/* * 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, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: Server // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Server.h" #include #include #include "ConnectionManager.h" #include "ClientConnectionListener.h" #include "GamestateManager.h" #include "ClientInformation.h" #include "util/Sleep.h" #include "core/ConsoleCommand.h" #include "core/CoreIncludes.h" #include "core/Iterator.h" #include "packet/Chat.h" #include "packet/Packet.h" #include "packet/Welcome.h" #include "packet/DeleteObjects.h" #include #include "ChatListener.h" namespace orxonox { const unsigned int MAX_FAILURES = 20; /** * Constructor for default values (bindaddress is set to ENET_HOST_ANY * */ Server::Server() { timeSinceLastUpdate_=0; connection = new ConnectionManager(); gamestates_ = new GamestateManager(); } Server::Server(int port){ timeSinceLastUpdate_=0; connection = new ConnectionManager(port); gamestates_ = new GamestateManager(); } /** * Constructor * @param port Port to listen on * @param bindAddress Address to listen on */ Server::Server(int port, const std::string& bindAddress) { timeSinceLastUpdate_=0; connection = new ConnectionManager(port, bindAddress); gamestates_ = new GamestateManager(); } /** * Constructor * @param port Port to listen on * @param bindAddress Address to listen on */ Server::Server(int port, const char *bindAddress) { timeSinceLastUpdate_=0; connection = new ConnectionManager(port, bindAddress); gamestates_ = new GamestateManager(); } /** * @brief Destructor */ Server::~Server(){ if(connection) delete connection; if(gamestates_) delete gamestates_; } /** * This function opens the server by creating the listener thread */ void Server::open() { connection->createListener(); return; } /** * This function closes the server */ void Server::close() { connection->quitListener(); 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::tick(float time) { processQueue(); //this steers our network frequency timeSinceLastUpdate_+=time; if(timeSinceLastUpdate_>=NETWORK_PERIOD){ timeSinceLastUpdate_ -= static_cast( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; gamestates_->processGamestates(); updateGamestate(); } } bool Server::queuePacket(ENetPacket *packet, int clientID){ return connection->addPacket(packet, clientID); } /** * @brief: returns ping time to client in milliseconds */ unsigned int Server::getPing(unsigned int clientID){ assert(ClientInformation::findClient(clientID)); return ClientInformation::findClient(clientID)->getRTT(); } /** * @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(); } /** * processes all the packets waiting in the queue */ void Server::processQueue() { ENetEvent *event; while(!connection->queueEmpty()){ //std::cout << "Client " << clientID << " sent: " << std::endl; //clientID here is a reference to grab clientID from ClientInformation event = connection->getEvent(); if(!event) continue; assert(event->type != ENET_EVENT_TYPE_NONE); switch( event->type ) { case ENET_EVENT_TYPE_CONNECT: COUT(3) << "processing event_Type_connect" << std::endl; addClient(event); break; case ENET_EVENT_TYPE_DISCONNECT: if(ClientInformation::findClient(&event->peer->address)) disconnectClient(event); break; case ENET_EVENT_TYPE_RECEIVE: if(!processPacket(event->packet, event->peer)) COUT(3) << "processing incoming packet failed" << std::endl; break; default: break; } delete event; //if statement to catch case that packetbuffer is empty } } /** * takes a new snapshot of the gamestate and sends it to the clients */ void Server::updateGamestate() { gamestates_->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; //think this works without continue 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 gid = temp->getGamestateID(); //get gamestate id int cid = temp->getID(); //get client id COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; packet::Gamestate *gs = gamestates_->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 } return true; } bool Server::sendObjectDeletes(){ ClientInformation *temp = ClientInformation::getBegin(); packet::DeleteObjects *del = new packet::DeleteObjects(); if(!del->fetchIDs()) 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 } return true; } bool Server::addClient(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; return false; } /*if(temp==ClientInformation::getBegin()) { //not good if you use anything else than insertBack newid=1; } else newid=temp->prev()->getID()+1;*/ temp->setID(newid); temp->setPeer(event->peer); // inform all the listeners ObjectList::iterator listener = ObjectList::begin(); while(listener){ listener->clientConnected(newid); listener++; } newid++; COUT(3) << "Server: added client id: " << temp->getID() << std::endl; return createClient(temp->getID()); } 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(4) << "Con.Man: creating client id: " << temp->getID() << std::endl; connection->syncClassid(temp->getID()); temp->setSynched(true); COUT(3) << "sending welcome" << std::endl; packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID()); w->setClientID(temp->getID()); bool b = w->send(); assert(b); packet::Gamestate *g = new packet::Gamestate(); g->setClientID(temp->getID()); b = g->collectData(0); if(!b) return false; //no data for the client b = g->compressData(); assert(b); b = g->send(); assert(b); return true; } bool Server::disconnectClient(ENetEvent *event){ COUT(4) << "removing client from list" << std::endl; //return removeClient(head_->findClient(&(peer->address))->getID()); //boost::recursive_mutex::scoped_lock lock(head_->mutex_); ClientInformation *client = ClientInformation::findClient(&event->peer->address); if(!client) return false; gamestates_->removeClient(client); // inform all the listeners ObjectList::iterator listener = ObjectList::begin(); while(listener){ listener->clientDisconnected(client->getID()); listener++; } return ClientInformation::removeClient(event->peer); } void Server::disconnectClient(int clientID){ ClientInformation *client = ClientInformation::findClient(clientID); if(client) disconnectClient(client); } void Server::disconnectClient( ClientInformation *client){ connection->disconnectClient(client); gamestates_->removeClient(client); } 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; } }