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source: code/branches/network/src/network/Server.cc @ 1711

Last change on this file since 1711 was 1711, checked in by scheusso, 16 years ago

we use enetcallback for destroying packets now (unfortunately there are still some problems)

  • Property svn:eol-style set to native
File size: 12.1 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    while(temp){
118      message->setClientID(temp->getID());
119      if(!message->send())
120        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
121      temp = temp->next();
122    }
123    return message->process();
124  }
125 
126  /**
127  * This function sends out a message to all clients
128  * @param msg message
129  * @return true/false
130  */
131  bool Server::sendChat(packet::Chat *chat) {
132    //TODO: change this (no informations about who wrote a message)
133    ClientInformation *temp = ClientInformation::getBegin();
134    while(temp){
135      chat->setClientID(temp->getID());
136      if(!chat->send())
137        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
138    }
139    return chat->process();;
140  }
141
142  /**
143  * This function sends out a message to all clients
144  * @param msg message
145  * @return true/false
146  */
147//   bool Server::sendChat(const char *msg) {
148//     char *message = new char [strlen(msg)+10+1];
149//     sprintf(message, "Player %d: %s", CLIENTID_SERVER, msg);
150//     COUT(1) << message << std::endl;
151//     ENetPacket *packet = packet_gen.chatMessage(message);
152//     COUT(5) <<"Server: adding Packets" << std::endl;
153//     return connection->addPacketAll(packet);
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_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_;
167//      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;
168      gamestates_->processGamestates();
169      updateGamestate();
170    }
171    /*while(timeSinceLastUpdate_>1./NETWORK_FREQUENCY)
172      timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;*/
173//     usleep(5000); // TODO remove
174    return;
175  }
176 
177  bool Server::queuePacket(ENetPacket *packet, int clientID){
178    return connection->addPacket(packet, clientID);
179  }
180
181  /**
182  * processes all the packets waiting in the queue
183  */
184  void Server::processQueue() {
185    ENetEvent *event;
186    while(!connection->queueEmpty()){
187      //std::cout << "Client " << clientID << " sent: " << std::endl;
188      //clientID here is a reference to grab clientID from ClientInformation
189      event = connection->getEvent();
190      if(!event)
191        continue;
192      assert(event->type != ENET_EVENT_TYPE_NONE);
193      switch( event->type ) {
194      case ENET_EVENT_TYPE_CONNECT:
195        COUT(3) << "processing event_Type_connect" << std::endl;
196        addClient(event);
197        break;
198      case ENET_EVENT_TYPE_DISCONNECT:
199        if(ClientInformation::findClient(&event->peer->address))
200          disconnectClient(event);
201        break;
202      case ENET_EVENT_TYPE_RECEIVE:
203        if(!processPacket(event->packet, event->peer))
204          COUT(3) << "processing incoming packet failed" << std::endl;
205        break;
206      default:
207        break;
208      }
209      delete event;
210      //if statement to catch case that packetbuffer is empty
211    }
212  }
213
214  /**
215  * takes a new snapshot of the gamestate and sends it to the clients
216  */
217  void Server::updateGamestate() {
218    gamestates_->update();
219    COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl;
220    //std::cout << "updated gamestate, sending it" << std::endl;
221    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
222    sendGameState();
223    COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl;
224    //std::cout << "sent gamestate" << std::endl;
225  }
226
227  bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){
228    packet::Packet *p = packet::Packet::createPacket(packet, peer);
229    return p->process();
230  }
231 
232  /**
233  * sends the gamestate
234  */
235  bool Server::sendGameState() {
236    COUT(5) << "Server: starting function sendGameState" << std::endl;
237    ClientInformation *temp = ClientInformation::getBegin();
238    bool added=false;
239    while(temp != NULL){
240      if( !(temp->getSynched()) ){
241        COUT(5) << "Server: not sending gamestate" << std::endl;
242        temp=temp->next();
243        if(!temp)
244          break;
245        //think this works without continue
246        continue;
247      }
248      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
249      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
250      int gid = temp->getGamestateID(); //get gamestate id
251      int cid = temp->getID(); //get client id
252      COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl;
253      packet::Gamestate *gs = gamestates_->popGameState(cid);
