[230] | 1 | // |
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| 2 | // C++ Implementation: Server |
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| 3 | // |
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[285] | 4 | // Description: |
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[230] | 5 | // |
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| 6 | // |
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| 7 | // Author: Oliver Scheuss, (C) 2007 |
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| 8 | // |
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| 9 | // Copyright: See COPYING file that comes with this distribution |
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| 10 | // |
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| 11 | // |
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| 12 | |
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[777] | 13 | #include <iostream> |
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[230] | 14 | |
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[777] | 15 | #include "ConnectionManager.h" |
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| 16 | #include "PacketTypes.h" |
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| 17 | #include "GameStateManager.h" |
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| 18 | #include "ClientInformation.h" |
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| 19 | //#include "NetworkFrameListener.h" |
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[1021] | 20 | #include "util/Sleep.h" |
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[285] | 21 | #include "Server.h" |
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[230] | 22 | |
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[285] | 23 | |
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[777] | 24 | namespace network |
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| 25 | { |
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[230] | 26 | /** |
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[777] | 27 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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| 28 | * |
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| 29 | */ |
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| 30 | Server::Server() { |
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[369] | 31 | packet_gen = PacketGenerator(); |
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[444] | 32 | clients = new ClientInformation(true); |
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[436] | 33 | connection = new ConnectionManager(clients); |
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| 34 | gamestates = new GameStateManager(clients); |
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[230] | 35 | } |
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[285] | 36 | |
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[230] | 37 | /** |
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[777] | 38 | * Constructor |
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| 39 | * @param port Port to listen on |
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| 40 | * @param bindAddress Address to listen on |
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| 41 | */ |
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| 42 | Server::Server(int port, std::string bindAddress) { |
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[369] | 43 | packet_gen = PacketGenerator(); |
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[436] | 44 | clients = new ClientInformation(); |
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| 45 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 46 | gamestates = new GameStateManager(clients); |
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[230] | 47 | } |
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[285] | 48 | |
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[230] | 49 | /** |
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[777] | 50 | * Constructor |
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| 51 | * @param port Port to listen on |
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| 52 | * @param bindAddress Address to listen on |
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| 53 | */ |
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| 54 | Server::Server(int port, const char *bindAddress) { |
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[369] | 55 | packet_gen = PacketGenerator(); |
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[436] | 56 | clients = new ClientInformation(); |
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| 57 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 58 | gamestates = new GameStateManager(clients); |
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[230] | 59 | } |
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[660] | 60 | |
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[369] | 61 | /** |
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[777] | 62 | * This function opens the server by creating the listener thread |
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| 63 | */ |
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| 64 | void Server::open() { |
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[436] | 65 | connection->createListener(); |
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[369] | 66 | return; |
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| 67 | } |
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[660] | 68 | |
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[369] | 69 | /** |
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[777] | 70 | * This function closes the server |
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| 71 | */ |
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| 72 | void Server::close() { |
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[436] | 73 | connection->quitListener(); |
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[369] | 74 | return; |
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| 75 | } |
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[660] | 76 | |
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[369] | 77 | /** |
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[777] | 78 | * This function sends out a message to all clients |
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| 79 | * @param msg message |
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| 80 | * @return true/false |
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| 81 | */ |
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| 82 | bool Server::sendMSG(std::string msg) { |
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[369] | 83 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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[479] | 84 | //std::cout <<"adding packets" << std::endl; |
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[436] | 85 | connection->addPacketAll(packet); |
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[479] | 86 | //std::cout <<"added packets" << std::endl; |
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[436] | 87 | return connection->sendPackets(); |
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[369] | 88 | } |
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[777] | 89 | |
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[369] | 90 | /** |
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[777] | 91 | * This function sends out a message to all clients |
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| 92 | * @param msg message |
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| 93 | * @return true/false |
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| 94 | */ |
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| 95 | bool Server::sendMSG(const char *msg) { |
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[369] | 96 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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[632] | 97 | std::cout <<"adding Packets" << std::endl; |
