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source: code/branches/network/src/network/Server.cc @ 1710

Last change on this file since 1710 was 1710, checked in by scheusso, 16 years ago

further errors corrected (mostly double frees, etc)

  • Property svn:eol-style set to native
File size: 12.2 KB
Line 
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 "GamestateManager.h"
48#include "ClientInformation.h"
49#include "util/Sleep.h"
50#include "objects/SpaceShip.h"
51#include "core/ConsoleCommand.h"
52#include "packet/Chat.h"
53#include "packet/Packet.h"
54#include "packet/Welcome.h"
55
56namespace network
57{
58  #define MAX_FAILURES 20;
59  #define NETWORK_FREQUENCY 30
60 
61  /**
62  * Constructor for default values (bindaddress is set to ENET_HOST_ANY
63  *
64  */
65  Server::Server() {
66    timeSinceLastUpdate_=0;
67    connection = new ConnectionManager();
68    gamestates_ = new GamestateManager();
69  }
70 
71  Server::Server(int port){
72    timeSinceLastUpdate_=0;
73    connection = new ConnectionManager(port);
74    gamestates_ = new GamestateManager();
75  }
76
77  /**
78  * Constructor
79  * @param port Port to listen on
80  * @param bindAddress Address to listen on
81  */
82  Server::Server(int port, std::string bindAddress) {
83    timeSinceLastUpdate_=0;
84    connection = new ConnectionManager(port, bindAddress);
85    gamestates_ = new GamestateManager();
86  }
87
88  /**
89  * Constructor
90  * @param port Port to listen on
91  * @param bindAddress Address to listen on
92  */
93  Server::Server(int port, const char *bindAddress) {
94    timeSinceLastUpdate_=0;
95    connection = new ConnectionManager(port, bindAddress);
96    gamestates_ = new GamestateManager();
97  }
98
99  /**
100  * This function opens the server by creating the listener thread
101  */
102  void Server::open() {
103    connection->createListener();
104    return;
105  }
106
107  /**
108  * This function closes the server
109  */
110  void Server::close() {
111    connection->quitListener();
112    return;
113  }
114
115  bool Server::processChat(packet::Chat *message, unsigned int clientID){
116    ClientInformation *temp = ClientInformation::getBegin();
117    packet::Packet *pkt;
118    while(temp){
119      pkt = new packet::Packet(message);
120      pkt->setClientID(temp->getID());
121      if(!pkt->send())
122        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
123      delete pkt;
124    }
125    return message->process();
126  }
127 
128  /**
129  * This function sends out a message to all clients
130  * @param msg message
131  * @return true/false
132  */
133  bool Server::sendChat(packet::Chat *chat) {
134    //TODO: change this (no informations about who wrote a message)
135    ClientInformation *temp = ClientInformation::getBegin();
136    packet::Packet *pkt;
137    while(temp){
138      pkt = new packet::Packet(chat);
139      pkt->setClientID(temp->getID());
140      if(!pkt->send())
141        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
142    }
143    return chat->process();;
144  }
145
146  /**
147  * This function sends out a message to all clients
148  * @param msg message
149  * @return true/false
150  */
151//   bool Server::sendChat(const char *msg) {
152//     char *message = new char [strlen(msg)+10+1];
153//     sprintf(message, "Player %d: %s", CLIENTID_SERVER, msg);
154//     COUT(1) << message << std::endl;
155//     ENetPacket *packet = packet_gen.chatMessage(message);
156//     COUT(5) <<"Server: adding Packets" << std::endl;
157//     return connection->addPacketAll(packet);
158//   }
159
160  /**
161  * Run this function once every tick
162  * calls processQueue and updateGamestate
163  * @param time time since last tick
164  */
165  void Server::tick(float time) {
166    processQueue();
167    //this steers our network frequency
168    timeSinceLastUpdate_+=time;
169    if(timeSinceLastUpdate_>=(1./NETWORK_FREQUENCY)){
170      timeSinceLastUpdate_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_;
171//      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;
172      gamestates_->processGamestates();
173      updateGamestate();
174    }
175    /*while(timeSinceLastUpdate_>1./NETWORK_FREQUENCY)
176      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;*/
177//     usleep(5000); // TODO remove
178    return;
179  }
180 
181  bool Server::queuePacket(ENetPacket *packet, int clientID){
182    return connection->addPacket(packet, clientID);
183  }
184
185  /**
186  * processes all the packets waiting in the queue
187  */
188  void Server::processQueue() {
189    ENetEvent *event;
190    while(!connection->queueEmpty()){
191      //std::cout << "Client " << clientID << " sent: " << std::endl;
192      //clientID here is a reference to grab clientID from ClientInformation
193      event = connection->getEvent();
194      if(!event)
195        continue;
196      assert(event->type != ENET_EVENT_TYPE_NONE);
197      switch( event->type ) {
198      case ENET_EVENT_TYPE_CONNECT:
199        COUT(3) << "processing event_Type_connect" << std::endl;
200        addClient(event);
201        break;
202      case ENET_EVENT_TYPE_DISCONNECT:
203        if(ClientInformation::findClient(&event->peer->address))
204          disconnectClient(event);
205        break;
206      case ENET_EVENT_TYPE_RECEIVE:
207        if(!processPacket(event->packet, event->peer))
208          COUT(3) << "processing incoming packet failed" << std::endl;
209        break;
210      default:
211        break;
212      }
213      delete event;
214      //if statement to catch case that packetbuffer is empty
215    }
216  }
217
218  /**
219  * takes a new snapshot of the gamestate and sends it to the clients
220  */
221  void Server::updateGamestate() {
222    gamestates_->update();
223    COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl;
224    //std::cout << "updated gamestate, sending it" << std::endl;
225    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
226    sendGameState();
227    COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl;
