while(temp){ chat = new packet::Chat(message, playerID); chat->setClientID(temp->getID()); if(!chat->send()) COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl; temp = temp->next(); } // COUT(1) << "Player " << playerID << ": " << message << std::endl; return true; } /** * Run this function once every tick * calls processQueue and updateGamestate * @param time time since last tick */ void Server::update(const Clock& time) { // receive incoming packets Connection::processQueue(); // receive and process incoming discovery packets LANDiscoverable::update(); // TODO receive and process requests from master server if ( ClientInformation::hasClients() ) { // process incoming gamestates GamestateManager::processGamestates(); // send function calls to clients FunctionCallManager::sendCalls(); //this steers our network frequency timeSinceLastUpdate_+=time.getDeltaTime(); if(timeSinceLastUpdate_>=NETWORK_PERIOD) { timeSinceLastUpdate_ -= static_cast( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; updateGamestate(); } sendPackets(); // flush the enet queue } } bool Server::queuePacket(ENetPacket *packet, int clientID) { return ServerConnection::addPacket(packet, clientID); } /** * @brief: returns ping time to client in milliseconds */ unsigned int Server::getRTT(unsigned int clientID) { assert(ClientInformation::findClient(clientID)); return ClientInformation::findClient(clientID)->getRTT(); } void Server::printRTT() { for( ClientInformation* temp=ClientInformation::getBegin(); temp!=0; temp=temp->next() ) COUT(0) << "Round trip time to client with ID: " << temp->getID() << " is " << temp->getRTT() << " ms" << endl; } /** * @brief: return packet loss ratio to client (scales from 0 to 1) */ double Server::getPacketLoss(unsigned int clientID) { assert(ClientInformation::findClient(clientID)); return ClientInformation::findClient(clientID)->getPacketLoss(); } /** * takes a new snapshot of the gamestate and sends it to the clients */ void Server::updateGamestate() { if( ClientInformation::getBegin()==NULL ) //no client connected return; GamestateManager::update(); COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; //std::cout << "updated gamestate, sending it" << std::endl; //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) sendGameState(); sendObjectDeletes(); COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; //std::cout << "sent gamestate" << std::endl; } bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){ packet::Packet *p = packet::Packet::createPacket(packet, peer); return p->process(); } /** * sends the gamestate */ bool Server::sendGameState() { // COUT(5) << "Server: starting function sendGameState" << std::endl; // ClientInformation *temp = ClientInformation::getBegin(); // bool added=false; // while(temp != NULL){ // if( !(temp->getSynched()) ){ // COUT(5) << "Server: not sending gamestate" << std::endl; // temp=temp->next(); // if(!temp) // break; // continue; // } // COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; // COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; // int cid = temp->getID(); //get client id // packet::Gamestate *gs = GamestateManager::popGameState(cid); // if(gs==NULL){ // COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; // temp = temp->next(); // continue; // } // //std::cout << "adding gamestate" << std::endl; // gs->setClientID(cid); // if ( !gs->send() ){ // COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; // temp->addFailure(); // }else // temp->resetFailures(); // added=true; // temp=temp->next(); // // gs gets automatically deleted by enet callback // } GamestateManager::sendGamestates(); return true; } bool Server::sendObjectDeletes() { ClientInformation *temp = ClientInformation::getBegin(); if( temp == NULL ) //no client connected return true; packet::DeleteObjects *del = new packet::DeleteObjects(); if(!del->fetchIDs()) { delete del; return true; //everything ok (no deletes this tick) } // COUT(3) << "sending DeleteObjects" << std::endl; while(temp != NULL){ if( !(temp->getSynched()) ) { COUT(5) << "Server: not sending gamestate" << std::endl; temp=temp->next(); continue; } int cid = temp->getID(); //get client id packet::DeleteObjects *cd = new packet::DeleteObjects(*del); assert(cd); cd->setClientID(cid); if ( !cd->send() ) COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; temp=temp->next(); // gs gets automatically deleted by enet callback } delete del; return true; } void Server::addPeer(ENetEvent *event) { static unsigned int newid=1; COUT(2) << "Server: adding client" << std::endl; ClientInformation *temp = ClientInformation::insertBack(new ClientInformation); if(!temp) { COUT(2) << "Server: could not add client" << std::endl; } temp->setID(newid); temp->setPeer(event->peer); // inform all the listeners ClientConnectionListener::broadcastClientConnected(newid); ++newid; COUT(3) << "Server: added client id: " << temp->getID() << std::endl; createClient(temp->getID()); } void Server::removePeer(ENetEvent *event) { COUT(4) << "removing client from list" << std::endl; ClientInformation *client = ClientInformation::findClient(&event->peer->address); if(!client) return; else { //ServerConnection::disconnectClient( client ); //ClientConnectionListener::broadcastClientDisconnected( client->getID() ); //this is done in ClientInformation now delete client; } } bool Server::createClient(int clientID) { ClientInformation *temp = ClientInformation::findClient(clientID); if(!temp) { COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl; return false; } COUT(5) << "Con.Man: creating client id: " << temp->getID() << std::endl; // synchronise class ids syncClassid(temp->getID()); // now synchronise functionIDs packet::FunctionIDs *fIDs = new packet::FunctionIDs(); fIDs->setClientID(clientID); bool b = fIDs->send(); assert(b); temp->setSynched(true); COUT(4) << "sending welcome" << std::endl; packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID()); w->setClientID(temp->getID()); b = w->send(); assert(b); packet::Gamestate *g = new packet::Gamestate(); g->setClientID(temp->getID()); b = g->collectData(0,0x1); if(!b) return false; //no data for the client b = g->compressData(); assert(b); b = g->send(); assert(b); return true; } void Server::disconnectClient( ClientInformation *client ) { ServerConnection::disconnectClient( client ); GamestateManager::removeClient(client); // inform all the listeners // ClientConnectionListener::broadcastClientDisconnected(client->getID()); // this is done in ClientInformation now } bool Server::chat(const std::string& message) { return this->sendChat(message, Host::getPlayerID()); } bool Server::broadcast(const std::string& message) { return this->sendChat(message, CLIENTID_UNKNOWN); } bool Server::sendChat(const std::string& message, unsigned int clientID) { ClientInformation *temp = ClientInformation::getBegin(); packet::Chat *chat; while(temp) { chat = new packet::Chat(message, clientID); chat->setClientID(temp->getID()); if(!chat->send()) COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl; temp = temp->next(); } // COUT(1) << "Player " << Host::getPlayerID() << ": " << message << std::endl; for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->incomingChat(message, clientID); return true; } void Server::syncClassid(unsigned int clientID) { int failures=0; packet::ClassID *classid = new packet::ClassID(); classid->setClientID(clientID); while(!classid->send() && failures < 10){ failures++; } assert(failures<10); COUT(4) << "syncClassid:\tall synchClassID packets have been sent" << std::endl; } }