254      if(gs==NULL){
255        COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl;
256        continue;
257      }
258      //std::cout << "adding gamestate" << std::endl;
259      gs->setClientID(cid);
260      if ( !gs->send() ){
261        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; 
262        temp->addFailure();
263      }else
264        temp->resetFailures();
265      added=true;
266      temp=temp->next();
267      // gs gets automatically deleted by enet callback
268    }
269    /*if(added) {
270      //std::cout << "send gamestates from server.cc in sendGameState" << std::endl;
271      return connection->sendPackets();
272    }*/
273    //COUT(5) << "Server: had no gamestates to send" << std::endl;
274    return true;
275  }
276 
277//   void Server::processChat( chat *data, int clientId){
278//     char *message = new char [strlen(data->message)+10+1];
279//     sprintf(message, "Player %d: %s", clientId, data->message);
280//     COUT(1) << message << std::endl;
281//     ENetPacket *pck = packet_gen.chatMessage(message);
282//     connection->addPacketAll(pck);
283//     delete[] data->message;
284//     delete data;
285//   }
286 
287  bool Server::addClient(ENetEvent *event){
288    ClientInformation *temp = ClientInformation::insertBack(new ClientInformation);
289    if(!temp){
290      COUT(2) << "Server: could not add client" << std::endl;
291      return false;
292    }
293    if(temp->prev()->getBegin()) { //not good if you use anything else than insertBack
294      temp->prev()->setID(0); //bugfix: not necessary but usefull
295      temp->setID(1);
296    }
297    else
298      temp->setID(temp->prev()->getID()+1);
299    temp->setPeer(event->peer);
300    COUT(3) << "Server: added client id: " << temp->getID() << std::endl;
301    return createClient(temp->getID());
302  }
303 
304  bool Server::createClient(int clientID){
305    ClientInformation *temp = ClientInformation::findClient(clientID);
306    if(!temp){
307      COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl;
308      return false;
309    }
310    COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl;
311    connection->syncClassid(temp->getID());
312    COUT(5) << "creating spaceship for clientid: " << temp->getID() << std::endl;
313    // TODO: this is only a hack, untill we have a possibility to define default player-join actions
314    if(!createShip(temp))
315      COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl;
316    else
317      COUT(3) << "created spaceship" << std::endl;
318    temp->setSynched(true);
319    COUT(3) << "sending welcome" << std::endl;
320    packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID());
321    w->setClientID(temp->getID());
322    assert(w->send());
323    delete w;
324    return true;
325  }
326 
327  bool Server::createShip(ClientInformation *client){
328    if(!client)
329      return false;
330    orxonox::Identifier* id = ID("SpaceShip");
331    if(!id){
332      COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl;
333      return false;
334    }
335    orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate());
336    no->classID = id->getNetworkID();
337    client->setShipID(no->objectID);
338    no->setPosition(orxonox::Vector3(0,0,80));
339    no->setScale(10);
340    //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0));
341    no->setMesh("assff.mesh");
342    no->setMaxSpeed(500);
343    no->setMaxSideAndBackSpeed(50);
344    no->setMaxRotation(1.0);
345    no->setTransAcc(200);
346    no->setRotAcc(3.0);
347    no->setTransDamp(75);
348    no->setRotDamp(1.0);
349    no->setCamera("cam_"+client->getID());
350    no->create();
351    no->setBacksync(true);
352   
353    return true;
354  }
355 
356  bool Server::disconnectClient(ENetEvent *event){
357    COUT(4) << "removing client from list" << std::endl;
358    //return removeClient(head_->findClient(&(peer->address))->getID());
359   
360    //boost::recursive_mutex::scoped_lock lock(head_->mutex_);
361    orxonox::Iterator<orxonox::SpaceShip> it = orxonox::ObjectList<orxonox::SpaceShip>::start();
362    ClientInformation *client = ClientInformation::findClient(&event->peer->address);
363    if(!client)
364      return false;
365    while(it){
366      if(it->objectID!=client->getShipID()){
367        ++it;
368        continue;
369      }
370      orxonox::Iterator<orxonox::SpaceShip> temp=it;
371      ++it;
372      delete  *temp;
373      return ClientInformation::removeClient(event->peer);
374    }
375    return false;
376  }
377
378  void Server::disconnectClient(int clientID){
379    ClientInformation *client = ClientInformation::findClient(clientID);
380    if(client)
381      disconnectClient(client);
382  }
383  void Server::disconnectClient( ClientInformation *client){
384    connection->disconnectClient(client);
385    gamestates_->removeClient(client);
386  }
387 
388}
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