[859] | 1 | // |
---|
| 2 | // C++ Implementation: Server |
---|
| 3 | // |
---|
| 4 | // Description: |
---|
| 5 | // |
---|
| 6 | // |
---|
| 7 | // Author: Oliver Scheuss, (C) 2007 |
---|
| 8 | // |
---|
| 9 | // Copyright: See COPYING file that comes with this distribution |
---|
| 10 | // |
---|
| 11 | // |
---|
| 12 | |
---|
| 13 | #include <iostream> |
---|
| 14 | |
---|
| 15 | #include "ConnectionManager.h" |
---|
| 16 | #include "PacketTypes.h" |
---|
| 17 | #include "GameStateManager.h" |
---|
| 18 | #include "ClientInformation.h" |
---|
| 19 | //#include "NetworkFrameListener.h" |
---|
| 20 | #include "Server.h" |
---|
| 21 | |
---|
| 22 | |
---|
| 23 | namespace network |
---|
| 24 | { |
---|
| 25 | /** |
---|
| 26 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
---|
| 27 | * |
---|
| 28 | */ |
---|
| 29 | Server::Server() { |
---|
| 30 | packet_gen = PacketGenerator(); |
---|
| 31 | clients = new ClientInformation(true); |
---|
| 32 | connection = new ConnectionManager(clients); |
---|
| 33 | gamestates = new GameStateManager(clients); |
---|
| 34 | } |
---|
| 35 | |
---|
| 36 | /** |
---|
| 37 | * Constructor |
---|
| 38 | * @param port Port to listen on |
---|
| 39 | * @param bindAddress Address to listen on |
---|
| 40 | */ |
---|
| 41 | Server::Server(int port, std::string bindAddress) { |
---|
| 42 | packet_gen = PacketGenerator(); |
---|
| 43 | clients = new ClientInformation(); |
---|
| 44 | connection = new ConnectionManager(port, bindAddress, clients); |
---|
| 45 | gamestates = new GameStateManager(clients); |
---|
| 46 | } |
---|
| 47 | |
---|
| 48 | /** |
---|
| 49 | * Constructor |
---|
| 50 | * @param port Port to listen on |
---|
| 51 | * @param bindAddress Address to listen on |
---|
| 52 | */ |
---|
| 53 | Server::Server(int port, const char *bindAddress) { |
---|
| 54 | packet_gen = PacketGenerator(); |
---|
| 55 | clients = new ClientInformation(); |
---|
| 56 | connection = new ConnectionManager(port, bindAddress, clients); |
---|
| 57 | gamestates = new GameStateManager(clients); |
---|
| 58 | } |
---|
| 59 | |
---|
| 60 | /** |
---|
| 61 | * This function opens the server by creating the listener thread |
---|
| 62 | */ |
---|
| 63 | void Server::open() { |
---|
| 64 | connection->createListener(); |
---|
| 65 | return; |
---|
| 66 | } |
---|
| 67 | |
---|
| 68 | /** |
---|
| 69 | * This function closes the server |
---|
| 70 | */ |
---|
| 71 | void Server::close() { |
---|
| 72 | connection->quitListener(); |
---|
| 73 | return; |
---|
| 74 | } |
---|
| 75 | |
---|
| 76 | /** |
---|
| 77 | * This function sends out a message to all clients |
---|
| 78 | * @param msg message |
---|
| 79 | * @return true/false |
---|
| 80 | */ |
---|
| 81 | bool Server::sendMSG(std::string msg) { |
---|
| 82 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
---|
| 83 | //std::cout <<"adding packets" << std::endl; |
---|
| 84 | connection->addPacketAll(packet); |
---|
| 85 | //std::cout <<"added packets" << std::endl; |
---|
| 86 | return connection->sendPackets(); |
---|
| 87 | } |
---|
| 88 | |
---|
| 89 | /** |
---|
| 90 | * This function sends out a message to all clients |
---|
| 91 | * @param msg message |
---|
| 92 | * @return true/false |
---|
| 93 | */ |
---|
