| 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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