| [230] | 1 | // | 
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 | 2 | // C++ Implementation: Server | 
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 | 3 | // | 
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| [285] | 4 | // Description: | 
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| [230] | 5 | // | 
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 | 6 | // | 
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 | 7 | // Author:  Oliver Scheuss, (C) 2007 | 
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 | 8 | // | 
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 | 9 | // Copyright: See COPYING file that comes with this distribution | 
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 | 10 | // | 
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 | 11 | // | 
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 | 12 |  | 
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 | 13 |  | 
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| [285] | 14 | #include "Server.h" | 
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| [230] | 15 |  | 
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 | 16 | namespace network{ | 
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| [285] | 17 |  | 
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| [230] | 18 |   /** | 
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 | 19 |    * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
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| [285] | 20 |    * | 
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| [230] | 21 |    */ | 
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 | 22 |   Server::Server(){ | 
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| [369] | 23 |     packet_gen = PacketGenerator(); | 
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| [444] | 24 |     clients = new ClientInformation(true); | 
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| [436] | 25 |     connection = new ConnectionManager(clients); | 
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 | 26 |     gamestates = new GameStateManager(clients); | 
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| [230] | 27 |   } | 
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| [285] | 28 |  | 
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| [230] | 29 |   /** | 
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 | 30 |    * Constructor | 
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 | 31 |    * @param port Port to listen on | 
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 | 32 |    * @param bindAddress Address to listen on | 
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 | 33 |    */ | 
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| [369] | 34 |   Server::Server(int port, std::string bindAddress){ | 
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 | 35 |     packet_gen = PacketGenerator(); | 
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| [436] | 36 |     clients = new ClientInformation(); | 
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 | 37 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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 | 38 |     gamestates = new GameStateManager(clients); | 
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| [230] | 39 |   } | 
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| [285] | 40 |  | 
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| [230] | 41 |   /** | 
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 | 42 |    * Constructor | 
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 | 43 |    * @param port Port to listen on | 
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 | 44 |    * @param bindAddress Address to listen on | 
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 | 45 |    */ | 
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| [369] | 46 |   Server::Server(int port, const char *bindAddress){ | 
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 | 47 |     packet_gen = PacketGenerator(); | 
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| [436] | 48 |     clients = new ClientInformation(); | 
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 | 49 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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 | 50 |     gamestates = new GameStateManager(clients); | 
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| [230] | 51 |   } | 
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| [369] | 52 |    | 
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 | 53 |   /** | 
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 | 54 |    * This function opens the server by creating the listener thread | 
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 | 55 |    */ | 
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 | 56 |   void Server::open(){ | 
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| [436] | 57 |     connection->createListener(); | 
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| [369] | 58 |     return; | 
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 | 59 |   } | 
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 | 60 |    | 
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 | 61 |   /** | 
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 | 62 |    * This function closes the server | 
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 | 63 |    */ | 
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 | 64 |   void Server::close(){ | 
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| [436] | 65 |     connection->quitListener(); | 
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| [369] | 66 |     return; | 
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 | 67 |   } | 
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 | 68 |    | 
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 | 69 |   /** | 
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 | 70 |    * This function sends out a message to all clients | 
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 | 71 |    * @param msg message | 
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 | 72 |    * @return true/false | 
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 | 73 |    */ | 
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 | 74 |   bool Server::sendMSG(std::string msg){ | 
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 | 75 |     ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); | 
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| [479] | 76 |     //std::cout <<"adding packets" << std::endl; | 
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| [436] | 77 |     connection->addPacketAll(packet); | 
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| [479] | 78 |     //std::cout <<"added packets" << std::endl; | 
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| [436] | 79 |     return connection->sendPackets(); | 
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| [369] | 80 |   } | 
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 | 81 |   /** | 
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 | 82 |    * This function sends out a message to all clients | 
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 | 83 |    * @param msg message | 
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 | 84 |    * @return true/false | 
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 | 85 |    */ | 
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 | 86 |   bool Server::sendMSG(const char *msg){ | 
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 | 87 |     ENetPacket *packet = packet_gen.chatMessage(msg); | 
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| [479] | 88 |     //std::cout <<"adding packets" << std::endl; | 
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| [436] | 89 |     connection->addPacketAll(packet); | 
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| [479] | 90 |     //std::cout <<"added packets" << std::endl; | 
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| [436] | 91 |     return connection->sendPackets(); | 
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| [369] | 92 |   } | 
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 | 93 |    | 
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| [380] | 94 |   /** | 
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 | 95 |    * Run this function once every tick | 
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 | 96 |    * calls processQueue and updateGamestate | 
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| [459] | 97 |    * @param time time since last tick | 
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| [380] | 98 |    */ | 
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| [459] | 99 |   void Server::tick(float time){ | 
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| [380] | 100 |     processQueue(); | 
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 | 101 |     updateGamestate(); | 
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 | 102 |     return; | 
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| [369] | 103 |   } | 
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 | 104 |    | 
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| [380] | 105 |   /** | 
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 | 106 |    * processes all the packets waiting in the queue | 
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 | 107 |    */ | 
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 | 108 |   void Server::processQueue(){ | 
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 | 109 |     ENetPacket *packet; | 
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| [381] | 110 |     int clientID=-1; | 
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| [436] | 111 |     while(!connection->queueEmpty()){ | 
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| [479] | 112 |       //std::cout << "Client " << clientID << " sent: " << std::endl; | 
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| [436] | 113 |       packet = connection->getPacket(clientID); | 
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| [422] | 114 |       elaborate(packet, clientID); | 
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| [380] | 115 |     } | 
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 | 116 |   } | 
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 | 117 |    | 
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 | 118 |   /** | 
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 | 119 |    * takes a new snapshot of the gamestate and sends it to the clients | 
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 | 120 |    */ | 
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 | 121 |   void Server::updateGamestate(){ | 
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| [436] | 122 |     gamestates->update(); | 
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| [422] | 123 |     sendGameState(); | 
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| [380] | 124 |   } | 
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 | 125 |    | 
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| [425] | 126 |   /** | 
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 | 127 |    * sends the gamestate | 
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 | 128 |    */ | 
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| [422] | 129 |   bool Server::sendGameState(){ | 
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| [425] | 130 |     return true; | 
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| [422] | 131 |   } | 
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| [400] | 132 |    | 
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| [422] | 133 |    | 
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| [230] | 134 | } | 
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