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source: code/branches/FICN/src/network/Server.cc @ 436

Last change on this file since 436 was 436, checked in by scheusso, 16 years ago

extended gamestatehandling for diffed and not diffed gamestates (initial states, etc)

File size: 2.7 KB
RevLine 
[230]1//
2// C++ Implementation: Server
3//
[285]4// Description:
[230]5//
6//
7// Author:  Oliver Scheuss, (C) 2007
8//
9// Copyright: See COPYING file that comes with this distribution
10//
11//
12
13
[285]14#include "Server.h"
[230]15
16namespace network{
[285]17
[230]18  /**
19   * Constructor for default values (bindaddress is set to ENET_HOST_ANY
[285]20   *
[230]21   */
22  Server::Server(){
[369]23    packet_gen = PacketGenerator();
[436]24    clients = new ClientInformation();
25    connection = new ConnectionManager(clients);
26    gamestates = new GameStateManager(clients);
[230]27  }
[285]28
[230]29  /**
30   * Constructor
31   * @param port Port to listen on
32   * @param bindAddress Address to listen on
33   */
[369]34  Server::Server(int port, std::string bindAddress){
35    packet_gen = PacketGenerator();
[436]36    clients = new ClientInformation();
37    connection = new ConnectionManager(port, bindAddress, clients);
38    gamestates = new GameStateManager(clients);
[230]39  }
[285]40
[230]41  /**
42   * Constructor
43   * @param port Port to listen on
44   * @param bindAddress Address to listen on
45   */
[369]46  Server::Server(int port, const char *bindAddress){
47    packet_gen = PacketGenerator();
[436]48    clients = new ClientInformation();
49    connection = new ConnectionManager(port, bindAddress, clients);
50    gamestates = new GameStateManager(clients);
[230]51  }
[369]52 
53  /**
54   * This function opens the server by creating the listener thread
55   */
56  void Server::open(){
[436]57    connection->createListener();
[369]58    return;
59  }
60 
61  /**
62   * This function closes the server
63   */
64  void Server::close(){
[436]65    connection->quitListener();
[369]66    return;
67  }
68 
69  /**
70   * This function sends out a message to all clients
71   * @param msg message
72   * @return true/false
73   */
74  bool Server::sendMSG(std::string msg){
75    ENetPacket *packet = packet_gen.chatMessage(msg.c_str());
[436]76    connection->addPacketAll(packet);
77    return connection->sendPackets();
[369]78  }
79  /**
80   * This function sends out a message to all clients
81   * @param msg message
82   * @return true/false
83   */
84  bool Server::sendMSG(const char *msg){
85    ENetPacket *packet = packet_gen.chatMessage(msg);
[436]86    connection->addPacketAll(packet);
87    return connection->sendPackets();
[369]88  }
89 
[380]90  /**
91   * Run this function once every tick
92   * calls processQueue and updateGamestate
93   */
[369]94  void Server::tick(){
[380]95    processQueue();
96    updateGamestate();
97    return;
[369]98  }
99 
[380]100  /**
101   * processes all the packets waiting in the queue
102   */
103  void Server::processQueue(){
104    ENetPacket *packet;
[381]105    int clientID=-1;
[436]106    while(!connection->queueEmpty()){
107      packet = connection->getPacket(clientID);
[422]108      elaborate(packet, clientID);
[380]109    }
110  }
111 
112  /**
113   * takes a new snapshot of the gamestate and sends it to the clients
114   */
115  void Server::updateGamestate(){
[436]116    gamestates->update();
[422]117    sendGameState();
[380]118  }
119 
[425]120  /**
121   * sends the gamestate
122   */
[422]123  bool Server::sendGameState(){
[425]124    return true;
[422]125  }
[400]126 
[422]127 
[230]128}
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