[1168] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Oliver Scheuss, (C) 2007 |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | // |
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| 30 | // C++ Implementation: Server |
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| 31 | // |
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| 32 | // Description: |
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| 33 | // |
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| 34 | // |
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| 35 | // Author: Oliver Scheuss, (C) 2007 |
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| 36 | // |
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| 37 | // Copyright: See COPYING file that comes with this distribution |
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| 38 | // |
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| 39 | // |
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| 40 | |
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| 41 | #include "Server.h" |
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| 42 | |
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| 43 | #include <iostream> |
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| 44 | |
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| 45 | #include "ConnectionManager.h" |
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| 46 | #include "PacketTypes.h" |
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| 47 | #include "GameStateManager.h" |
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| 48 | #include "ClientInformation.h" |
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| 49 | //#include "NetworkFrameListener.h" |
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| 50 | #include "util/Sleep.h" |
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| 51 | |
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| 52 | |
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| 53 | namespace network |
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| 54 | { |
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| 55 | /** |
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| 56 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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| 57 | * |
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| 58 | */ |
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| 59 | Server::Server() { |
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| 60 | packet_gen = PacketGenerator(); |
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| 61 | clients = new ClientInformation(true); |
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| 62 | connection = new ConnectionManager(clients); |
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| 63 | gamestates = new GameStateManager(clients); |
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| 64 | } |
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| 65 | |
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| 66 | /** |
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| 67 | * Constructor |
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| 68 | * @param port Port to listen on |
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| 69 | * @param bindAddress Address to listen on |
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| 70 | */ |
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| 71 | Server::Server(int port, std::string bindAddress) { |
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| 72 | packet_gen = PacketGenerator(); |
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| 73 | clients = new ClientInformation(); |
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| 74 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 75 | gamestates = new GameStateManager(clients); |
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| 76 | } |
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| 77 | |
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| 78 | /** |
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| 79 | * Constructor |
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| 80 | * @param port Port to listen on |
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| 81 | * @param bindAddress Address to listen on |
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| 82 | */ |
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| 83 | Server::Server(int port, const char *bindAddress) { |
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| 84 | packet_gen = PacketGenerator(); |
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| 85 | clients = new ClientInformation(); |
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| 86 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 87 | gamestates = new GameStateManager(clients); |
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| 88 | } |
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| 89 | |
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| 90 | /** |
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| 91 | * This function opens the server by creating the listener thread |
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| 92 | */ |
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| 93 | void Server::open() { |
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| 94 | connection->createListener(); |
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| 95 | return; |
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| 96 | } |
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| 97 | |
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| 98 | /** |
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| 99 | * This function closes the server |
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| 100 | */ |
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| 101 | void Server::close() { |
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| 102 | connection->quitListener(); |
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| 103 | return; |
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| 104 | } |
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| 105 | |
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| 106 | /** |
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| 107 | * This function sends out a message to all clients |
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| 108 | * @param msg message |
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| 109 | * @return true/false |
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| 110 | */ |
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| 111 | bool Server::sendMSG(std::string msg) { |
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| 112 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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| 113 | //std::cout <<"adding packets" << std::endl; |
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| 114 | connection->addPacketAll(packet); |
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| 115 | //std::cout <<"added packets" << std::endl; |
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| 116 | return connection->sendPackets(); |
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| 117 | } |
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| 118 | |
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| 119 | /** |
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| 120 | * This function sends out a message to all clients |
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| 121 | * @param msg message |
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| 122 | * @return true/false |
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| 123 | */ |
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| 124 | bool Server::sendMSG(const char *msg) { |
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| 125 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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| 126 | COUT(4) <<"Server: adding Packets" << std::endl; |
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| 127 | connection->addPacketAll(packet); |
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| 128 | //std::cout <<"added packets" << std::endl; |
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| 129 | if (connection->sendPackets()){ |
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| 130 | COUT(4) << "Server: Sucessfully" << std::endl; |
