| 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 | |
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| 46 | #include "ConnectionManager.h" |
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| 47 | #include "PacketTypes.h" |
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| 48 | #include "GameStateManager.h" |
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| 49 | #include "ClientInformation.h" |
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| 50 | //#include "NetworkFrameListener.h" |
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| 51 | #include "util/Sleep.h" |
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| 52 | #include "objects/SpaceShip.h" |
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| 53 | #include "core/ConsoleCommand.h" |
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| 54 | #include "core/Iterator.h" |
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| 55 | |
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| 56 | namespace network |
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| 57 | { |
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| 58 | #define MAX_FAILURES 20; |
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| 59 | #define NETWORK_FREQUENCY 30 |
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| 60 | |
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| 61 | Server *Server::instance_=0; |
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| 62 | |
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| 63 | Server *Server::createSingleton(){ |
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| 64 | if(!instance_) |
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| 65 | instance_ = new Server(); |
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| 66 | return instance_; |
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| 67 | } |
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| 68 | Server *Server::createSingleton(int port){ |
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| 69 | if(!instance_) |
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| 70 | instance_ = new Server(port); |
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| 71 | return instance_; |
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| 72 | } |
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| 73 | Server *Server::createSingleton(int port, std::string bindAddress){ |
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| 74 | if(!instance_) |
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| 75 | instance_ = new Server(port, bindAddress); |
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| 76 | return instance_; |
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| 77 | } |
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| 78 | Server *Server::createSingleton(int port, const char *bindAddress){ |
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| 79 | if(!instance_) |
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| 80 | instance_ = new Server(port, bindAddress); |
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| 81 | return instance_; |
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| 82 | } |
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| 83 | |
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| 84 | Server *Server::getSingleton(){ |
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| 85 | return instance_; |
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| 86 | } |
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| 87 | |
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| 88 | |
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| 89 | /** |
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| 90 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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| 91 | * |
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| 92 | */ |
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| 93 | Server::Server() { |
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| 94 | timeSinceLastUpdate_=0; |
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| 95 | packet_gen = PacketGenerator(); |
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| 96 | clients = new ClientInformation(true); |
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| 97 | connection = new ConnectionManager(clients); |
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| 98 | gamestates = new GameStateManager(clients); |
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| 99 | } |
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| 100 | |
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| 101 | Server::Server(int port){ |
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| 102 | timeSinceLastUpdate_=0; |
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| 103 | packet_gen = PacketGenerator(); |
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| 104 | clients = new ClientInformation(true); |
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| 105 | connection = new ConnectionManager(clients, port); |
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| 106 | gamestates = new GameStateManager(clients); |
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| 107 | } |
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| 108 | |
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| 109 | /** |
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| 110 | * Constructor |
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| 111 | * @param port Port to listen on |
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| 112 | * @param bindAddress Address to listen on |
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| 113 | */ |
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| 114 | Server::Server(int port, std::string bindAddress) { |
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| 115 | timeSinceLastUpdate_=0; |
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| 116 | packet_gen = PacketGenerator(); |
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| 117 | clients = new ClientInformation(); |
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| 118 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 119 | gamestates = new GameStateManager(clients); |
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| 120 | } |
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| 121 | |
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| 122 | /** |
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| 123 | * Constructor |
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| 124 | * @param port Port to listen on |
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| 125 | * @param bindAddress Address to listen on |
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| 126 | */ |
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| 127 | Server::Server(int port, const char *bindAddress) { |
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| 128 | timeSinceLastUpdate_=0; |
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| 129 | packet_gen = PacketGenerator(); |
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| 130 | clients = new ClientInformation(); |
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| 131 | connection = new ConnectionManager(port, bindAddress, clients); |
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| 132 | gamestates = new GameStateManager(clients); |
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| 133 | } |
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| 134 | |
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| 135 | /** |
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| 136 | * This function opens the server by creating the listener thread |
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| 137 | */ |
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| 138 | void Server::open() { |
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| 139 | connection->createListener(); |
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| 140 | return; |
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| 141 | } |
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| 142 | |
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| 143 | /** |
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| 144 | * This function closes the server |
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| 145 | */ |
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| 146 | void Server::close() { |
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| 147 | connection->quitListener(); |