| 94 | bool Server::sendMSG(const char *msg) { |
---|
| 95 | ENetPacket *packet = packet_gen.chatMessage(msg); |
---|
| 96 | std::cout <<"adding Packets" << std::endl; |
---|
| 97 | connection->addPacketAll(packet); |
---|
| 98 | //std::cout <<"added packets" << std::endl; |
---|
| 99 | if (connection->sendPackets()){ |
---|
| 100 | std::cout << "Sucessfully" << std::endl; |
---|
| 101 | return true; |
---|
| 102 | } |
---|
| 103 | return false; |
---|
| 104 | } |
---|
| 105 | |
---|
| 106 | /** |
---|
| 107 | * Run this function once every tick |
---|
| 108 | * calls processQueue and updateGamestate |
---|
| 109 | * @param time time since last tick |
---|
| 110 | */ |
---|
| 111 | void Server::tick(float time) { |
---|
| 112 | processQueue(); |
---|
| 113 | updateGamestate(); |
---|
| 114 | return; |
---|
| 115 | } |
---|
| 116 | |
---|
| 117 | /** |
---|
| 118 | * processes all the packets waiting in the queue |
---|
| 119 | */ |
---|
| 120 | void Server::processQueue() { |
---|
| 121 | ENetPacket *packet; |
---|
| 122 | int clientID=-1; |
---|
| 123 | while(!connection->queueEmpty()){ |
---|
| 124 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
---|
| 125 | packet = connection->getPacket(clientID); |
---|
| 126 | elaborate(packet, clientID); |
---|
| 127 | } |
---|
| 128 | } |
---|
| 129 | |
---|
| 130 | /** |
---|
| 131 | * takes a new snapshot of the gamestate and sends it to the clients |
---|
| 132 | */ |
---|
| 133 | void Server::updateGamestate() { |
---|
| 134 | gamestates->update(); |
---|
| 135 | //std::cout << "updated gamestate, sending it" << std::endl; |
---|
| 136 | sendGameState(); |
---|
| 137 | //std::cout << "sent gamestate" << std::endl; |
---|
| 138 | } |
---|
| 139 | |
---|
| 140 | /** |
---|
| 141 | * sends the gamestate |
---|
| 142 | */ |
---|
| 143 | bool Server::sendGameState() { |
---|
| 144 | std::cout << "starting gamestate" << std::endl; |
---|
| 145 | ClientInformation *temp = clients; |
---|
| 146 | bool added=false; |
---|
| 147 | while(temp!=NULL){ |
---|
| 148 | if(temp->head){ |
---|
| 149 | temp=temp->next(); |
---|
| 150 | continue; |
---|
| 151 | } |
---|
| 152 | if( !(temp->getSynched()) ){ |
---|
| 153 | std::cout << "not sending gamestate" << std::endl; |
---|
| 154 | temp=temp->next(); |
---|
| 155 | continue; |
---|
| 156 | } |
---|
| 157 | std::cout << "doing gamestate" << std::endl; |
---|
| 158 | int gid = temp->getGamestateID(); |
---|
| 159 | int cid = temp->getID(); |
---|
| 160 | std::cout << "server, got acked ID: " << gid << std::endl; |
---|
| 161 | GameStateCompressed *gs = &(gamestates->popGameState(cid)); // FIXME: taking address of temporary, check if correct |
---|
| 162 | //std::cout << "adding gamestate" << std::endl; |
---|
| 163 | connection->addPacket(packet_gen.gstate(gs), cid); |
---|
| 164 | //std::cout << "added gamestate" << std::endl; |
---|
| 165 | added=true; |
---|
| 166 | temp=temp->next(); |
---|
| 167 | } |
---|
| 168 | if(added) |
---|
| 169 | return connection->sendPackets(); |
---|
| 170 | else |
---|
| 171 | return false; |
---|
| 172 | } |
---|
| 173 | |
---|
| 174 | void Server::processAck( ack *data, int clientID) { |
---|
| 175 | clients->findClient(clientID)->setGamestateID(data->a); |
---|
| 176 | } |
---|
| 177 | |
---|
| 178 | } |
---|