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| 131 | return true; |
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| 132 | } |
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| 133 | return false; |
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| 134 | } |
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| 135 | |
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| 136 | /** |
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| 137 | * Run this function once every tick |
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| 138 | * calls processQueue and updateGamestate |
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| 139 | * @param time time since last tick |
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| 140 | */ |
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| 141 | void Server::tick(float time) { |
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| 142 | processQueue(); |
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| 143 | updateGamestate(); |
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| 144 | |
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| 145 | sleep(1); // TODO remove |
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| 146 | return; |
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| 147 | } |
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| 148 | |
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| 149 | /** |
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| 150 | * processes all the packets waiting in the queue |
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| 151 | */ |
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| 152 | void Server::processQueue() { |
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| 153 | ENetPacket *packet; |
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| 154 | int clientID=-1; |
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| 155 | while(!connection->queueEmpty()){ |
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| 156 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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| 157 | //clientID here is a reference to grab clientID from ClientInformation |
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| 158 | packet = connection->getPacket(clientID); |
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| 159 | //if statement to catch case that packetbuffer is empty |
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| 160 | if( !elaborate(packet, clientID) ) |
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| 161 | COUT(4) << "Server: PacketBuffer empty" << std::endl; |
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| 162 | } |
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| 163 | } |
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| 164 | |
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| 165 | /** |
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| 166 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 167 | */ |
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| 168 | void Server::updateGamestate() { |
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| 169 | gamestates->update(); |
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| 170 | COUT(4) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; |
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| 171 | //std::cout << "updated gamestate, sending it" << std::endl; |
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| 172 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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| 173 | sendGameState(); |
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| 174 | COUT(4) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; |
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| 175 | //std::cout << "sent gamestate" << std::endl; |
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| 176 | } |
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| 177 | |
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| 178 | /** |
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| 179 | * sends the gamestate |
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| 180 | */ |
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| 181 | bool Server::sendGameState() { |
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| 182 | COUT(5) << "Server: starting function sendGameState" << std::endl; |
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| 183 | ClientInformation *temp = clients; |
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| 184 | bool added=false; |
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| 185 | while(temp != NULL){ |
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| 186 | if(temp->head){ |
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| 187 | temp=temp->next(); |
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| 188 | //think this works without continue |
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| 189 | continue; |
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| 190 | } |
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| 191 | if( !(temp->getSynched()) ){ |
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| 192 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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| 193 | temp=temp->next(); |
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| 194 | //think this works without continue |
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| 195 | continue; |
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| 196 | } |
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| 197 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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| 198 | int gid = temp->getGamestateID(); //get gamestate id |
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| 199 | int cid = temp->getID(); //get client id |
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| 200 | COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; |
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| 201 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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| 202 | if(gs==NULL){ |
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| 203 | COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; |
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| 204 | return false; |
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| 205 | } |
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| 206 | //std::cout << "adding gamestate" << std::endl; |
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| 207 | if ( !(connection->addPacket(packet_gen.gstate(gs), cid)) ) |
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| 208 | COUT(4) << "Server: packet with client id (cid): " << cid << " not sended" << std::endl; |
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| 209 | //std::cout << "added gamestate" << std::endl; |
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| 210 | added=true; |
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| 211 | temp=temp->next(); |
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| 212 | } |
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| 213 | if(added) { |
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| 214 | //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; |
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| 215 | return connection->sendPackets(); |
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| 216 | } |
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| 217 | COUT(5) << "Server: had no gamestates to send" << std::endl; |
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| 218 | return false; |
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| 219 | } |
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| 220 | |
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| 221 | void Server::processAck( ack *data, int clientID) { |
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| 222 | COUT(5) << "Server: processing ack from client: " << clientID << "; ack-id: " << data->id << std::endl; |
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| 223 | clients->findClient(clientID)->setGamestateID(data->a); |
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| 224 | } |
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| 225 | |
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| 226 | } |
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