| 1 | // | 
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| 2 | // C++ Implementation: Server | 
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| 3 | // | 
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| 4 | // Description: | 
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| 5 | // | 
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| 6 | // | 
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| 7 | // Author:  Oliver Scheuss, (C) 2007 | 
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| 8 | // | 
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| 9 | // Copyright: See COPYING file that comes with this distribution | 
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| 10 | // | 
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| 11 | // | 
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| 12 |  | 
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| 13 | #include <iostream> | 
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| 14 |  | 
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| 15 | #include "ConnectionManager.h" | 
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| 16 | #include "PacketTypes.h" | 
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| 17 | #include "GameStateManager.h" | 
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| 18 | #include "ClientInformation.h" | 
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| 19 | //#include "NetworkFrameListener.h" | 
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| 20 | #include "Server.h" | 
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| 21 |  | 
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| 22 |  | 
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| 23 | namespace network | 
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| 24 | { | 
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| 25 |   /** | 
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| 26 |   * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
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| 27 |   * | 
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| 28 |   */ | 
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| 29 |   Server::Server() { | 
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| 30 |     packet_gen = PacketGenerator(); | 
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| 31 |     clients = new ClientInformation(true); | 
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| 32 |     connection = new ConnectionManager(clients); | 
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| 33 |     gamestates = new GameStateManager(clients); | 
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| 34 |   } | 
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| 35 |  | 
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| 36 |   /** | 
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| 37 |   * Constructor | 
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| 38 |   * @param port Port to listen on | 
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| 39 |   * @param bindAddress Address to listen on | 
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| 40 |   */ | 
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| 41 |   Server::Server(int port, std::string bindAddress) { | 
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| 42 |     packet_gen = PacketGenerator(); | 
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| 43 |     clients = new ClientInformation(); | 
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| 44 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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| 45 |     gamestates = new GameStateManager(clients); | 
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| 46 |   } | 
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| 47 |  | 
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| 48 |   /** | 
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| 49 |   * Constructor | 
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| 50 |   * @param port Port to listen on | 
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| 51 |   * @param bindAddress Address to listen on | 
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| 52 |   */ | 
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| 53 |   Server::Server(int port, const char *bindAddress) { | 
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| 54 |     packet_gen = PacketGenerator(); | 
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| 55 |     clients = new ClientInformation(); | 
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| 56 |     connection = new ConnectionManager(port, bindAddress, clients); | 
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| 57 |     gamestates = new GameStateManager(clients); | 
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| 58 |   } | 
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| 59 |  | 
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| 60 |   /** | 
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| 61 |   * This function opens the server by creating the listener thread | 
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| 62 |   */ | 
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| 63 |   void Server::open() { | 
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| 64 |     connection->createListener(); | 
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| 65 |     return; | 
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| 66 |   } | 
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| 67 |  | 
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| 68 |   /** | 
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| 69 |   * This function closes the server | 
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| 70 |   */ | 
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| 71 |   void Server::close() { | 
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| 72 |     connection->quitListener(); | 
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| 73 |     return; | 
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| 74 |   } | 
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| 75 |  | 
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| 76 |   /** | 
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| 77 |   * This function sends out a message to all clients | 
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| 78 |   * @param msg message | 
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| 79 |   * @return true/false | 
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| 80 |   */ | 
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| 81 |   bool Server::sendMSG(std::string msg) { | 
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| 82 |     ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); | 
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| 83 |     //std::cout <<"adding packets" << std::endl; | 
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| 84 |     connection->addPacketAll(packet); | 
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| 85 |     //std::cout <<"added packets" << std::endl; | 
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| 86 |     return connection->sendPackets(); | 
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| 87 |   } | 
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| 88 |  | 
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| 89 |   /** | 
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| 90 |   * This function sends out a message to all clients | 
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| 91 |   * @param msg message | 
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| 92 |   * @return true/false | 
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| 93 |   */ | 
