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source: code/branches/tutorial/src/network/Server.cc @ 2766

Last change on this file since 2766 was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

  • Property svn:eol-style set to native
File size: 12.5 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: Server
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#include "Server.h"
42
43#include <iostream>
44#include <cassert>
45
46
47#include "ConnectionManager.h"
48#include "ClientConnectionListener.h"
49#include "GamestateManager.h"
50#include "ClientInformation.h"
51#include "util/Sleep.h"
52#include "core/ConsoleCommand.h"
53#include "core/CoreIncludes.h"
54#include "core/Iterator.h"
55#include "packet/Chat.h"
56#include "packet/Packet.h"
57#include "packet/Welcome.h"
58#include "packet/DeleteObjects.h"
59#include <util/Convert.h>
60#include "ChatListener.h"
61
62namespace orxonox
63{
64  const unsigned int MAX_FAILURES = 20;
65
66  /**
67  * Constructor for default values (bindaddress is set to ENET_HOST_ANY
68  *
69  */
70  Server::Server() {
71    timeSinceLastUpdate_=0;
72    connection = new ConnectionManager();
73    gamestates_ = new GamestateManager();
74  }
75
76  Server::Server(int port){
77    timeSinceLastUpdate_=0;
78    connection = new ConnectionManager(port);
79    gamestates_ = new GamestateManager();
80  }
81
82  /**
83  * Constructor
84  * @param port Port to listen on
85  * @param bindAddress Address to listen on
86  */
87  Server::Server(int port, const std::string& bindAddress) {
88    timeSinceLastUpdate_=0;
89    connection = new ConnectionManager(port, bindAddress);
90    gamestates_ = new GamestateManager();
91  }
92
93  /**
94  * Constructor
95  * @param port Port to listen on
96  * @param bindAddress Address to listen on
97  */
98  Server::Server(int port, const char *bindAddress) {
99    timeSinceLastUpdate_=0;
100    connection = new ConnectionManager(port, bindAddress);
101    gamestates_ = new GamestateManager();
102  }
103
104  /**
105  * @brief Destructor
106  */
107  Server::~Server(){
108    if(connection)
109      delete connection;
110    if(gamestates_)
111      delete gamestates_;
112  }
113
114  /**
115  * This function opens the server by creating the listener thread
116  */
117  void Server::open() {
118    connection->createListener();
119    return;
120  }
121
122  /**
123  * This function closes the server
124  */
125  void Server::close() {
126    connection->quitListener();
127    return;
128  }
129
130  bool Server::processChat(const std::string& message, unsigned int playerID){
131    ClientInformation *temp = ClientInformation::getBegin();
132    packet::Chat *chat;
133    while(temp){
134      chat = new packet::Chat(message, playerID);
135      chat->setClientID(temp->getID());
136      if(!chat->send())
137        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
138      temp = temp->next();
139    }
140//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
141    return true;
142  }
143
144
145  /**
146  * Run this function once every tick
147  * calls processQueue and updateGamestate
148  * @param time time since last tick
149  */
150  void Server::tick(float time) {
151    processQueue();
152    //this steers our network frequency
153    timeSinceLastUpdate_+=time;
154    if(timeSinceLastUpdate_>=NETWORK_PERIOD){
155      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
156      gamestates_->processGamestates();
157      updateGamestate();
158    }
159  }
160
161  bool Server::queuePacket(ENetPacket *packet, int clientID){
162    return connection->addPacket(packet, clientID);
163  }
164 
165  /**
166   * @brief: returns ping time to client in milliseconds
167   */
168  unsigned int Server::getPing(unsigned int clientID){
169    assert(ClientInformation::findClient(clientID));
170    return ClientInformation::findClient(clientID)->getRTT();
171  }
172
173  /**
174   * @brief: return packet loss ratio to client (scales from 0 to 1)
175   */
176  double Server::getPacketLoss(unsigned int clientID){
177    assert(ClientInformation::findClient(clientID));
178    return ClientInformation::findClient(clientID)->getPacketLoss();
179  }
180 
181  /**
