[1168] | 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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[1389] | 45 | |
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[1168] | 46 | #include "ConnectionManager.h" |
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| 47 | #include "PacketTypes.h" |
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| 48 | #include "GameStateManager.h" |
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| 49 | #include "ClientInformation.h" |
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| 50 | //#include "NetworkFrameListener.h" |
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| 51 | #include "util/Sleep.h" |
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[1409] | 52 | #include "objects/SpaceShip.h" |
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[1168] | 53 | |
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| 54 | |
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| 55 | namespace network |
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| 56 | { |
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[1261] | 57 | |
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| 58 | |
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| 59 | #define MAX_FAILURES 20; |
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| 60 | |
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| 61 | |
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[1168] | 62 | /** |
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| 63 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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| 64 | * |
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| 65 | */ |
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| 66 | Server::Server() { |
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| 67 | packet_gen = PacketGenerator(); |
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| 68 | clients = new ClientInformation(true); |
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| 69 | connection = new ConnectionManager(clients); |
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| 70 | gamestates = new GameStateManager(clients); |
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| 71 | } |
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[1379] | 72 | |
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| 73 | Server::Server(int port){ |
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| 74 | packet_gen = PacketGenerator(); |
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| 75 | clients = new ClientInformation(true); |
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| 76 | connection = new ConnectionManager(clients, port); |
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| 77 | gamestates = new GameStateManager(clients); |
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| 78 | } |
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[1168] | 79 | |
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| 80 | /** |
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| 81 | * Constructor |
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| 82 | * @param port Port to listen on |
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| 83 | * @param bindAddress Address to listen on |
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| 84 | */ |
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| 85 | Server::Server(int port, std::string bindAddress) { |
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| 86 | packet_gen = PacketGenerator(); |
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| 87 | clients = new ClientInformation(); |
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| 88 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 89 | gamestates = new GameStateManager(clients); |
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| 90 | } |
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| 91 | |
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| 92 | /** |
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| 93 | * Constructor |
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| 94 | * @param port Port to listen on |
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| 95 | * @param bindAddress Address to listen on |
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| 96 | */ |
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| 97 | Server::Server(int port, const char *bindAddress) { |
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| 98 | packet_gen = PacketGenerator(); |
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| 99 | clients = new ClientInformation(); |
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| 100 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 101 | gamestates = new GameStateManager(clients); |
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| 102 | } |
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| 103 | |
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| 104 | /** |
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| 105 | * This function opens the server by creating the listener thread |
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| 106 | */ |
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| 107 | void Server::open() { |
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| 108 | connection->createListener(); |
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| 109 | return; |
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| 110 | } |
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| 111 | |
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| 112 | /** |
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| 113 | * This function closes the server |
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| 114 | */ |
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| 115 | void Server::close() { |
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| 116 | connection->quitListener(); |
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| 117 | return; |
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| 118 | } |
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| 119 | |
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| 120 | /** |
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| 121 | * This function sends out a message to all clients |
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| 122 | * @param msg message |
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| 123 | * @return true/false |
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| 124 | */ |
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| 125 | bool Server::sendMSG(std::string msg) { |
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| 126 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); |
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| 127 | //std::cout <<"adding packets" << std::endl; |
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[1360] | 128 | if(connection->addPacketAll(packet)) |
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[1168] | 129 | //std::cout <<"added packets" << std::endl; |
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[1360] | 130 | return connection->sendPackets(); |
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| 131 | else |
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| 132 | return false; |
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[1168] | 133 | } |
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| 134 | |
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| 135 | /** |
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| 136 | * This function sends out a message to all clients |
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| 137 | * @param msg message |
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| 138 | * @return true/false |
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| 139 | */ |
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| 140 | bool Server::sendMSG(const char *msg) { |
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| 141 | ENetPacket *packet = packet_gen.chatMessage(msg); |
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| 142 | COUT(4) <<"Server: adding Packets" << std::endl; |
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| 143 | connection->addPacketAll(packet); |
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| 144 | //std::cout <<"added packets" << std::endl; |
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| 145 | if (connection->sendPackets()){ |
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| 146 | COUT(4) << "Server: Sucessfully" << std::endl; |
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| 147 | return true; |
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| 148 | } |
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| 149 | return false; |
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| 150 | } |
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| 151 | |
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| 152 | /** |
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| 153 | * Run this function once every tick |
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| 154 | * calls processQueue and updateGamestate |
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| 155 | * @param time time since last tick |
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| 156 | */ |
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| 157 | void Server::tick(float time) { |
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| 158 | processQueue(); |
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| 159 | updateGamestate(); |
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[1245] | 160 | // usleep(500000); // TODO remove |
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[1168] | 161 | return; |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | * processes all the packets waiting in the queue |
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| 166 | */ |
