1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss, (C) 2007 |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | // |
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30 | // C++ Implementation: Server |
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31 | // |
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32 | // Description: |
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33 | // |
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34 | // |
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35 | // Author: Oliver Scheuss, (C) 2007 |
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36 | // |
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37 | // Copyright: See COPYING file that comes with this distribution |
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38 | // |
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39 | // |
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40 | |
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41 | #include "Server.h" |
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42 | |
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43 | #include <iostream> |
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44 | |
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45 | #include "ConnectionManager.h" |
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46 | #include "PacketTypes.h" |
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47 | #include "GameStateManager.h" |
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48 | #include "ClientInformation.h" |
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49 | //#include "NetworkFrameListener.h" |
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50 | #include "util/Sleep.h" |
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51 | |
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52 | |
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53 | namespace network |
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54 | { |
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55 | |
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56 | |
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57 | #define MAX_FAILURES 20; |
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58 | |
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59 | |
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60 | /** |
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61 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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62 | * |
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63 | */ |
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64 | Server::Server() { |
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65 | packet_gen = PacketGenerator(); |
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66 | clients = new ClientInformation(true); |
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67 | connection = new ConnectionManager(clients); |
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68 | gamestates = new GameStateManager(clients); |
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69 | } |
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70 | |
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71 | /** |
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72 | * Constructor |
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73 | * @param port Port to listen on |
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74 | * @param bindAddress Address to listen on |
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75 | */ |
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76 | Server::Server(int port, std::string bindAddress) { |
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77 | packet_gen = PacketGenerator(); |
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78 | clients = new ClientInformation(); |
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79 | connection = new ConnectionManager(port, bindAddress, clients); |
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80 | gamestates = new GameStateManager(clients); |
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81 | } |
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82 | |
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83 | /** |
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84 | * Constructor |
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85 | * @param port Port to listen on |
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86 | * @param bindAddress Address to listen on |
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87 | */ |
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88 | Server::Server(int port, const char *bindAddress) { |
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89 | packet_gen = PacketGenerator(); |
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90 | clients = new ClientInformation(); |
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91 | connection = new ConnectionManager(port, bindAddress, clients); |
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92 | gamestates = new GameStateManager(clients); |
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93 | } |
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94 | |
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95 | /** |
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96 | * This function opens the server by creating the listener thread |
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97 | */ |
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98 | void Server::open() { |
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99 | connection->createListener(); |
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100 | return; |
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101 | } |
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102 | |
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103 | /** |
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104 | * This function closes the server |
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105 | */ |
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106 | void Server::close() { |
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107 | connection->quitListener(); |
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108 | return; |
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109 | } |
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110 | |
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111 | /** |
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112 | * This function sends out a message to all clients |
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113 | * @param msg message |
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114 | * @return true/false |
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115 | */ |
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116 | bool Server::sendMSG(std::string msg) { |
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117 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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118 | //std::cout <<"adding packets" << std::endl; |
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119 | connection->addPacketAll(packet); |
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120 | //std::cout <<"added packets" << std::endl; |
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121 | return connection->sendPackets(); |
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122 | } |
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123 | |
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124 | /** |
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125 | * This function sends out a message to all clients |
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126 | * @param msg message |
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127 | * @return true/false |
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128 | */ |
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129 | bool Server::sendMSG(const char *msg) { |
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130 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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131 | COUT(4) <<"Server: adding Packets" << std::endl; |
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132 | connection->addPacketAll(packet); |
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133 | //std::cout <<"added packets" << std::endl; |
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134 | if (connection->sendPackets()){ |
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135 | COUT(4) << "Server: Sucessfully" << std::endl; |
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136 | return true; |
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137 | } |
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138 | return false; |
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139 | } |
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140 | |
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141 | /** |
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142 | * Run this function once every tick |
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143 | * calls processQueue and updateGamestate |
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144 | * @param time time since last tick |
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145 | */ |
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146 | void Server::tick(float time) { |
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147 | processQueue(); |
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148 | updateGamestate(); |
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149 | |
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150 | // usleep(500000); // TODO remove |
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151 | return; |
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152 | } |
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153 | |