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| 148 | return; |
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| 149 | } |
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| 150 | |
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| 151 | /** |
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| 152 | * This function sends out a message to all clients |
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| 153 | * @param msg message |
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| 154 | * @return true/false |
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| 155 | */ |
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| 156 | bool Server::sendChat(std::string msg) { |
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| 157 | return sendChat(msg.c_str()); |
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| 158 | } |
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| 159 | |
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| 160 | /** |
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| 161 | * This function sends out a message to all clients |
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| 162 | * @param msg message |
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| 163 | * @return true/false |
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| 164 | */ |
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| 165 | bool Server::sendChat(const char *msg) { |
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| 166 | char *message = new char [strlen(msg)+10+1]; |
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| 167 | sprintf(message, "Player %d: %s", CLIENTID_SERVER, msg); |
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| 168 | COUT(1) << message << std::endl; |
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| 169 | ENetPacket *packet = packet_gen.chatMessage(message); |
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| 170 | COUT(5) <<"Server: adding Packets" << std::endl; |
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| 171 | return connection->addPacketAll(packet); |
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| 172 | } |
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| 173 | |
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| 174 | /** |
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| 175 | * Run this function once every tick |
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| 176 | * calls processQueue and updateGamestate |
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| 177 | * @param time time since last tick |
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| 178 | */ |
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| 179 | void Server::tick(float time) { |
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| 180 | processQueue(); |
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| 181 | //this steers our network frequency |
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| 182 | timeSinceLastUpdate_+=time; |
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| 183 | if(timeSinceLastUpdate_>=(1./NETWORK_FREQUENCY)){ |
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| 184 | timeSinceLastUpdate_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_; |
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| 185 | // timeSinceLastUpdate_-=1./NETWORK_FREQUENCY; |
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| 186 | gamestates->processGameStates(); |
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| 187 | updateGamestate(); |
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| 188 | } |
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| 189 | /*while(timeSinceLastUpdate_>1./NETWORK_FREQUENCY) |
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| 190 | timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;*/ |
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| 191 | // usleep(5000); // TODO remove |
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| 192 | return; |
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| 193 | } |
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| 194 | |
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| 195 | /** |
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| 196 | * processes all the packets waiting in the queue |
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| 197 | */ |
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| 198 | void Server::processQueue() { |
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| 199 | ENetEvent *event; |
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| 200 | int clientID=-1; |
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| 201 | while(!connection->queueEmpty()){ |
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| 202 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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| 203 | //clientID here is a reference to grab clientID from ClientInformation |
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| 204 | event = connection->getEvent(); |
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| 205 | if(!event) |
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| 206 | continue; |
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| 207 | assert(event->type != ENET_EVENT_TYPE_NONE); |
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| 208 | switch( event->type ) { |
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| 209 | case ENET_EVENT_TYPE_CONNECT: |
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| 210 | COUT(3) << "processing event_Type_connect" << std::endl; |
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| 211 | addClient(event); |
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| 212 | break; |
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| 213 | case ENET_EVENT_TYPE_DISCONNECT: |
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| 214 | if(clients->findClient(&event->peer->address)) |
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| 215 | disconnectClient(event); |
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| 216 | break; |
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| 217 | case ENET_EVENT_TYPE_RECEIVE: |
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| 218 | if(clients->findClient(&event->peer->address)){ |
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| 219 | clientID = clients->findClient(&event->peer->address)->getID(); |
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| 220 | if( !elaborate(event->packet, clientID) ) |
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| 221 | COUT(3) << "Server: could not elaborate" << std::endl; |
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| 222 | } |
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| 223 | break; |
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| 224 | default: |
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| 225 | break; |
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| 226 | } |
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| 227 | delete event; |
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| 228 | //if statement to catch case that packetbuffer is empty |
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| 229 | } |
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| 230 | } |
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| 231 | |
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| 232 | /** |
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| 233 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 234 | */ |
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| 235 | void Server::updateGamestate() { |
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| 236 | gamestates->update(); |
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| 237 | COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; |
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| 238 | //std::cout << "updated gamestate, sending it" << std::endl; |
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| 239 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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| 240 | sendGameState(); |
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| 241 | COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; |
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| 242 | //std::cout << "sent gamestate" << std::endl; |
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| 243 | } |
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| 244 | |
