| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      Oliver Scheuss, (C) 2007 | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | // | 
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| 30 | // C++ Implementation: Server | 
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| 31 | // | 
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| 32 | // Description: | 
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| 33 | // | 
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| 34 | // | 
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| 35 | // Author:  Oliver Scheuss, (C) 2007 | 
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| 36 | // | 
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| 37 | // Copyright: See COPYING file that comes with this distribution | 
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| 38 | // | 
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| 39 | // | 
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| 40 |  | 
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| 41 | #include "Server.h" | 
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| 42 |  | 
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| 43 | #include <iostream> | 
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| 44 |  | 
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| 45 | #include "ConnectionManager.h" | 
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| 46 | #include "PacketTypes.h" | 
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| 47 | #include "GameStateManager.h" | 
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| 48 | #include "ClientInformation.h" | 
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| 49 | //#include "NetworkFrameListener.h" | 
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| 50 | #include "util/Sleep.h" | 
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| 51 |  | 
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| 52 |  | 
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| 53 | namespace network | 
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| 54 | { | 
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| 55 | /** | 
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| 56 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
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| 57 | * | 
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| 58 | */ | 
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| 59 | Server::Server() { | 
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| 60 | packet_gen = PacketGenerator(); | 
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| 61 | clients = new ClientInformation(true); | 
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| 62 | connection = new ConnectionManager(clients); | 
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| 63 | gamestates = new GameStateManager(clients); | 
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| 64 | } | 
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| 65 |  | 
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| 66 | /** | 
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| 67 | * Constructor | 
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| 68 | * @param port Port to listen on | 
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| 69 | * @param bindAddress Address to listen on | 
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| 70 | */ | 
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| 71 | Server::Server(int port, std::string bindAddress) { | 
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| 72 | packet_gen = PacketGenerator(); | 
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| 73 | clients = new ClientInformation(); | 
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| 74 | connection = new ConnectionManager(port, bindAddress, clients); | 
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| 75 | gamestates = new GameStateManager(clients); | 
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| 76 | } | 
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| 77 |  | 
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| 78 | /** | 
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| 79 | * Constructor | 
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| 80 | * @param port Port to listen on | 
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| 81 | * @param bindAddress Address to listen on | 
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| 82 | */ | 
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| 83 | Server::Server(int port, const char *bindAddress) { | 
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| 84 | packet_gen = PacketGenerator(); | 
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| 85 | clients = new ClientInformation(); | 
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| 86 | connection = new ConnectionManager(port, bindAddress, clients); | 
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| 87 | gamestates = new GameStateManager(clients); | 
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| 88 | } | 
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| 89 |  | 
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| 90 | /** | 
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| 91 | * This function opens the server by creating the listener thread | 
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| 92 | */ | 
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| 93 | void Server::open() { | 
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| 94 | connection->createListener(); | 
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| 95 | return; | 
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| 96 | } | 
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| 97 |  | 
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| 98 | /** | 
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| 99 | * This function closes the server | 
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| 100 | */ | 
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| 101 | void Server::close() { | 
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| 102 | connection->quitListener(); | 
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| 103 | return; | 
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| 104 | } | 
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| 105 |  | 
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| 106 | /** | 
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| 107 | * This function sends out a message to all clients | 
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| 108 | * @param msg message | 
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| 109 | * @return true/false | 
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| 110 | */ | 
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| 111 | bool Server::sendMSG(std::string msg) { | 
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| 112 | ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); | 
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| 113 | //std::cout <<"adding packets" << std::endl; | 
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| 114 | connection->addPacketAll(packet); | 
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| 115 | //std::cout <<"added packets" << std::endl; | 
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| 116 | return connection->sendPackets(); | 
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| 117 | } | 
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| 118 |  | 
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| 119 | /** | 
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| 120 | * This function sends out a message to all clients | 
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| 121 | * @param msg message | 
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| 122 | * @return true/false | 
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| 123 | */ | 
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| 124 | bool Server::sendMSG(const char *msg) { | 