228    //std::cout << "sent gamestate" << std::endl;
229  }
230
231  bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){
232    packet::Packet p = packet::Packet(packet, peer);
233    return p.getPacketContent()->process();
234  }
235 
236  /**
237  * sends the gamestate
238  */
239  bool Server::sendGameState() {
240    COUT(5) << "Server: starting function sendGameState" << std::endl;
241    ClientInformation *temp = ClientInformation::getBegin();
242    bool added=false;
243    while(temp != NULL){
244      if( !(temp->getSynched()) ){
245        COUT(5) << "Server: not sending gamestate" << std::endl;
246        temp=temp->next();
247        if(!temp)
248          break;
249        //think this works without continue
250        continue;
251      }
252      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
253      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
254      int gid = temp->getGamestateID(); //get gamestate id
255      int cid = temp->getID(); //get client id
256      COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl;
257      packet::Gamestate *gs = gamestates_->popGameState(cid);
258      if(gs==NULL){
259        COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl;
260        continue;
261      }
262      //std::cout << "adding gamestate" << std::endl;
263      packet::Packet packet(gs);
264      packet.setClientID(cid);
265      if ( !packet.send() ){
266        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; 
267        temp->addFailure();
268      }else
269        temp->resetFailures();
270      added=true;
271      temp=temp->next();
272      delete gs;
273    }
274    /*if(added) {
275      //std::cout << "send gamestates from server.cc in sendGameState" << std::endl;
276      return connection->sendPackets();
277    }*/
278    //COUT(5) << "Server: had no gamestates to send" << std::endl;
279    return true;
280  }
281 
282//   void Server::processChat( chat *data, int clientId){
283//     char *message = new char [strlen(data->message)+10+1];
284//     sprintf(message, "Player %d: %s", clientId, data->message);
285//     COUT(1) << message << std::endl;
286//     ENetPacket *pck = packet_gen.chatMessage(message);
287//     connection->addPacketAll(pck);
288//     delete[] data->message;
289//     delete data;
290//   }
291 
292  bool Server::addClient(ENetEvent *event){
293    ClientInformation *temp = ClientInformation::insertBack(new ClientInformation);
294    if(!temp){
295      COUT(2) << "Server: could not add client" << std::endl;
296      return false;
297    }
298    if(temp->prev()->getBegin()) { //not good if you use anything else than insertBack
299      temp->prev()->setID(0); //bugfix: not necessary but usefull
300      temp->setID(1);
301    }
302    else
303      temp->setID(temp->prev()->getID()+1);
304    temp->setPeer(event->peer);
305    COUT(3) << "Server: added client id: " << temp->getID() << std::endl;
306    return createClient(temp->getID());
307  }
308 
309  bool Server::createClient(int clientID){
310    ClientInformation *temp = ClientInformation::findClient(clientID);
311    if(!temp){
312      COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl;
313      return false;
314    }
315    COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl;
316    connection->syncClassid(temp->getID());
317    COUT(5) << "creating spaceship for clientid: " << temp->getID() << std::endl;
318    // TODO: this is only a hack, untill we have a possibility to define default player-join actions
319    if(!createShip(temp))
320      COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl;
321    else
322      COUT(3) << "created spaceship" << std::endl;
323    temp->setSynched(true);
324    COUT(3) << "sending welcome" << std::endl;
325    packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID());
326    packet::Packet packet(w);
327    assert(packet.send());
328    delete w;
329    return true;
330  }
331 
332  bool Server::createShip(ClientInformation *client){
333    if(!client)
334      return false;
335    orxonox::Identifier* id = ID("SpaceShip");
336    if(!id){
337      COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl;
338      return false;
339    }
340    orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate());
341    no->classID = id->getNetworkID();
342    client->setShipID(no->objectID);
343    no->setPosition(orxonox::Vector3(0,0,80));
344    no->setScale(10);
345    //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0));
346    no->setMesh("assff.mesh");
347    no->setMaxSpeed(500);
348    no->setMaxSideAndBackSpeed(50);
349    no->setMaxRotation(1.0);
350    no->setTransAcc(200);
351    no->setRotAcc(3.0);
352    no->setTransDamp(75);
353    no->setRotDamp(1.0);
354    no->setCamera("cam_"+client->getID());
355    no->create();
356    no->setBacksync(true);
357   
358    return true;
359  }
360 
361  bool Server::disconnectClient(ENetEvent *event){
362    COUT(4) << "removing client from list" << std::endl;
363    //return removeClient(head_->findClient(&(peer->address))->getID());
364   
365    //boost::recursive_mutex::scoped_lock lock(head_->mutex_);
366    orxonox::Iterator<orxonox::SpaceShip> it = orxonox::ObjectList<orxonox::SpaceShip>::start();
367    ClientInformation *client = ClientInformation::findClient(&event->peer->address);
368    if(!client)
369      return false;
370    while(it){
371      if(it->objectID!=client->getShipID()){
372        ++it;
373        continue;
374      }
375      orxonox::Iterator<orxonox::SpaceShip> temp=it;
376      ++it;
377      delete  *temp;
378      return ClientInformation::removeClient(event->peer);
379    }
380    return false;
381  }
382
383  void Server::disconnectClient(int clientID){
384    ClientInformation *client = ClientInformation::findClient(clientID);
385    if(client)
386      disconnectClient(client);
387  }
388  void Server::disconnectClient( ClientInformation *client){
389    connection->disconnectClient(client);
390    gamestates_->removeClient(client);
391  }
392 
393}
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