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