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source: code/trunk/src/network/Server.cc @ 1751

Last change on this file since 1751 was 1751, checked in by scheusso, 16 years ago

merged network branch back into trunk

  • Property svn:eol-style set to native
File size: 12.4 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
45
46#include "ConnectionManager.h"
47#include "GamestateManager.h"
48#include "ClientInformation.h"
49#include "util/Sleep.h"
50#include "objects/SpaceShip.h"
51#include "core/ConsoleCommand.h"
52#include "core/Iterator.h"
53#include "packet/Chat.h"
54#include "packet/Packet.h"
55#include "packet/Welcome.h"
56#include <util/Convert.h>
57
58namespace network
59{
60  #define MAX_FAILURES 20;
61  #define NETWORK_FREQUENCY 30
62
63  /**
64  * Constructor for default values (bindaddress is set to ENET_HOST_ANY
65  *
66  */
67  Server::Server() {
68    timeSinceLastUpdate_=0;
69    connection = new ConnectionManager();
70    gamestates_ = new GamestateManager();
71    isServer_ = true;
72  }
73
74  Server::Server(int port){
75    timeSinceLastUpdate_=0;
76    connection = new ConnectionManager(port);
77    gamestates_ = new GamestateManager();
78    isServer_ = true;
79  }
80
81  /**
82  * Constructor
83  * @param port Port to listen on
84  * @param bindAddress Address to listen on
85  */
86  Server::Server(int port, std::string bindAddress) {
87    timeSinceLastUpdate_=0;
88    connection = new ConnectionManager(port, bindAddress);
89    gamestates_ = new GamestateManager();
90    isServer_ = true;
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    isServer_ = true;
103  }
104
105  /**
106  * This function opens the server by creating the listener thread
107  */
108  void Server::open() {
109    connection->createListener();
110    return;
111  }
112
113  /**
114  * This function closes the server
115  */
116  void Server::close() {
117    connection->quitListener();
118    return;
119  }
120
121  bool Server::processChat(packet::Chat *message, unsigned int clientID){
122    ClientInformation *temp = ClientInformation::getBegin();
123    while(temp){
124      message->setClientID(temp->getID());
125      if(!message->send())
126        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
127      temp = temp->next();
128    }
129    return message->process();
130  }
131
132  /**
133  * This function sends out a message to all clients
134  * @param msg message
135  * @return true/false
136  */
137  bool Server::sendChat(packet::Chat *chat) {
138    //TODO: change this (no informations about who wrote a message)
139    assert(0);
140    ClientInformation *temp = ClientInformation::getBegin();
141    while(temp){
142      chat->setClientID(temp->getID());
143      if(!chat->send())
144        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
145    }
146    return chat->process();;
147  }
148
149  /**
150  * This function sends out a message to all clients
151  * @param msg message
152  * @return true/false
153  */
154//   bool Server::sendChat(const char *msg) {
155//     char *message = new char [strlen(msg)+10+1];
156//     sprintf(message, "Player %d: %s", CLIENTID_SERVER, msg);
157//     COUT(1) << message << std::endl;
158//     ENetPacket *packet = packet_gen.chatMessage(message);
159//     COUT(5) <<"Server: adding Packets" << std::endl;
160//     return connection->addPacketAll(packet);
161//   }
162
163  /**
164  * Run this function once every tick
165  * calls processQueue and updateGamestate
166  * @param time time since last tick
167  */
168  void Server::tick(float time) {
169    processQueue();
170    //this steers our network frequency
171    timeSinceLastUpdate_+=time;
172    if(timeSinceLastUpdate_>=(1./NETWORK_FREQUENCY)){
173      timeSinceLastUpdate_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_;
174//      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;
175      gamestates_->processGamestates();
176      updateGamestate();
177    }
178    /*while(timeSinceLastUpdate_>1./NETWORK_FREQUENCY)
179      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;*/
180//     usleep(5000); // TODO remove
181    return;
182  }
183
184  bool Server::queuePacket(ENetPacket *packet, int clientID){
185    return connection->addPacket(packet, clientID);
186  }
187
188  /**
189  * processes all the packets waiting in the queue
190  */
191  void Server::processQueue() {
192    ENetEvent *event;
193    while(!connection->queueEmpty()){
194      //std::cout << "Client " << clientID << " sent: " << std::endl;
195      //clientID here is a reference to grab clientID from ClientInformation
196      event = connection->getEvent();
197      if(!event)
198        continue;
199      assert(event->type != ENET_EVENT_TYPE_NONE);
200      switch( event->type ) {
201      case ENET_EVENT_TYPE_CONNECT:
202        COUT(3) << "processing event_Type_connect" << std::endl;
203        addClient(event);
204        break;
205      case ENET_EVENT_TYPE_DISCONNECT:
206        if(ClientInformation::findClient(&event->peer->address))
207          disconnectClient(event);
208        break;
209      case ENET_EVENT_TYPE_RECEIVE:
210        if(!processPacket(event->packet, event->peer))
211          COUT(3) << "processing incoming packet failed" << std::endl;
212        break;
213      default:
214        break;
215      }
216      delete event;
217      //if statement to catch case that packetbuffer is empty
218    }
219  }
220
221  /**
222  * takes a new snapshot of the gamestate and sends it to the clients
223  */
224  void Server::updateGamestate() {
225    gamestates_->update();
226    COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl;
227    //std::cout << "updated gamestate, sending it" << std::endl;
228    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
229    sendGameState();
230    COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl;
231    //std::cout << "sent gamestate" << std::endl;
232  }
233
234  bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){
235    packet::Packet *p = packet::Packet::createPacket(packet, peer);