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| 245 | /** |
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| 246 | * sends the gamestate |
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| 247 | */ |
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| 248 | bool Server::sendGameState() { |
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| 249 | COUT(5) << "Server: starting function sendGameState" << std::endl; |
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| 250 | ClientInformation *temp = clients; |
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| 251 | bool added=false; |
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| 252 | while(temp != NULL){ |
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| 253 | if(temp->getHead()){ |
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| 254 | temp=temp->next(); |
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| 255 | //think this works without continue |
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| 256 | continue; |
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| 257 | } |
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| 258 | if( !(temp->getSynched()) ){ |
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| 259 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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| 260 | temp=temp->next(); |
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| 261 | //think this works without continue |
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| 262 | continue; |
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| 263 | } |
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| 264 | COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; |
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| 265 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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| 266 | int gid = temp->getGamestateID(); //get gamestate id |
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| 267 | int cid = temp->getID(); //get client id |
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| 268 | COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; |
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| 269 | GameStateCompressed *gs = gamestates->popGameState(cid); |
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| 270 | if(gs==NULL){ |
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| 271 | COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; |
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| 272 | continue; |
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| 273 | } |
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| 274 | //std::cout << "adding gamestate" << std::endl; |
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| 275 | ENetPacket *packet = packet_gen.gstate(gs); |
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| 276 | if(!packet) |
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| 277 | continue; |
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| 278 | if ( !(connection->addPacket(packet, cid)) ){ |
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| 279 | COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; |
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| 280 | temp->addFailure(); |
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| 281 | /*if(temp->getFailures() > 0 ) |
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| 282 | disconnectClient(temp);*/ |
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| 283 | //std::cout << "added gamestate" << std::endl; |
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| 284 | }else |
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| 285 | temp->resetFailures(); |
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| 286 | added=true; |
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| 287 | temp=temp->next(); |
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| 288 | // now delete gamestate |
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| 289 | delete[] gs->data; |
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| 290 | delete gs; |
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| 291 | } |
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| 292 | /*if(added) { |
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| 293 | //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; |
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| 294 | return connection->sendPackets(); |
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| 295 | }*/ |
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| 296 | //COUT(5) << "Server: had no gamestates to send" << std::endl; |
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| 297 | return true; |
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| 298 | } |
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| 299 | |
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| 300 | void Server::processAck( ack *data, int clientID) { |
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| 301 | COUT(4) << "Server: processing ack from client: " << clientID << "; ack-id: " << data->a << std::endl; |
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| 302 | gamestates->ackGameState(clientID, data->a); |
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| 303 | delete data; |
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| 304 | } |
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| 305 | |
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| 306 | bool Server::processConnectRequest( connectRequest *con, int clientID ){ |
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| 307 | //(COUT(3) << "processing connectRequest " << std::endl; |
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| 308 | //connection->addPacket(packet_gen.gstate(gamestates->popGameState(clientID)) , clientID); |
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| 309 | //createClient(clientID); |
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| 310 | delete con; |
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| 311 | return true; |
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| 312 | } |
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| 313 | |
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| 314 | void Server::processGamestate( GameStateCompressed *data, int clientID){ |
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| 315 | COUT(4) << "processing partial gamestate from client " << clientID << std::endl; |
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| 316 | gamestates->addGameState(data, clientID); |
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| 317 | /*COUT(3) << "Could not push gamestate\t\t\t\t=====" << std::endl; |
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| 318 | else |
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| 319 | if(clients->findClient(clientID)) |
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| 320 | clients->findClient(clientID)->resetFailures();*/ |
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| 321 | } |
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| 322 | |
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| 323 | void Server::processChat( chat *data, int clientId){ |
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| 324 | char *message = new char [strlen(data->message)+10+1]; |
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| 325 | sprintf(message, "Player %d: %s", clientId, data->message); |
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| 326 | COUT(1) << message << std::endl; |
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| 327 | ENetPacket *pck = packet_gen.chatMessage(message); |
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| 328 | connection->addPacketAll(pck); |
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| 329 | delete[] data->message; |
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| 330 | delete data; |
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| 331 | } |
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| 332 | |
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| 333 | bool Server::addClient(ENetEvent *event){ |
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| 334 | ClientInformation *temp = clients->insertBack(new ClientInformation); |
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| 335 | if(!temp){ |
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| 336 | COUT(2) << "Server: could not add client" << std::endl; |