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| 167 | void Server::processQueue() { |
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[1409] | 168 | ENetEvent *event; |
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[1168] | 169 | int clientID=-1; |
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| 170 | while(!connection->queueEmpty()){ |
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| 171 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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| 172 | //clientID here is a reference to grab clientID from ClientInformation |
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[1409] | 173 | event = connection->getEvent(); |
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| 174 | if(!event) |
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[1360] | 175 | continue; |
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[1409] | 176 | switch( event->type ) { |
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| 177 | case ENET_EVENT_TYPE_CONNECT: |
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| 178 | COUT(3) << "processing event_Type_connect" << std::endl; |
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| 179 | addClient(event); |
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| 180 | break; |
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| 181 | case ENET_EVENT_TYPE_DISCONNECT: |
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| 182 | if(clients->findClient(&event->peer->address)) |
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| 183 | disconnectClient(event); |
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| 184 | break; |
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| 185 | case ENET_EVENT_TYPE_RECEIVE: |
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| 186 | if(clients->findClient(&event->peer->address)){ |
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| 187 | clientID = clients->findClient(&event->peer->address)->getID(); |
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| 188 | if( !elaborate(event->packet, clientID) ) |
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| 189 | COUT(3) << "Server: could not elaborate" << std::endl; |
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| 190 | } |
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| 191 | break; |
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| 192 | } |
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| 193 | delete event; |
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[1168] | 194 | //if statement to catch case that packetbuffer is empty |
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| 195 | } |
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| 196 | } |
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| 197 | |
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| 198 | /** |
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| 199 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 200 | */ |
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| 201 | void Server::updateGamestate() { |
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| 202 | gamestates->update(); |
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| 203 | COUT(4) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; |
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| 204 | //std::cout << "updated gamestate, sending it" << std::endl; |
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| 205 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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| 206 | sendGameState(); |
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| 207 | COUT(4) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; |
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| 208 | //std::cout << "sent gamestate" << std::endl; |
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| 209 | } |
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| 210 | |
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| 211 | /** |
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| 212 | * sends the gamestate |
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| 213 | */ |
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| 214 | bool Server::sendGameState() { |
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| 215 | COUT(5) << "Server: starting function sendGameState" << std::endl; |
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[1389] | 216 | boost::recursive_mutex::scoped_lock lock(clients->mutex_); |
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[1168] | 217 | ClientInformation *temp = clients; |
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| 218 | bool added=false; |
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| 219 | while(temp != NULL){ |
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[1360] | 220 | if(temp->getHead()){ |
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[1168] | 221 | temp=temp->next(); |
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| 222 | //think this works without continue |
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| 223 | continue; |
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| 224 | } |
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| 225 | if( !(temp->getSynched()) ){ |
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| 226 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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| 227 | temp=temp->next(); |
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| 228 | //think this works without continue |
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| 229 | continue; |
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| 230 | } |
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| 231 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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| 232 | int gid = temp->getGamestateID(); //get gamestate id |
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| 233 | int cid = temp->getID(); //get client id |
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| 234 | COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; |
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| 235 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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| 236 | if(gs==NULL){ |
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| 237 | COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; |
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| 238 | return false; |
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| 239 | } |
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| 240 | //std::cout << "adding gamestate" << std::endl; |
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[1261] | 241 | if ( !(connection->addPacket(packet_gen.gstate(gs), cid)) ){ |
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[1360] | 242 | COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; |
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| 243 | temp->addFailure(); |
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| 244 | if(temp->getFailures() > 20 ) |
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[1261] | 245 | disconnectClient(temp); |
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[1168] | 246 | //std::cout << "added gamestate" << std::endl; |
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[1261] | 247 | } |
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[1168] | 248 | added=true; |
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| 249 | temp=temp->next(); |
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[1246] | 250 | // now delete gamestate |
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| 251 | delete[] gs->data; |
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| 252 | delete gs; |
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[1168] | 253 | } |
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| 254 | if(added) { |
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| 255 | //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; |
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| 256 | return connection->sendPackets(); |
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| 257 | } |
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| 258 | COUT(5) << "Server: had no gamestates to send" << std::endl; |
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| 259 | return false; |
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| 260 | } |
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| 261 | |
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| 262 | void Server::processAck( ack *data, int clientID) { |
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[1253] | 263 | 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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[1199] | 264 | gamestates->ackGameState(clientID, data->a); |
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[1246] | 265 | delete data; |
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[1168] | 266 | } |
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[1232] | 267 | |
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| 268 | bool Server::processConnectRequest( connectRequest *con, int clientID ){ |
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[1409] | 269 | //(COUT(3) << "processing connectRequest " << std::endl; |
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[1232] | 270 | //connection->addPacket(packet_gen.gstate(gamestates->popGameState(clientID)) , clientID); |
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[1409] | 271 | //createClient(clientID); |
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[1248] | 272 | delete con; |
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[1245] | 273 | return true; |
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[1232] | 274 | } |
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[1245] | 275 | |
