// // C++ Implementation: Server // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Server.h" namespace network{ /** * Constructor for default values (bindaddress is set to ENET_HOST_ANY * */ Server::Server(){ packet_gen = PacketGenerator(); clients = new ClientInformation(true); connection = new ConnectionManager(clients); gamestates = new GameStateManager(clients); } /** * Constructor * @param port Port to listen on * @param bindAddress Address to listen on */ Server::Server(int port, std::string bindAddress){ packet_gen = PacketGenerator(); clients = new ClientInformation(); connection = new ConnectionManager(port, bindAddress, clients); gamestates = new GameStateManager(clients); } /** * Constructor * @param port Port to listen on * @param bindAddress Address to listen on */ Server::Server(int port, const char *bindAddress){ packet_gen = PacketGenerator(); clients = new ClientInformation(); connection = new ConnectionManager(port, bindAddress, clients); gamestates = new GameStateManager(clients); } /** * This function opens the server by creating the listener thread */ void Server::open(){ connection->createListener(); return; } /** * This function closes the server */ void Server::close(){ connection->quitListener(); return; } /** * This function sends out a message to all clients * @param msg message * @return true/false */ bool Server::sendMSG(std::string msg){ ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); //std::cout <<"adding packets" << std::endl; connection->addPacketAll(packet); //std::cout <<"added packets" << std::endl; return connection->sendPackets(); } /** * This function sends out a message to all clients * @param msg message * @return true/false */ bool Server::sendMSG(const char *msg){ ENetPacket *packet = packet_gen.chatMessage(msg); //std::cout <<"adding packets" << std::endl; connection->addPacketAll(packet); //std::cout <<"added packets" << std::endl; return connection->sendPackets(); } /** * Run this function once every tick * calls processQueue and updateGamestate * @param time time since last tick */ void Server::tick(float time){ processQueue(); updateGamestate(); return; } /** * processes all the packets waiting in the queue */ void Server::processQueue(){ ENetPacket *packet; int clientID=-1; while(!connection->queueEmpty()){ //std::cout << "Client " << clientID << " sent: " << std::endl; packet = connection->getPacket(clientID); elaborate(packet, clientID); } } /** * takes a new snapshot of the gamestate and sends it to the clients */ void Server::updateGamestate(){ gamestates->update(); sendGameState(); } /** * sends the gamestate */ bool Server::sendGameState(){ return true; } }