| 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 |    | 
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| 57 | #define MAX_FAILURES 20; | 
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| 58 |    | 
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| 59 |    | 
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| 60 |   /** | 
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| 61 |   * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
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| 62 |   * | 
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| 63 |   */ | 
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| 64 |   Server::Server() { | 
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| 65 |     packet_gen = PacketGenerator(); | 
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| 66 |     clients = new ClientInformation(true); | 
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| 67 |     connection = new ConnectionManager(clients); | 
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| 68 |     gamestates = new GameStateManager(clients); | 
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| 69 |   } | 
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| 70 |  | 
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| 71 |   /** | 
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| 72 |   * Constructor | 
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| 73 |   * @param port Port to listen on | 
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| 74 |   * @param bindAddress Address to listen on | 
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| 75 |   */ | 
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| 76 |   Server::Server(int port, std::string bindAddress) { | 
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| 77 |     packet_gen = PacketGenerator(); | 
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| 78 |     clients = new ClientInformation(); | 
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| 79 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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| 80 |     gamestates = new GameStateManager(clients); | 
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| 81 |   } | 
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| 82 |  | 
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| 83 |   /** | 
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| 84 |   * Constructor | 
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| 85 |   * @param port Port to listen on | 
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| 86 |   * @param bindAddress Address to listen on | 
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| 87 |   */ | 
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| 88 |   Server::Server(int port, const char *bindAddress) { | 
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| 89 |     packet_gen = PacketGenerator(); | 
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| 90 |     clients = new ClientInformation(); | 
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| 91 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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| 92 |     gamestates = new GameStateManager(clients); | 
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| 93 |   } | 
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| 94 |  | 
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| 95 |   /** | 
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| 96 |   * This function opens the server by creating the listener thread | 
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| 97 |   */ | 
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| 98 |   void Server::open() { | 
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| 99 |     connection->createListener(); | 
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| 100 |     return; | 
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| 101 |   } | 
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| 102 |  | 
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| 103 |   /** | 
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| 104 |   * This function closes the server | 
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| 105 |   */ | 
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| 106 |   void Server::close() { | 
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| 107 |     connection->quitListener(); | 
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| 108 |     return; | 
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| 109 |   } | 
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| 110 |  | 
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| 111 |   /** | 
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| 112 |   * This function sends out a message to all clients | 
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| 113 |   * @param msg message | 
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| 114 |   * @return true/false | 
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| 115 |   */ | 
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| 116 |   bool Server::sendMSG(std::string msg) { | 
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| 117 |     ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); | 
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| 118 |     //std::cout <<"adding packets" << std::endl; | 
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| 119 |     connection->addPacketAll(packet); | 
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| 120 |     //std::cout <<"added packets" << std::endl; | 
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| 121 |     return connection->sendPackets(); | 
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| 122 |   } | 
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| 123 |  | 
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| 124 |   /** | 
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| 125 |   * This function sends out a message to all clients | 
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| 126 |   * @param msg message | 
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| 127 |   * @return true/false | 
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| 128 |   */ | 
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| 129 |   bool Server::sendMSG(const char *msg) { | 
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| 130 |     ENetPacket *packet = packet_gen.chatMessage(msg); | 
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| 131 |     COUT(4) <<"Server: adding Packets" << std::endl; | 
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| 132 |     connection->addPacketAll(packet); | 
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| 133 |     //std::cout <<"added packets" << std::endl; | 
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| 134 |     if (connection->sendPackets()){ | 
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| 135 |       COUT(4) << "Server: Sucessfully" << std::endl; | 
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| 136 |       return true; | 
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| 137 |     } | 
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| 138 |     return false; | 
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| 139 |   } | 
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| 140 |  | 
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| 141 |   /** | 
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| 142 |   * Run this function once every tick | 
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| 143 |   * calls processQueue and updateGamestate | 
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| 144 |   * @param time time since last tick | 
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| 145 |   */ | 
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| 146 |   void Server::tick(float time) { | 
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| 147 |     processQueue(); | 
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| 148 |     updateGamestate(); | 
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| 149 |  | 
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| 150 | //     usleep(500000); // TODO remove | 
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| 151 |     return; | 
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| 152 |   } | 
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| 153 |  | 
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| 154 |   /** | 
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| 155 |   * processes all the packets waiting in the queue | 
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| 156 |   */ | 
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| 157 |   void Server::processQueue() { | 
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| 158 |     ENetPacket *packet; | 
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| 159 |     int clientID=-1; | 
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| 160 |     while(!connection->queueEmpty()){ | 
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| 161 |       //std::cout << "Client " << clientID << " sent: " << std::endl; | 
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| 162 |       //clientID here is a reference to grab clientID from ClientInformation | 
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| 163 |       packet = connection->getPacket(clientID); | 
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| 164 |       //if statement to catch case that packetbuffer is empty | 
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| 165 |       if( !elaborate(packet, clientID) )  | 
