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source: orxonox.OLD/branches/cleanup/src/lib/network/network_manager.cc @ 10659

Last change on this file since 10659 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 5.7 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Patrick Boenzli (patrick@orxonox.ethz.ch)
13   co-programmer: Christoph Renner (rennerc@ee.ethz.ch)
14*/
15
16
17/* this is for debug output. It just says, that all calls to PRINT() belong to the DEBUG_MODULE_NETWORK module
18   For more information refere to https://www.orxonox.net/cgi-bin/trac.cgi/wiki/DebugOutput
19*/
20#define DEBUG_MODULE_NETWORK
21
22#include "debug.h"
23#include "shell_command.h"
24
25/* include your own header */
26#include "network_manager.h"
27#include "shared_network_data.h"
28#include "network_stream.h"
29#include "parser/preferences/preferences.h"
30#include "network_log.h"
31#include "network_game_manager.h"
32#include "proxy/proxy_control.h"
33
34
35/* using namespace std is default, this needs to be here */
36
37
38SHELL_COMMAND(debug, NetworkManager, debug);
39SHELL_COMMAND(redirTest, NetworkManager, setRedirectionTest);
40
41
42ObjectListDefinition(NetworkManager);
43NetworkManager* NetworkManager::singletonRef = NULL;
44
45/**
46 *  standard constructor
47 */
48NetworkManager::NetworkManager()
49{
50  /* set the class id for the base object */
51  this->registerObject(this, NetworkManager::_objectList);
52  PRINTF(0)("START\n");
53
54  /* initialize the references */
55  this->networkStream = NULL;
56  this->elapsedTime = 0.0f;
57
58
59  int port = Preferences::getInstance()->getInt( "network", "telnetport", 0 );
60
61  if ( port > 0 )
62    NetworkLog::getInstance()->listen( port );
63
64  PRINTF(0)("NetworkManager created\n");
65}
66
67
68/**
69 *  standard deconstructor
70 */
71NetworkManager::~NetworkManager()
72{
73  PRINTF(0)("NetworkManager destructor\n");
74  if ( this->networkStream )
75  {
76    delete this->networkStream;
77    this->networkStream = NULL;
78  }
79
80  NetworkManager::singletonRef = NULL;
81}
82
83
84/**
85 *  initializes the network manager
86 */
87void NetworkManager::initialize()
88{
89  PRINTF(0)("NetworkManager initzalized\n");
90}
91
92
93/**
94 *  shutsdown the network manager
95 */
96void NetworkManager::shutdown()
97{
98
99}
100
101
102
103/**
104 *  creates a new NetworkStream of server type
105 * @param clientPort: number of the TCP/UDP port for client connections
106 * @param proxyPort: number of the TCP/UDP port for proxy connections
107 */
108int NetworkManager::createMasterServer(unsigned int port)
109{
110  // load the network settings
111  NetworkSettings::getInstance()->loadData();
112
113  // create the network stream
114  this->networkStream = new NetworkStream(NET_MASTER_SERVER);
115  this->networkStream->createServer( port, port + 1, port + 2);
116
117  // start the network game manager
118  this->networkStream->createNetworkGameManager();
119
120  // init the proxy control center
121  ProxyControl::getInstance();
122
123  PRINTF(0)("Created Network Master Server\n");
124  SDL_Delay(20);
125  return 1;
126}
127
128/**
129 *  creates a new network stream of proxy server type
130 * @param port: number of the TCP port
131 */
132int NetworkManager::createProxyServer(unsigned int port)
133{
134  // load the network settings
135  NetworkSettings::getInstance()->loadData();
136
137  // create the network stream af
138  this->networkStream = new NetworkStream(NET_PROXY_SERVER_ACTIVE );
139  // first connect to the master server for synchronization
140  this->networkStream->connectToMasterServer(NetworkSettings::getInstance()->getMasterAddr().ipString(), 10000);
141  // start the handshake with the master server
142  this->networkStream->startHandshake(NET_ID_MASTER_SERVER);
143
144  // then start the server
145  this->networkStream->createServer( port, port + 1, port + 2);
146
147  // and to the other proxy servers also, this would be very nice if its works
148  /* put it here....*/
149
150  // init the proxy control center
151  ProxyControl::getInstance();
152
153  PRINTF(0)("Created Network Proxy Server\n");
154  SDL_Delay(20);
155  return 1;
156}
157
158
159/**
160 *  creates a connection from one object to a host
161 * @param hostName: the name of the destination host
162 */
163int NetworkManager::createClient(const std::string & name, unsigned int port)
164{
165  // load the network settings
166  NetworkSettings::getInstance()->loadData();
167
168  // create the network stream
169  this->networkStream = new NetworkStream(NET_CLIENT);
170  // connect to the master server, if a redirection should occure, this is handled in the NetworkStream itself
171  this->networkStream->connectToMasterServer( name, port);
172
173
174  // and start the handshake
175  this->networkStream->startHandshake();
176  // create the proxy control
177  ProxyControl::getInstance();
178
179  PRINTF(0)("Created Network Client\n");
180  return 1;
181}
182
183
184/**
185 * reconnects this client to another server
186 * @param address new server address
187 */
188void NetworkManager::reconnectToServer(IP address)
189{
190  PRINTF(0)("Rec. reconnection command\n");
191  this->networkStream->reconnectToServer(address);
192}
193
194
195/**
196 * connects a synchronizeable to the network stream
197 * @param sync: synchronizeable to connect
198 */
199void NetworkManager::connectSynchronizeable(Synchronizeable& sync)
200{
201  if( this->networkStream)
202    this->networkStream->connectSynchronizeable(sync);
203}
204
205
206/**
207 *  sync the network
208 *  @param dtS: the seceonds elapsed since the last synchronize call
209 */
210void NetworkManager::synchronize( float dtS)
211{
212  this->elapsedTime += dtS;
213  if( likely(this->elapsedTime < 1.0f / NETWORK_FREQUENCY))
214    return;
215
216  this->elapsedTime = 0.0f;
217
218  if ( this->networkStream )
219    networkStream->processData();
220
221  NetworkGameManager::getInstance()->tick( this->elapsedTime );
222}
223
224
225
226/**
227 * debug output
228 */
229 void NetworkManager::debug()
230{
231  PRINT(0)("=================Network::debug()=========\n");
232  this->networkStream->debug();
233  PRINT(0)("===========================================\n");
234}
235
236
237void NetworkManager::setRedirectionTest()
238{
239  this->networkStream->setRedirectionTest();
240}
241
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