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source: orxonox.OLD/trunk/src/lib/network/network_manager.cc @ 9543

Last change on this file since 9543 was 9494, checked in by bensch, 18 years ago

merged the proxy back

File size: 5.1 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 "class_list.h"
23#include "debug.h"
24#include "shell_command.h"
25
26/* include your own header */
27#include "network_manager.h"
28#include "shared_network_data.h"
29#include "network_stream.h"
30#include "preferences.h"
31#include "network_log.h"
32#include "network_game_manager.h"
33
34
35/* using namespace std is default, this needs to be here */
36
37
38SHELL_COMMAND(debug, NetworkManager, debug);
39
40
41NetworkManager* NetworkManager::singletonRef = NULL;
42
43/**
44 *  standard constructor
45 */
46NetworkManager::NetworkManager()
47{
48  /* set the class id for the base object */
49  this->setClassID(CL_NETWORK_MANAGER, "NetworkManager");
50  PRINTF(0)("START\n");
51
52  /* initialize the references */
53  this->networkStream = NULL;
54  this->elapsedTime = 0.0f;
55
56
57  int port = Preferences::getInstance()->getInt( "network", "telnetport", 0 );
58
59  if ( port > 0 )
60    NetworkLog::getInstance()->listen( port );
61
62  PRINTF(0)("NetworkManager created\n");
63}
64
65
66/**
67 *  standard deconstructor
68 */
69NetworkManager::~NetworkManager()
70{
71  PRINTF(0)("NetworkManager destructor\n");
72  if ( this->networkStream )
73  {
74    delete this->networkStream;
75    this->networkStream = NULL;
76  }
77
78  NetworkManager::singletonRef = NULL;
79}
80
81
82/**
83 *  initializes the network manager
84 */
85void NetworkManager::initialize()
86{
87  PRINTF(0)("NetworkManager initzalized\n");
88}
89
90
91/**
92 *  shutsdown the network manager
93 */
94void NetworkManager::shutdown()
95{
96
97}
98
99
100
101/**
102 *  creates a new NetworkStream of server type
103 * @param clientPort: number of the TCP/UDP port for client connections
104 * @param proxyPort: number of the TCP/UDP port for proxy connections
105 */
106int NetworkManager::createMasterServer(unsigned int port)
107{
108  // load the network settings
109  NetworkSettings::getInstance()->loadData();
110
111  // create the network stream
112  this->networkStream = new NetworkStream(NET_MASTER_SERVER);
113  this->networkStream->createServer( port, port + 1);
114
115  // start the network game manager
116  this->networkStream->createNetworkGameManager();
117
118  PRINTF(0)("Created Network Master Server\n");
119  SDL_Delay(20);
120  return 1;
121}
122
123/**
124 *  creates a new network stream of proxy server type
125 * @param port: number of the TCP port
126 */
127int NetworkManager::createProxyServer(unsigned int port)
128{
129  // load the network settings
130  NetworkSettings::getInstance()->loadData();
131
132  // create the network stream af
133  this->networkStream = new NetworkStream(NET_PROXY_SERVER_ACTIVE );
134  // first connect to the master server for synchronization
135  this->networkStream->connectToMasterServer(NetworkSettings::getInstance()->getMasterAddr().ipString(), 10000);
136  // start the handshake with the master server
137  this->networkStream->startHandshake(NET_ID_MASTER_SERVER);
138
139  // then start the server
140  this->networkStream->createServer( port, port +1);
141
142
143  // and to the other proxy servers also, this would be very nice if its works
144
145
146  // start the network game manager
147  //this->networkStream->createNetworkGameManager();
148
149
150  PRINTF(0)("Created Network Proxy Server\n");
151  SDL_Delay(20);
152  return 1;
153}
154
155
156/**
157 *  creates a connection from one object to a host
158 * @param hostName: the name of the destination host
159 */
160int NetworkManager::createClient(const std::string & name, unsigned int port)
161{
162  // load the network settings
163  NetworkSettings::getInstance()->loadData();
164
165  // create the network stream
166  this->networkStream = new NetworkStream(NET_CLIENT);
167  // connect to the master server, if a redirection should occure, this is handled in the NetworkStream itself
168  this->networkStream->connectToMasterServer( name, port);
169
170  // and start the handshake
171  this->networkStream->startHandshake();
172
173  PRINTF(0)("Created Network Client\n");
174  return 1;
175}
176
177
178/**
179 * connects a synchronizeable to the network stream
180 * @param sync: synchronizeable to connect
181 */
182void NetworkManager::connectSynchronizeable(Synchronizeable& sync)
183{
184  if( this->networkStream)
185    this->networkStream->connectSynchronizeable(sync);
186}
187
188
189/**
190 *  sync the network
191 *  @param dtS: the seceonds elapsed since the last synchronize call
192 */
193void NetworkManager::synchronize( float dtS)
194{
195  this->elapsedTime += dtS;
196  if( likely(this->elapsedTime < 1.0f / NETWORK_FREQUENCY))
197    return;
198
199  this->elapsedTime = 0.0f;
200
201  if ( this->networkStream )
202    networkStream->processData();
203
204  NetworkGameManager::getInstance()->tick( this->elapsedTime );
205}
206
207
208
209/**
210 * debug output
211 */
212 void NetworkManager::debug()
213{
214  PRINT(0)("=================Network::debug()=========\n");
215  this->networkStream->debug();
216  PRINT(0)("===========================================\n");
217}
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