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| 125 | ENetPacket *packet = packet_gen.chatMessage(msg); | 
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| 126 | std::cout <<"adding Packets" << std::endl; | 
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| 127 | connection->addPacketAll(packet); | 
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| 128 | //std::cout <<"added packets" << std::endl; | 
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| 129 | if (connection->sendPackets()){ | 
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| 130 | std::cout << "Sucessfully" << std::endl; | 
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| 131 | return true; | 
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| 132 | } | 
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| 133 | return false; | 
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| 134 | } | 
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| 135 |  | 
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| 136 | /** | 
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| 137 | * Run this function once every tick | 
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| 138 | * calls processQueue and updateGamestate | 
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| 139 | * @param time time since last tick | 
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| 140 | */ | 
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| 141 | void Server::tick(float time) { | 
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| 142 | processQueue(); | 
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| 143 | updateGamestate(); | 
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| 144 |  | 
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| 145 | sleep(1); // TODO remove | 
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| 146 | return; | 
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| 147 | } | 
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| 148 |  | 
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| 149 | /** | 
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| 150 | * processes all the packets waiting in the queue | 
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| 151 | */ | 
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| 152 | void Server::processQueue() { | 
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| 153 | ENetPacket *packet; | 
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| 154 | int clientID=-1; | 
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| 155 | while(!connection->queueEmpty()){ | 
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| 156 | //std::cout << "Client " << clientID << " sent: " << std::endl; | 
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| 157 | packet = connection->getPacket(clientID); | 
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| 158 | elaborate(packet, clientID); | 
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| 159 | } | 
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| 160 | } | 
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| 161 |  | 
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| 162 | /** | 
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| 163 | * takes a new snapshot of the gamestate and sends it to the clients | 
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| 164 | */ | 
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| 165 | void Server::updateGamestate() { | 
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| 166 | gamestates->update(); | 
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| 167 | //std::cout << "updated gamestate, sending it" << std::endl; | 
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| 168 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) | 
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| 169 | sendGameState(); | 
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| 170 | //std::cout << "sent gamestate" << std::endl; | 
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| 171 | } | 
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| 172 |  | 
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| 173 | /** | 
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| 174 | * sends the gamestate | 
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| 175 | */ | 
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| 176 | bool Server::sendGameState() { | 
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| 177 | COUT(5) << "starting sendGameState" << std::endl; | 
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| 178 | ClientInformation *temp = clients; | 
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| 179 | bool added=false; | 
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| 180 | while(temp!=NULL){ | 
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| 181 | if(temp->head){ | 
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| 182 | temp=temp->next(); | 
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| 183 | continue; | 
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| 184 | } | 
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| 185 | if( !(temp->getSynched()) ){ | 
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| 186 | COUT(5) << "not sending gamestate" << std::endl; | 
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| 187 | temp=temp->next(); | 
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| 188 | continue; | 
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| 189 | } | 
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| 190 | COUT(5) << "doing gamestate gamestate preparation" << std::endl; | 
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| 191 | int gid = temp->getGamestateID(); | 
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| 192 | int cid = temp->getID(); | 
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| 193 | COUT(5) << "server, got acked (gamestate) ID: " << gid << std::endl; | 
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| 194 | GameStateCompressed *gs = gamestates->popGameState(cid); | 
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| 195 | if(gs==NULL){ | 
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| 196 | COUT(2) << "could not generate gamestate" << std::endl; | 
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| 197 | return false; | 
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| 198 | } | 
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| 199 | //std::cout << "adding gamestate" << std::endl; | 
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| 200 | connection->addPacket(packet_gen.gstate(gs), cid); | 
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| 201 | //std::cout << "added gamestate" << std::endl; | 
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| 202 | added=true; | 
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| 203 | temp=temp->next(); | 
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| 204 | } | 
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| 205 | if(added) | 
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| 206 | return connection->sendPackets(); | 
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| 207 | COUT(5) << "had no gamestates to send" << std::endl; | 
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| 208 | return false; | 
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| 209 | } | 
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| 210 |  | 
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| 211 | void Server::processAck( ack *data, int clientID) { | 
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| 212 | COUT(5) << "processing ack from client: " << clientID << "; ack-id: " << data->id << std::endl; | 
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| 213 | clients->findClient(clientID)->setGamestateID(data->a); | 
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| 214 | } | 
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| 215 |  | 
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| 216 | } | 
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