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| 276 | void Server::processGamestate( GameStateCompressed *data, int clientID){ |
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| 277 | COUT(4) << "processing partial gamestate from client " << clientID << std::endl; |
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| 278 | if(!gamestates->pushGameState(data, clientID)) |
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| 279 | COUT(3) << "Could not push gamestate\t\t\t\t=====" << std::endl; |
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[1261] | 280 | else |
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[1360] | 281 | if(clients->findClient(clientID)) |
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| 282 | clients->findClient(clientID)->resetFailures(); |
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[1245] | 283 | } |
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[1409] | 284 | |
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| 285 | bool Server::addClient(ENetEvent *event){ |
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| 286 | ClientInformation *temp = clients->insertBack(new ClientInformation); |
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| 287 | if(!temp){ |
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| 288 | COUT(2) << "Server: could not add client" << std::endl; |
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| 289 | return false; |
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| 290 | } |
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| 291 | if(temp->prev()->getHead()) { //not good if you use anything else than insertBack |
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| 292 | temp->prev()->setID(0); //bugfix: not necessary but usefull |
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| 293 | temp->setID(1); |
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| 294 | } |
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| 295 | else |
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| 296 | temp->setID(temp->prev()->getID()+1); |
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| 297 | temp->setPeer(event->peer); |
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| 298 | COUT(3) << "Server: added client id: " << temp->getID() << std::endl; |
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| 299 | return createClient(temp->getID()); |
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| 300 | } |
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| 301 | |
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| 302 | bool Server::createClient(int clientID){ |
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| 303 | ClientInformation *temp = clients->findClient(clientID); |
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| 304 | if(!temp){ |
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| 305 | COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl; |
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| 306 | return false; |
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| 307 | } |
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| 308 | COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl; |
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| 309 | connection->syncClassid(temp->getID()); |
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| 310 | COUT(4) << "creating spaceship for clientid: " << temp->getID() << std::endl; |
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| 311 | // TODO: this is only a hack, untill we have a possibility to define default player-join actions |
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| 312 | if(!createShip(temp)) |
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| 313 | COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl; |
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| 314 | else |
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| 315 | COUT(3) << "created spaceship" << std::endl; |
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| 316 | temp->setSynched(true); |
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| 317 | COUT(3) << "sending welcome" << std::endl; |
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| 318 | connection->sendWelcome(temp->getID(), temp->getShipID(), true); |
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| 319 | return true; |
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| 320 | } |
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| 321 | |
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| 322 | bool Server::createShip(ClientInformation *client){ |
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| 323 | if(!client) |
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| 324 | return false; |
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| 325 | orxonox::Identifier* id = ID("SpaceShip"); |
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| 326 | if(!id){ |
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| 327 | COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl; |
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| 328 | return false; |
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| 329 | } |
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| 330 | orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate()); |
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| 331 | no->setPosition(orxonox::Vector3(0,0,80)); |
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| 332 | no->setScale(10); |
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| 333 | //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0)); |
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| 334 | no->setMesh("assff.mesh"); |
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| 335 | no->setMaxSpeed(500); |
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| 336 | no->setMaxSideAndBackSpeed(50); |
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| 337 | no->setMaxRotation(1.0); |
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| 338 | no->setTransAcc(200); |
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| 339 | no->setRotAcc(3.0); |
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| 340 | no->setTransDamp(75); |
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| 341 | no->setRotDamp(1.0); |
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| 342 | no->setCamera("cam_"+client->getID()); |
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| 343 | no->classID = id->getNetworkID(); |
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| 344 | no->create(); |
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| 345 | |
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| 346 | client->setShipID(no->objectID); |
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| 347 | return true; |
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| 348 | } |
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| 349 | |
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| 350 | bool Server::disconnectClient(ENetEvent *event){ |
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| 351 | COUT(4) << "removing client from list" << std::endl; |
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| 352 | //return removeClient(head_->findClient(&(peer->address))->getID()); |
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| 353 | |
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| 354 | //boost::recursive_mutex::scoped_lock lock(head_->mutex_); |
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| 355 | orxonox::Iterator<orxonox::SpaceShip> it = orxonox::ObjectList<orxonox::SpaceShip>::start(); |
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| 356 | ClientInformation *client = clients->findClient(&event->peer->address); |
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| 357 | if(!client) |
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| 358 | return false; |
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| 359 | while(it){ |
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| 360 | if(it->objectID!=client->getShipID()){ |
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| 361 | ++it; |
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| 362 | continue; |
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| 363 | } |
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| 364 | orxonox::Iterator<orxonox::SpaceShip> temp=it; |
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| 365 | ++it; |
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| 366 | delete *temp; |
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| 367 | return clients->removeClient(event->peer); |
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| 368 | } |
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| 369 | return false; |
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| 370 | } |
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[1168] | 371 | |
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[1261] | 372 | void Server::disconnectClient(int clientID){ |
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| 373 | ClientInformation *client = clients->findClient(clientID); |
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[1360] | 374 | if(client) |
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| 375 | disconnectClient(client); |
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[1261] | 376 | } |
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| 377 | void Server::disconnectClient( ClientInformation *client){ |
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| 378 | connection->disconnectClient(client); |
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| 379 | gamestates->removeClient(client); |
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| 380 | } |
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| 381 | |
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[1168] | 382 | } |
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