| 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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