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| 166 |         COUT(4) << "Server: PacketBuffer empty" << std::endl; | 
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| 167 |     } | 
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| 168 |   } | 
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| 169 |  | 
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| 170 |   /** | 
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| 171 |   * takes a new snapshot of the gamestate and sends it to the clients | 
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| 172 |   */ | 
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| 173 |   void Server::updateGamestate() { | 
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| 174 |     gamestates->update(); | 
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| 175 |     COUT(4) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; | 
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| 176 |     //std::cout << "updated gamestate, sending it" << std::endl; | 
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| 177 |     //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) | 
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| 178 |     sendGameState(); | 
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| 179 |     COUT(4) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; | 
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| 180 |     //std::cout << "sent gamestate" << std::endl; | 
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| 181 |   } | 
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| 182 |  | 
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| 183 |   /** | 
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| 184 |   * sends the gamestate | 
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| 185 |   */ | 
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| 186 |   bool Server::sendGameState() { | 
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| 187 |     COUT(5) << "Server: starting function sendGameState" << std::endl; | 
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| 188 |     ClientInformation *temp = clients; | 
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| 189 |     bool added=false; | 
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| 190 |     while(temp != NULL){ | 
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| 191 |       if(temp->head){ | 
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| 192 |         temp=temp->next(); | 
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| 193 |         //think this works without continue | 
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| 194 |         continue; | 
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| 195 |       } | 
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| 196 |       if( !(temp->getSynched()) ){ | 
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| 197 |         COUT(5) << "Server: not sending gamestate" << std::endl; | 
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| 198 |         temp=temp->next(); | 
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| 199 |         //think this works without continue | 
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| 200 |         continue; | 
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| 201 |       } | 
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| 202 |       COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; | 
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| 203 |       int gid = temp->getGamestateID(); //get gamestate id | 
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| 204 |       int cid = temp->getID(); //get client id | 
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| 205 |       COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; | 
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| 206 |       GameStateCompressed *gs = gamestates->popGameState(cid); | 
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| 207 |       if(gs==NULL){ | 
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| 208 |         COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; | 
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| 209 |         return false; | 
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| 210 |       } | 
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| 211 |       //std::cout << "adding gamestate" << std::endl; | 
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| 212 |       if ( !(connection->addPacket(packet_gen.gstate(gs), cid)) ){ | 
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| 213 |         COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->failures_ << std::endl;  | 
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| 214 |         temp->failures_++; | 
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| 215 |         if(temp->failures_ > 20 ) | 
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| 216 |           disconnectClient(temp); | 
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| 217 |       //std::cout << "added gamestate" << std::endl; | 
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| 218 |       } | 
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| 219 |       added=true; | 
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| 220 |       temp=temp->next(); | 
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| 221 |       // now delete gamestate | 
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| 222 |       delete[] gs->data; | 
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| 223 |       delete gs; | 
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| 224 |     } | 
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| 225 |     if(added) { | 
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| 226 |       //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; | 
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| 227 |       return connection->sendPackets(); | 
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| 228 |     } | 
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| 229 |     COUT(5) << "Server: had no gamestates to send" << std::endl; | 
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| 230 |     return false; | 
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| 231 |   } | 
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| 232 |  | 
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| 233 |   void Server::processAck( ack *data, int clientID) { | 
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| 234 |     COUT(4) << "\b\b\b\n\n\n\n\nServer: processing ack from client: " << clientID << "; ack-id: " << data->a << std::endl; | 
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| 235 |     gamestates->ackGameState(clientID, data->a); | 
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| 236 |     delete data; | 
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| 237 |   } | 
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| 238 |    | 
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| 239 |   bool Server::processConnectRequest( connectRequest *con, int clientID ){ | 
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| 240 |     COUT(4) << "processing connectRequest " << std::endl; | 
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| 241 |     //connection->addPacket(packet_gen.gstate(gamestates->popGameState(clientID)) , clientID); | 
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| 242 |     connection->createClient(clientID); | 
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| 243 |     delete con; | 
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| 244 |     return true; | 
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| 245 |   } | 
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| 246 |    | 
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| 247 |   void Server::processGamestate( GameStateCompressed *data, int clientID){ | 
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| 248 |     COUT(4) << "processing partial gamestate from client " << clientID << std::endl; | 
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| 249 |     if(!gamestates->pushGameState(data, clientID)) | 
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| 250 |         COUT(3) << "Could not push gamestate\t\t\t\t=====" << std::endl; | 
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| 251 |     else | 
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| 252 |         clients->findClient(clientID)->failures_=0; | 
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| 253 |   } | 
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| 254 |  | 
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| 255 |   void Server::disconnectClient(int clientID){ | 
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| 256 |     ClientInformation *client = clients->findClient(clientID); | 
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| 257 |     disconnectClient(client); | 
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| 258 |   } | 
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| 259 |   void Server::disconnectClient( ClientInformation *client){ | 
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| 260 |     connection->disconnectClient(client); | 
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| 261 |     gamestates->removeClient(client); | 
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| 262 |   } | 
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| 263 |    | 
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| 264 | } | 
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