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154 | /** |
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155 | * processes all the packets waiting in the queue |
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156 | */ |
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157 | void Server::processQueue() { |
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158 | ENetPacket *packet; |
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159 | int clientID=-1; |
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160 | while(!connection->queueEmpty()){ |
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161 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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162 | //clientID here is a reference to grab clientID from ClientInformation |
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163 | packet = connection->getPacket(clientID); |
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164 | //if statement to catch case that packetbuffer is empty |
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165 | if( !elaborate(packet, clientID) ) |
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166 | COUT(4) << "Server: PacketBuffer empty" << std::endl; |
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167 | } |
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168 | } |
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169 | |
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170 | /** |
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171 | * takes a new snapshot of the gamestate and sends it to the clients |
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172 | */ |
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173 | void Server::updateGamestate() { |
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174 | gamestates->update(); |
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175 | COUT(4) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; |
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176 | //std::cout << "updated gamestate, sending it" << std::endl; |
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177 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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178 | sendGameState(); |
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179 | COUT(4) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; |
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180 | //std::cout << "sent gamestate" << std::endl; |
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181 | } |
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182 | |
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183 | /** |
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184 | * sends the gamestate |
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185 | */ |
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186 | bool Server::sendGameState() { |
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187 | COUT(5) << "Server: starting function sendGameState" << std::endl; |
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188 | ClientInformation *temp = clients; |
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189 | bool added=false; |
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190 | while(temp != NULL){ |
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191 | if(temp->head){ |
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192 | temp=temp->next(); |
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193 | //think this works without continue |
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194 | continue; |
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195 | } |
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196 | if( !(temp->getSynched()) ){ |
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197 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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198 | temp=temp->next(); |
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199 | //think this works without continue |
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200 | continue; |
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201 | } |
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202 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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203 | int gid = temp->getGamestateID(); //get gamestate id |
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204 | int cid = temp->getID(); //get client id |
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205 | COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; |
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206 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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207 | if(gs==NULL){ |
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208 | COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; |
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209 | return false; |
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210 | } |
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211 | //std::cout << "adding gamestate" << std::endl; |
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212 | if ( !(connection->addPacket(packet_gen.gstate(gs), cid)) ){ |
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213 | COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->failures_ << std::endl; |
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214 | temp->failures_++; |
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215 | if(temp->failures_ > 20 ) |
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216 | disconnectClient(temp); |
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217 | //std::cout << "added gamestate" << std::endl; |
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218 | } |
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219 | added=true; |
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220 | temp=temp->next(); |
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221 | // now delete gamestate |
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222 | delete[] gs->data; |
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223 | delete gs; |
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224 | } |
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225 | if(added) { |
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226 | //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; |
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227 | return connection->sendPackets(); |
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228 | } |
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229 | COUT(5) << "Server: had no gamestates to send" << std::endl; |
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230 | return false; |
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231 | } |
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232 | |
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233 | void Server::processAck( ack *data, int clientID) { |
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234 | COUT(4) << "\b\b\b\n\n\n\n\nServer: processing ack from client: " << clientID << "; ack-id: " << data->a << std::endl; |
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235 | gamestates->ackGameState(clientID, data->a); |
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236 | delete data; |
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237 | } |
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238 | |
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239 | bool Server::processConnectRequest( connectRequest *con, int clientID ){ |
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240 | COUT(4) << "processing connectRequest " << std::endl; |
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241 | //connection->addPacket(packet_gen.gstate(gamestates->popGameState(clientID)) , clientID); |
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242 | connection->createClient(clientID); |
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243 | delete con; |
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244 | return true; |
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245 | } |
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246 | |
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247 | void Server::processGamestate( GameStateCompressed *data, int clientID){ |
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248 | COUT(4) << "processing partial gamestate from client " << clientID << std::endl; |
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249 | if(!gamestates->pushGameState(data, clientID)) |
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250 | COUT(3) << "Could not push gamestate\t\t\t\t=====" << std::endl; |
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251 | else |
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252 | clients->findClient(clientID)->failures_=0; |
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253 | } |
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254 | |
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255 | void Server::disconnectClient(int clientID){ |
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256 | ClientInformation *client = clients->findClient(clientID); |
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257 | disconnectClient(client); |
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258 | } |
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259 | void Server::disconnectClient( ClientInformation *client){ |
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260 | connection->disconnectClient(client); |
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261 | gamestates->removeClient(client); |
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262 | } |
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263 | |
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264 | } |
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