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[436] | 98 | connection->addPacketAll(packet); |
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[479] | 99 | //std::cout <<"added packets" << std::endl; |
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[601] | 100 | if (connection->sendPackets()){ |
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[777] | 101 | std::cout << "Sucessfully" << std::endl; |
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| 102 | return true; |
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[601] | 103 | } |
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| 104 | return false; |
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[369] | 105 | } |
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[660] | 106 | |
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[380] | 107 | /** |
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[777] | 108 | * Run this function once every tick |
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| 109 | * calls processQueue and updateGamestate |
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| 110 | * @param time time since last tick |
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| 111 | */ |
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| 112 | void Server::tick(float time) { |
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[380] | 113 | processQueue(); |
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| 114 | updateGamestate(); |
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[1021] | 115 | |
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| 116 | sleep(1); // TODO remove |
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[380] | 117 | return; |
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[369] | 118 | } |
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[660] | 119 | |
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[380] | 120 | /** |
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[777] | 121 | * processes all the packets waiting in the queue |
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| 122 | */ |
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| 123 | void Server::processQueue() { |
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[380] | 124 | ENetPacket *packet; |
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[381] | 125 | int clientID=-1; |
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[436] | 126 | while(!connection->queueEmpty()){ |
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[479] | 127 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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[436] | 128 | packet = connection->getPacket(clientID); |
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[422] | 129 | elaborate(packet, clientID); |
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[380] | 130 | } |
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| 131 | } |
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[660] | 132 | |
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[380] | 133 | /** |
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[777] | 134 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 135 | */ |
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| 136 | void Server::updateGamestate() { |
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[436] | 137 | gamestates->update(); |
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[606] | 138 | //std::cout << "updated gamestate, sending it" << std::endl; |
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[1021] | 139 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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| 140 | sendGameState(); |
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[606] | 141 | //std::cout << "sent gamestate" << std::endl; |
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[380] | 142 | } |
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[660] | 143 | |
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[425] | 144 | /** |
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[777] | 145 | * sends the gamestate |
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| 146 | */ |
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| 147 | bool Server::sendGameState() { |
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[1021] | 148 | COUT(5) << "starting sendGameState" << std::endl; |
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[607] | 149 | ClientInformation *temp = clients; |
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| 150 | bool added=false; |
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| 151 | while(temp!=NULL){ |
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| 152 | if(temp->head){ |
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| 153 | temp=temp->next(); |
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| 154 | continue; |
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| 155 | } |
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[636] | 156 | if( !(temp->getSynched()) ){ |
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[1021] | 157 | COUT(5) << "not sending gamestate" << std::endl; |
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[636] | 158 | temp=temp->next(); |
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| 159 | continue; |
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| 160 | } |
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[1021] | 161 | COUT(5) << "doing gamestate gamestate preparation" << std::endl; |
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[624] | 162 | int gid = temp->getGamestateID(); |
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| 163 | int cid = temp->getID(); |
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[1021] | 164 | COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl; |
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| 165 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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| 166 | if(gs==NULL){ |
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| 167 | COUT(2) << "could not generate gamestate" << std::endl; |
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| 168 | return false; |
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| 169 | } |
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[624] | 170 | //std::cout << "adding gamestate" << std::endl; |
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| 171 | connection->addPacket(packet_gen.gstate(gs), cid); |
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| 172 | //std::cout << "added gamestate" << std::endl; |
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[607] | 173 | added=true; |
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| 174 | temp=temp->next(); |
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[605] | 175 | } |
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[607] | 176 | if(added) |
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| 177 | return connection->sendPackets(); |
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[1021] | 178 | COUT(5) << "had no gamestates to send" << std::endl; |
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| 179 | return false; |
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[422] | 180 | } |
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[660] | 181 | |
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[777] | 182 | void Server::processAck( ack *data, int clientID) { |
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[1021] | 183 | COUT(5) << "processing ack from client: " << clientID << "; ack-id: " << data->id << std::endl; |
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[624] | 184 | clients->findClient(clientID)->setGamestateID(data->a); |
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[620] | 185 | } |
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[660] | 186 | |
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[230] | 187 | } |
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