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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