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