236    return p->process();
237  }
238
239  /**
240  * sends the gamestate
241  */
242  bool Server::sendGameState() {
243    COUT(5) << "Server: starting function sendGameState" << std::endl;
244    ClientInformation *temp = ClientInformation::getBegin();
245    bool added=false;
246    while(temp != NULL){
247      if( !(temp->getSynched()) ){
248        COUT(5) << "Server: not sending gamestate" << std::endl;
249        temp=temp->next();
250        if(!temp)
251          break;
252        //think this works without continue
253        continue;
254      }
255      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
256      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
257      int gid = temp->getGamestateID(); //get gamestate id
258      int cid = temp->getID(); //get client id
259      COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl;
260      packet::Gamestate *gs = gamestates_->popGameState(cid);
261      if(gs==NULL){
262        COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl;
263        continue;
264      }
265      //std::cout << "adding gamestate" << std::endl;
266      gs->setClientID(cid);
267      if ( !gs->send() ){
268        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;
269        temp->addFailure();
270      }else
271        temp->resetFailures();
272      added=true;
273      temp=temp->next();
274      // gs gets automatically deleted by enet callback
275    }
276    /*if(added) {
277      //std::cout << "send gamestates from server.cc in sendGameState" << std::endl;
278      return connection->sendPackets();
279    }*/
280    //COUT(5) << "Server: had no gamestates to send" << std::endl;
281    return true;
282  }
283
284//   void Server::processChat( chat *data, int clientId){
285//     char *message = new char [strlen(data->message)+10+1];
286//     sprintf(message, "Player %d: %s", clientId, data->message);
287//     COUT(1) << message << std::endl;
288//     ENetPacket *pck = packet_gen.chatMessage(message);
289//     connection->addPacketAll(pck);
290//     delete[] data->message;
291//     delete data;
292//   }
293
294  bool Server::addClient(ENetEvent *event){
295    ClientInformation *temp = ClientInformation::insertBack(new ClientInformation);
296    if(!temp){
297      COUT(2) << "Server: could not add client" << std::endl;
298      return false;
299    }
300    if(temp==ClientInformation::getBegin()) { //not good if you use anything else than insertBack
301      temp->setID(1);
302    }
303    else
304      temp->setID(temp->prev()->getID()+1);
305    temp->setPeer(event->peer);
306    COUT(3) << "Server: added client id: " << temp->getID() << std::endl;
307    return createClient(temp->getID());
308  }
309
310  bool Server::createClient(int clientID){
311    ClientInformation *temp = ClientInformation::findClient(clientID);
312    if(!temp){
313      COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl;
314      return false;
315    }
316    COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl;
317    connection->syncClassid(temp->getID());
318    COUT(5) << "creating spaceship for clientid: " << temp->getID() << std::endl;
319    // TODO: this is only a hack, untill we have a possibility to define default player-join actions
320    if(!createShip(temp))
321      COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl;
322    else
323      COUT(3) << "created spaceship" << std::endl;
324    temp->setSynched(true);
325    COUT(3) << "sending welcome" << std::endl;
326    packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID());
327    w->setClientID(temp->getID());
328    assert(w->send());
329    packet::Gamestate *g = new packet::Gamestate();
330    g->setClientID(temp->getID());
331    assert(g->collectData(0));
332    assert(g->compressData());
333    assert(g->send());
334    return true;
335  }
336
337  bool Server::createShip(ClientInformation *client){
338    if(!client)
339      return false;
340    orxonox::Identifier* id = ID("SpaceShip");
341    if(!id){
342      COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl;
343      return false;
344    }
345    orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate());
346    no->classID = id->getNetworkID();
347    client->setShipID(no->objectID);
348    no->setPosition(orxonox::Vector3(0,0,80));
349    no->setScale(10);
350    //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0));
351    no->setMesh("assff.mesh");
352    no->setMaxSpeed(500);
353    no->setMaxSideAndBackSpeed(50);
354    no->setMaxRotation(1.0);
355    no->setTransAcc(200);
356    no->setRotAcc(3.0);
357    no->setTransDamp(75);
358    no->setRotDamp(1.0);
359    no->setCamera(std::string("cam_") + convertToString(client->getID()));
360    no->create();
361
362    return true;
363  }
364
365  bool Server::disconnectClient(ENetEvent *event){
366    COUT(4) << "removing client from list" << std::endl;
367    //return removeClient(head_->findClient(&(peer->address))->getID());
368
369    //boost::recursive_mutex::scoped_lock lock(head_->mutex_);
370    orxonox::ObjectList<orxonox::SpaceShip>::iterator it = orxonox::ObjectList<orxonox::SpaceShip>::begin();
371    ClientInformation *client = ClientInformation::findClient(&event->peer->address);
372    if(!client)
373      return false;
374    gamestates_->removeClient(client);
375    while(it){
376      if(it->objectID!=client->getShipID()){
377        ++it;
378        continue;
379      }
380      orxonox::ObjectList<orxonox::SpaceShip>::iterator temp=it;
381      ++it;
382      delete  *temp;
383      return ClientInformation::removeClient(event->peer);
384    }
385    return false;
386  }
387
388  void Server::disconnectClient(int clientID){
389    ClientInformation *client = ClientInformation::findClient(clientID);
390    if(client)
391      disconnectClient(client);
392  }
393  void Server::disconnectClient( ClientInformation *client){
394    connection->disconnectClient(client);
395    gamestates_->removeClient(client);
396  }
397
398}
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