182  * processes all the packets waiting in the queue
183  */
184  void Server::processQueue() {
185    ENetEvent *event;
186    while(!connection->queueEmpty()){
187      //std::cout << "Client " << clientID << " sent: " << std::endl;
188      //clientID here is a reference to grab clientID from ClientInformation
189      event = connection->getEvent();
190      if(!event)
191        continue;
192      assert(event->type != ENET_EVENT_TYPE_NONE);
193      switch( event->type ) {
194      case ENET_EVENT_TYPE_CONNECT:
195        COUT(3) << "processing event_Type_connect" << std::endl;
196        addClient(event);
197        break;
198      case ENET_EVENT_TYPE_DISCONNECT:
199        if(ClientInformation::findClient(&event->peer->address))
200          disconnectClient(event);
201        break;
202      case ENET_EVENT_TYPE_RECEIVE:
203        if(!processPacket(event->packet, event->peer))
204          COUT(3) << "processing incoming packet failed" << std::endl;
205        break;
206      default:
207        break;
208      }
209      delete event;
210      //if statement to catch case that packetbuffer is empty
211    }
212  }
213
214  /**
215  * takes a new snapshot of the gamestate and sends it to the clients
216  */
217  void Server::updateGamestate() {
218//     if( ClientInformation::getBegin()==NULL )
219      //no client connected
220//       return;
221    gamestates_->update();
222    COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl;
223    //std::cout << "updated gamestate, sending it" << std::endl;
224    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
225    sendGameState();
226    sendObjectDeletes();
227    COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl;
228    //std::cout << "sent gamestate" << std::endl;
229  }
230
231  bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){
232    packet::Packet *p = packet::Packet::createPacket(packet, peer);
233    return p->process();
234  }
235
236  /**
237  * sends the gamestate
238  */
239  bool Server::sendGameState() {
240    COUT(5) << "Server: starting function sendGameState" << std::endl;
241    ClientInformation *temp = ClientInformation::getBegin();
242    bool added=false;
243    while(temp != NULL){
244      if( !(temp->getSynched()) ){
245        COUT(5) << "Server: not sending gamestate" << std::endl;
246        temp=temp->next();
247        if(!temp)
248          break;
249        //think this works without continue
250        continue;
251      }
252      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
253      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
254      int gid = temp->getGamestateID(); //get gamestate id
255      int cid = temp->getID(); //get client id
256      COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl;
257      packet::Gamestate *gs = gamestates_->popGameState(cid);
258      if(gs==NULL){
259        COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl;
260        temp = temp->next();
261        continue;
262      }
263      //std::cout << "adding gamestate" << std::endl;
264      gs->setClientID(cid);
265      if ( !gs->send() ){
266        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;
267        temp->addFailure();
268      }else
269        temp->resetFailures();
270      added=true;
271      temp=temp->next();
272      // gs gets automatically deleted by enet callback
273    }
274    return true;
275  }
276
277  bool Server::sendObjectDeletes(){
278    ClientInformation *temp = ClientInformation::getBegin();
279    if( temp == NULL )
280      //no client connected
281      return true;
282    packet::DeleteObjects *del = new packet::DeleteObjects();
283    if(!del->fetchIDs())
284      return true;  //everything ok (no deletes this tick)
285//     COUT(3) << "sending DeleteObjects" << std::endl;
286    while(temp != NULL){
287      if( !(temp->getSynched()) ){
288        COUT(5) << "Server: not sending gamestate" << std::endl;
289        temp=temp->next();
290        continue;
291      }
292      int cid = temp->getID(); //get client id
293      packet::DeleteObjects *cd = new packet::DeleteObjects(*del);
294      assert(cd);
295      cd->setClientID(cid);
296      if ( !cd->send() )