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| 94 |   bool Server::sendMSG(const char *msg) { | 
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| 95 |     ENetPacket *packet = packet_gen.chatMessage(msg); | 
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| 96 |     std::cout <<"adding Packets" << std::endl; | 
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| 97 |     connection->addPacketAll(packet); | 
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| 98 |     //std::cout <<"added packets" << std::endl; | 
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| 99 |     if (connection->sendPackets()){ | 
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| 100 |       std::cout << "Sucessfully" << std::endl; | 
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| 101 |       return true; | 
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| 102 |     } | 
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| 103 |     return false; | 
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| 104 |   } | 
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| 105 |  | 
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| 106 |   /** | 
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| 107 |   * Run this function once every tick | 
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| 108 |   * calls processQueue and updateGamestate | 
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| 109 |   * @param time time since last tick | 
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| 110 |   */ | 
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| 111 |   void Server::tick(float time) { | 
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| 112 |     processQueue(); | 
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| 113 |     updateGamestate(); | 
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| 114 |     return; | 
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| 115 |   } | 
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| 116 |  | 
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| 117 |   /** | 
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| 118 |   * processes all the packets waiting in the queue | 
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| 119 |   */ | 
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| 120 |   void Server::processQueue() { | 
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| 121 |     ENetPacket *packet; | 
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| 122 |     int clientID=-1; | 
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| 123 |     while(!connection->queueEmpty()){ | 
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| 124 |       //std::cout << "Client " << clientID << " sent: " << std::endl; | 
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| 125 |       packet = connection->getPacket(clientID); | 
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| 126 |       elaborate(packet, clientID); | 
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| 127 |     } | 
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| 128 |   } | 
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| 129 |  | 
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| 130 |   /** | 
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| 131 |   * takes a new snapshot of the gamestate and sends it to the clients | 
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| 132 |   */ | 
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| 133 |   void Server::updateGamestate() { | 
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| 134 |     gamestates->update(); | 
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| 135 |     //std::cout << "updated gamestate, sending it" << std::endl; | 
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| 136 |     sendGameState(); | 
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| 137 |     //std::cout << "sent gamestate" << std::endl; | 
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| 138 |   } | 
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| 139 |  | 
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| 140 |   /** | 
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| 141 |   * sends the gamestate | 
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| 142 |   */ | 
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| 143 |   bool Server::sendGameState() { | 
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| 144 |     std::cout << "starting gamestate" << std::endl; | 
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| 145 |     ClientInformation *temp = clients; | 
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| 146 |     bool added=false; | 
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| 147 |     while(temp!=NULL){ | 
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| 148 |       if(temp->head){ | 
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| 149 |         temp=temp->next(); | 
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| 150 |         continue; | 
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| 151 |       } | 
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| 152 |       if( !(temp->getSynched()) ){ | 
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| 153 |         std::cout << "not sending gamestate" << std::endl; | 
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| 154 |         temp=temp->next(); | 
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| 155 |         continue; | 
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| 156 |       } | 
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| 157 |       std::cout << "doing gamestate" << std::endl; | 
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| 158 |       int gid = temp->getGamestateID(); | 
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| 159 |       int cid = temp->getID(); | 
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| 160 |       std::cout << "server, got acked ID: " << gid << std::endl; | 
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| 161 |       GameStateCompressed *gs = &(gamestates->popGameState(cid)); // FIXME: taking address of temporary, check if correct | 
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| 162 |       //std::cout << "adding gamestate" << std::endl; | 
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| 163 |       connection->addPacket(packet_gen.gstate(gs), cid); | 
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| 164 |       //std::cout << "added gamestate" << std::endl; | 
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| 165 |       added=true; | 
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| 166 |       temp=temp->next(); | 
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| 167 |     } | 
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| 168 |     if(added) | 
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| 169 |       return connection->sendPackets(); | 
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| 170 |     else | 
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| 171 |       return false; | 
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| 172 |   } | 
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| 173 |  | 
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| 174 |   void Server::processAck( ack *data, int clientID) { | 
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| 175 |     clients->findClient(clientID)->setGamestateID(data->a); | 
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| 176 |   } | 
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| 177 |  | 
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| 178 | } | 
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