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source: orxonox.OLD/trunk/src/lib/network/network_manager.cc @ 9808

Last change on this file since 9808 was 9656, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy bache back with no conflicts

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 "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#include "proxy/proxy_control.h"
34
35
36/* using namespace std is default, this needs to be here */
37
38
39SHELL_COMMAND(debug, NetworkManager, debug);
40SHELL_COMMAND(redirTest, NetworkManager, setRedirectionTest);
41
42
43
44NetworkManager* NetworkManager::singletonRef = NULL;
45
46/**
47 *  standard constructor
48 */
49NetworkManager::NetworkManager()
50{
51  /* set the class id for the base object */
52  this->setClassID(CL_NETWORK_MANAGER, "NetworkManager");
53  PRINTF(0)("START\n");
54
55  /* initialize the references */
56  this->networkStream = NULL;
57  this->elapsedTime = 0.0f;
58
59
60  int port = Preferences::getInstance()->getInt( "network", "telnetport", 0 );
61
62  if ( port > 0 )
63    NetworkLog::getInstance()->listen( port );
64
65  PRINTF(0)("NetworkManager created\n");
66}
67
68
69/**
70 *  standard deconstructor
71 */
72NetworkManager::~NetworkManager()
73{
74  PRINTF(0)("NetworkManager destructor\n");
75  if ( this->networkStream )
76  {
77    delete this->networkStream;
78    this->networkStream = NULL;
79  }
80
81  NetworkManager::singletonRef = NULL;
82}
83
84
85/**
86 *  initializes the network manager
87 */
88void NetworkManager::initialize()
89{
90  PRINTF(0)("NetworkManager initzalized\n");
91}
92
93
94/**
95 *  shutsdown the network manager
96 */
97void NetworkManager::shutdown()
98{
99
100}
101
102
103
104/**
105 *  creates a new NetworkStream of server type
106 * @param clientPort: number of the TCP/UDP port for client connections
107 * @param proxyPort: number of the TCP/UDP port for proxy connections
108 */
109int NetworkManager::createMasterServer(unsigned int port)
110{
111  // load the network settings
112  NetworkSettings::getInstance()->loadData();
113
114  // create the network stream
115  this->networkStream = new NetworkStream(NET_MASTER_SERVER);
116  this->networkStream->createServer( port, port + 1, port + 2);
117
118  // start the network game manager
119  this->networkStream->createNetworkGameManager();
120
121  // init the proxy control center
122  ProxyControl::getInstance();
123
124  PRINTF(0)("Created Network Master Server\n");
125  SDL_Delay(20);
126  return 1;
127}
128
129/**
130 *  creates a new network stream of proxy server type
131 * @param port: number of the TCP port
132 */
133int NetworkManager::createProxyServer(unsigned int port)
134{
135  // load the network settings
136  NetworkSettings::getInstance()->loadData();
137
138  // create the network stream af
139  this->networkStream = new NetworkStream(NET_PROXY_SERVER_ACTIVE );
140  // first connect to the master server for synchronization
141  this->networkStream->connectToMasterServer(NetworkSettings::getInstance()->getMasterAddr().ipString(), 10000);
142  // start the handshake with the master server
143  this->networkStream->startHandshake(NET_ID_MASTER_SERVER);
144
145  // then start the server
146  this->networkStream->createServer( port, port + 1, port + 2);
147
148  // and to the other proxy servers also, this would be very nice if its works
149  /* put it here....*/
150
151  // init the proxy control center
152  ProxyControl::getInstance();
153
154  PRINTF(0)("Created Network Proxy Server\n");
155  SDL_Delay(20);
156  return 1;
157}
158
159
160/**
161 *  creates a connection from one object to a host
162 * @param hostName: the name of the destination host
163 */
164int NetworkManager::createClient(const std::string & name, unsigned int port)
165{
166  // load the network settings
167  NetworkSettings::getInstance()->loadData();
168
169  // create the network stream
170  this->networkStream = new NetworkStream(NET_CLIENT);
171  // connect to the master server, if a redirection should occure, this is handled in the NetworkStream itself
172  this->networkStream->connectToMasterServer( name, port);
173
174
175  // and start the handshake
176  this->networkStream->startHandshake();
177  // create the proxy control
178  ProxyControl::getInstance();
179
180  PRINTF(0)("Created Network Client\n");
181  return 1;
182}
183
184
185/**
186 * reconnects this client to another server
187 * @param address new server address
188 */
189void NetworkManager::reconnectToServer(IP address)
190{
191  PRINTF(0)("Rec. reconnection command\n");
192  this->networkStream->reconnectToServer(address);
193}
194
195
196/**
197 * connects a synchronizeable to the network stream
198 * @param sync: synchronizeable to connect
199 */
200void NetworkManager::connectSynchronizeable(Synchronizeable& sync)
201{
202  if( this->networkStream)
203    this->networkStream->connectSynchronizeable(sync);
204}
205
206
207/**
208 *  sync the network
209 *  @param dtS: the seceonds elapsed since the last synchronize call
210 */
211void NetworkManager::synchronize( float dtS)
212{
213  this->elapsedTime += dtS;
214  if( likely(this->elapsedTime < 1.0f / NETWORK_FREQUENCY))
215    return;
216
217  this->elapsedTime = 0.0f;
218
219  if ( this->networkStream )
220    networkStream->processData();
221
222  NetworkGameManager::getInstance()->tick( this->elapsedTime );
223}
224
225
226
227/**
228 * debug output
229 */
230 void NetworkManager::debug()
231{
232  PRINT(0)("=================Network::debug()=========\n");
233  this->networkStream->debug();
234  PRINT(0)("===========================================\n");
235}
236
237
238void NetworkManager::setRedirectionTest()
239{
240  this->networkStream->setRedirectionTest();
241}
242
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