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source: code/branches/network/src/network/Server.cc @ 1492

Last change on this file since 1492 was 1485, checked in by scheusso, 16 years ago

a spaceship removes its hud point now when it's being destructed …

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