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| 337 | return false; |
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| 338 | } |
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| 339 | if(temp->prev()->getHead()) { //not good if you use anything else than insertBack |
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| 340 | temp->prev()->setID(0); //bugfix: not necessary but usefull |
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| 341 | temp->setID(1); |
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| 342 | } |
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| 343 | else |
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| 344 | temp->setID(temp->prev()->getID()+1); |
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| 345 | temp->setPeer(event->peer); |
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| 346 | COUT(3) << "Server: added client id: " << temp->getID() << std::endl; |
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| 347 | return createClient(temp->getID()); |
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| 348 | } |
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| 349 | |
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| 350 | bool Server::createClient(int clientID){ |
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| 351 | ClientInformation *temp = clients->findClient(clientID); |
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| 352 | if(!temp){ |
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| 353 | COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl; |
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| 354 | return false; |
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| 355 | } |
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| 356 | COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl; |
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| 357 | connection->syncClassid(temp->getID()); |
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| 358 | COUT(5) << "creating spaceship for clientid: " << temp->getID() << std::endl; |
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| 359 | // TODO: this is only a hack, untill we have a possibility to define default player-join actions |
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| 360 | if(!createShip(temp)) |
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| 361 | COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl; |
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| 362 | else |
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| 363 | COUT(3) << "created spaceship" << std::endl; |
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| 364 | temp->setSynched(true); |
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| 365 | COUT(3) << "sending welcome" << std::endl; |
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| 366 | connection->sendWelcome(temp->getID(), temp->getShipID(), true); |
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| 367 | return true; |
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| 368 | } |
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| 369 | |
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| 370 | bool Server::createShip(ClientInformation *client){ |
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| 371 | if(!client) |
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| 372 | return false; |
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| 373 | orxonox::Identifier* id = ID("SpaceShip"); |
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| 374 | if(!id){ |
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| 375 | COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl; |
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| 376 | return false; |
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| 377 | } |
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| 378 | orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate()); |
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| 379 | no->setPosition(orxonox::Vector3(0,0,80)); |
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| 380 | no->setScale(10); |
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| 381 | //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0)); |
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| 382 | no->setMesh("assff.mesh"); |
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| 383 | no->setMaxSpeed(500); |
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| 384 | no->setMaxSideAndBackSpeed(50); |
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| 385 | no->setMaxRotation(1.0); |
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| 386 | no->setTransAcc(200); |
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| 387 | no->setRotAcc(3.0); |
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| 388 | no->setTransDamp(75); |
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| 389 | no->setRotDamp(1.0); |
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| 390 | no->setCamera("cam_"+client->getID()); |
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| 391 | no->classID = id->getNetworkID(); |
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| 392 | no->create(); |
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| 393 | |
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| 394 | client->setShipID(no->objectID); |
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| 395 | return true; |
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| 396 | } |
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| 397 | |
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| 398 | bool Server::disconnectClient(ENetEvent *event){ |
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| 399 | COUT(4) << "removing client from list" << std::endl; |
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| 400 | //return removeClient(head_->findClient(&(peer->address))->getID()); |
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| 401 | |
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| 402 | //boost::recursive_mutex::scoped_lock lock(head_->mutex_); |
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| 403 | orxonox::ObjectList<orxonox::SpaceShip>::iterator it = orxonox::ObjectList<orxonox::SpaceShip>::begin(); |
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| 404 | ClientInformation *client = clients->findClient(&event->peer->address); |
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| 405 | if(!client) |
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| 406 | return false; |
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| 407 | while(it){ |
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| 408 | if(it->objectID!=client->getShipID()){ |
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| 409 | ++it; |
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| 410 | continue; |
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| 411 | } |
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| 412 | orxonox::ObjectList<orxonox::SpaceShip>::iterator temp=it; |
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| 413 | ++it; |
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| 414 | delete *temp; |
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| 415 | return clients->removeClient(event->peer); |
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| 416 | } |
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| 417 | return false; |
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| 418 | } |
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| 419 | |
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| 420 | void Server::disconnectClient(int clientID){ |
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| 421 | ClientInformation *client = clients->findClient(clientID); |
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| 422 | if(client) |
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| 423 | disconnectClient(client); |
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| 424 | } |
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| 425 | void Server::disconnectClient( ClientInformation *client){ |
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| 426 | connection->disconnectClient(client); |
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| 427 | gamestates->removeClient(client); |
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| 428 | } |
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| 429 | |
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| 430 | } |
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