| 1 | // | 
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| 2 | // C++ Implementation: Server | 
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| 3 | // | 
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| 4 | // Description: | 
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| 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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| 14 | #include "Server.h" | 
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| 15 |  | 
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| 16 | namespace network{ | 
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| 17 |  | 
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| 18 |   /** | 
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| 19 |    * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
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| 20 |    * | 
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| 21 |    */ | 
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| 22 |   Server::Server(){ | 
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| 23 |     packet_gen = PacketGenerator(); | 
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| 24 |     clients = new ClientInformation(true); | 
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| 25 |     connection = new ConnectionManager(clients); | 
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| 26 |     gamestates = new GameStateManager(clients); | 
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| 27 |   } | 
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| 28 |  | 
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| 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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| 34 |   Server::Server(int port, std::string bindAddress){ | 
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| 35 |     packet_gen = PacketGenerator(); | 
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| 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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| 39 |   } | 
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| 40 |  | 
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| 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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| 46 |   Server::Server(int port, const char *bindAddress){ | 
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| 47 |     packet_gen = PacketGenerator(); | 
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| 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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| 51 |   } | 
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| 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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| 57 |     connection->createListener(); | 
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| 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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| 65 |     connection->quitListener(); | 
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| 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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| 76 |     //std::cout <<"adding packets" << std::endl; | 
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| 77 |     connection->addPacketAll(packet); | 
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| 78 |     //std::cout <<"added packets" << std::endl; | 
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| 79 |     return connection->sendPackets(); | 
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| 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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| 88 |     std::cout <<"adding Packets" << std::endl; | 
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| 89 |     connection->addPacketAll(packet); | 
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| 90 |     //std::cout <<"added packets" << std::endl; | 
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| 91 |     if (connection->sendPackets()){ | 
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| 92 |         std::cout << "Sucessfully" << std::endl; | 
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| 93 |         return true; | 
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| 94 |     } | 
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| 95 |     return false; | 
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| 96 |   } | 
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| 97 |  | 
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| 98 |   /** | 
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| 99 |    * Run this function once every tick | 
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| 100 |    * calls processQueue and updateGamestate | 
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| 101 |    * @param time time since last tick | 
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| 102 |    */ | 
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| 103 |   void Server::tick(float time){ | 
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| 104 |     processQueue(); | 
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| 105 |     updateGamestate(); | 
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| 106 |     return; | 
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| 107 |   } | 
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| 108 |  | 
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| 109 |   /** | 
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| 110 |    * processes all the packets waiting in the queue | 
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| 111 |    */ | 
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| 112 |   void Server::processQueue(){ | 
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| 113 |     ENetPacket *packet; | 
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| 114 |     int clientID=-1; | 
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| 115 |     while(!connection->queueEmpty()){ | 
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| 116 |       //std::cout << "Client " << clientID << " sent: " << std::endl; | 
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| 117 |       packet = connection->getPacket(clientID); | 
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| 118 |       elaborate(packet, clientID); | 
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| 119 |     } | 
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| 120 |   } | 
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| 121 |  | 
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| 122 |   /** | 
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| 123 |    * takes a new snapshot of the gamestate and sends it to the clients | 
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| 124 |    */ | 
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| 125 |   void Server::updateGamestate(){ | 
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| 126 |     gamestates->update(); | 
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| 127 |     //std::cout << "updated gamestate, sending it" << std::endl; | 
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| 128 |     sendGameState(); | 
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| 129 |     //std::cout << "sent gamestate" << std::endl; | 
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| 130 |   } | 
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| 131 |  | 
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| 132 |   /** | 
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| 133 |    * sends the gamestate | 
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| 134 |    */ | 
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| 135 |   bool Server::sendGameState(){ | 
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| 136 |     std::cout << "starting gamestate" << std::endl; | 
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| 137 |     ClientInformation *temp = clients; | 
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| 138 |     bool added=false; | 
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| 139 |     while(temp!=NULL){ | 
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| 140 |       if(temp->head){ | 
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| 141 |         temp=temp->next(); | 
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| 142 |         continue; | 
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| 143 |       } | 
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| 144 |       if( !(temp->getSynched()) ){ | 
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| 145 |         std::cout << "not sending gamestate" << std::endl; | 
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| 146 |         temp=temp->next(); | 
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| 147 |         continue; | 
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| 148 |       } | 
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| 149 |       std::cout << "doing gamestate" << std::endl; | 
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| 150 |       int gid = temp->getGamestateID(); | 
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| 151 |       int cid = temp->getID(); | 
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| 152 |       std::cout << "server, got acked ID: " << gid << std::endl; | 
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| 153 |       GameStateCompressed *gs = &(gamestates->popGameState(cid)); // FIXME: taking address of temporary, check if correct | 
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| 154 |       //std::cout << "adding gamestate" << std::endl; | 
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| 155 |       connection->addPacket(packet_gen.gstate(gs), cid); | 
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| 156 |       //std::cout << "added gamestate" << std::endl; | 
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| 157 |       added=true; | 
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| 158 |       temp=temp->next(); | 
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| 159 |     } | 
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| 160 |     if(added) | 
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| 161 |       return connection->sendPackets(); | 
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| 162 |     else return false; | 
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| 163 |     //return true; | 
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| 164 |   } | 
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| 165 |  | 
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| 166 |   void Server::processAck( ack *data, int clientID){ | 
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| 167 |     clients->findClient(clientID)->setGamestateID(data->a); | 
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| 168 |   } | 
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| 169 |  | 
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| 170 | } | 
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