297        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;
298      temp=temp->next();
299      // gs gets automatically deleted by enet callback
300    }
301    return true;
302  }
303
304
305  bool Server::addClient(ENetEvent *event){
306    static unsigned int newid=1;
307
308    COUT(2) << "Server: adding client" << std::endl;
309    ClientInformation *temp = ClientInformation::insertBack(new ClientInformation);
310    if(!temp){
311      COUT(2) << "Server: could not add client" << std::endl;
312      return false;
313    }
314    /*if(temp==ClientInformation::getBegin()) { //not good if you use anything else than insertBack
315      newid=1;
316    }
317    else
318      newid=temp->prev()->getID()+1;*/
319    temp->setID(newid);
320    temp->setPeer(event->peer);
321
322    // inform all the listeners
323    ObjectList<ClientConnectionListener>::iterator listener = ObjectList<ClientConnectionListener>::begin();
324    while(listener){
325      listener->clientConnected(newid);
326      listener++;
327    }
328
329    newid++;
330
331    COUT(3) << "Server: added client id: " << temp->getID() << std::endl;
332    return createClient(temp->getID());
333}
334
335  bool Server::createClient(int clientID){
336    ClientInformation *temp = ClientInformation::findClient(clientID);
337    if(!temp){
338      COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl;
339      return false;
340    }
341    COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl;
342    connection->syncClassid(temp->getID());
343    temp->setSynched(true);
344    COUT(3) << "sending welcome" << std::endl;
345    packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID());
346    w->setClientID(temp->getID());
347    bool b = w->send();
348    assert(b);
349    packet::Gamestate *g = new packet::Gamestate();
350    g->setClientID(temp->getID());
351    b = g->collectData(0);
352    if(!b)
353      return false; //no data for the client
354    b = g->compressData();
355    assert(b);
356    b = g->send();
357    assert(b);
358    return true;
359  }
360
361  bool Server::disconnectClient(ENetEvent *event){
362    COUT(4) << "removing client from list" << std::endl;
363    //return removeClient(head_->findClient(&(peer->address))->getID());
364
365    //boost::recursive_mutex::scoped_lock lock(head_->mutex_);
366    ClientInformation *client = ClientInformation::findClient(&event->peer->address);
367    if(!client)
368      return false;
369    gamestates_->removeClient(client);
370
371// inform all the listeners
372    ObjectList<ClientConnectionListener>::iterator listener = ObjectList<ClientConnectionListener>::begin();
373    while(listener){
374      listener->clientDisconnected(client->getID());
375      listener++;
376    }
377
378    return ClientInformation::removeClient(event->peer);
379  }
380
381  void Server::disconnectClient(int clientID){
382    ClientInformation *client = ClientInformation::findClient(clientID);
383    if(client)
384      disconnectClient(client);
385  }
386  void Server::disconnectClient( ClientInformation *client){
387    connection->disconnectClient(client);
388    gamestates_->removeClient(client);
389  }
390
391  bool Server::chat(const std::string& message){
392      return this->sendChat(message, Host::getPlayerID());
393  }
394
395  bool Server::broadcast(const std::string& message){
396      return this->sendChat(message, CLIENTID_UNKNOWN);
397  }
398
399  bool Server::sendChat(const std::string& message, unsigned int clientID){
400    ClientInformation *temp = ClientInformation::getBegin();
401    packet::Chat *chat;
402    while(temp){
403      chat = new packet::Chat(message, clientID);
404      chat->setClientID(temp->getID());
405      if(!chat->send())
406        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
407      temp = temp->next();
408    }
409//    COUT(1) << "Player " << Host::getPlayerID() << ": " << message << std::endl;
410    for (ObjectList<ChatListener>::iterator it = ObjectList<ChatListener>::begin(); it != ObjectList<ChatListener>::end(); ++it)
411      it->incomingChat(message, clientID);
412
413    return true;
414  }
415
416}
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