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source: code/branches/objecthierarchy/src/network/Server.cc @ 1944

Last change on this file since 1944 was 1944, checked in by scheusso, 16 years ago

Some fixes in gamestate generation and handling (especially when no
objects are present)

  • Property svn:eol-style set to native
File size: 11.4 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#include <cassert>
45
46
47#include "ConnectionManager.h"
48#include "ClientConnectionListener.h"
49#include "GamestateManager.h"
50#include "ClientInformation.h"
51#include "util/Sleep.h"
52#include "core/ConsoleCommand.h"
53#include "core/CoreIncludes.h"
54#include "core/Iterator.h"
55#include "packet/Chat.h"
56#include "packet/Packet.h"
57#include "packet/Welcome.h"
58#include "packet/DeleteObjects.h"
59#include <util/Convert.h>
60
61namespace network
62{
63  const int MAX_FAILURES = 20;
64  const int NETWORK_FREQUENCY = 30;
65
66  /**
67  * Constructor for default values (bindaddress is set to ENET_HOST_ANY
68  *
69  */
70  Server::Server() {
71    timeSinceLastUpdate_=0;
72    connection = new ConnectionManager();
73    gamestates_ = new GamestateManager();
74  }
75
76  Server::Server(int port){
77    timeSinceLastUpdate_=0;
78    connection = new ConnectionManager(port);
79    gamestates_ = new GamestateManager();
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    connection = new ConnectionManager(port, bindAddress);
90    gamestates_ = new GamestateManager();
91  }
92
93  /**
94  * Constructor
95  * @param port Port to listen on
96  * @param bindAddress Address to listen on
97  */
98  Server::Server(int port, const char *bindAddress) {
99    timeSinceLastUpdate_=0;
100    connection = new ConnectionManager(port, bindAddress);
101    gamestates_ = new GamestateManager();
102  }
103
104  /**
105  * @brief Destructor
106  */
107  Server::~Server(){
108    if(connection)
109      delete connection;
110    if(gamestates_)
111      delete gamestates_;
112  }
113
114  /**
115  * This function opens the server by creating the listener thread
116  */
117  void Server::open() {
118    connection->createListener();
119    return;
120  }
121
122  /**
123  * This function closes the server
124  */
125  void Server::close() {
126    connection->quitListener();
127    return;
128  }
129
130  bool Server::processChat(std::string message, unsigned int playerID){
131    ClientInformation *temp = ClientInformation::getBegin();
132    packet::Chat *chat;
133    while(temp){
134      chat = new packet::Chat(message, playerID);
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      temp = temp->next();
139    }
140    COUT(1) << "Player " << playerID << ": " << message << std::endl;
141    return true;
142  }
143
144
145  /**
146  * Run this function once every tick
147  * calls processQueue and updateGamestate
148  * @param time time since last tick
149  */
150  void Server::tick(float time) {
151    processQueue();
152    //this steers our network frequency
153    timeSinceLastUpdate_+=time;
154    if(timeSinceLastUpdate_>=(1./NETWORK_FREQUENCY)){
155      timeSinceLastUpdate_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_;
156      gamestates_->processGamestates();
157      updateGamestate();
158    }
159  }
160
161  bool Server::queuePacket(ENetPacket *packet, int clientID){
162    return connection->addPacket(packet, clientID);
163  }
164
165  /**
166  * processes all the packets waiting in the queue
167  */
168  void Server::processQueue() {
169    ENetEvent *event;
170    while(!connection->queueEmpty()){
171      //std::cout << "Client " << clientID << " sent: " << std::endl;
172      //clientID here is a reference to grab clientID from ClientInformation
173      event = connection->getEvent();
174      if(!event)
175        continue;
176      assert(event->type != ENET_EVENT_TYPE_NONE);
177      switch( event->type ) {
178      case ENET_EVENT_TYPE_CONNECT:
179        COUT(3) << "processing event_Type_connect" << std::endl;
180        addClient(event);
181        break;
182      case ENET_EVENT_TYPE_DISCONNECT:
183        if(ClientInformation::findClient(&event->peer->address))
184          disconnectClient(event);
185        break;
186      case ENET_EVENT_TYPE_RECEIVE:
187        if(!processPacket(event->packet, event->peer))
188          COUT(3) << "processing incoming packet failed" << std::endl;
189        break;
190      default:
191        break;
192      }
193      delete event;
194      //if statement to catch case that packetbuffer is empty
195    }
196  }
197
198  /**
199  * takes a new snapshot of the gamestate and sends it to the clients
200  */
201  void Server::updateGamestate() {
202    gamestates_->update();
203    COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl;
204    //std::cout << "updated gamestate, sending it" << std::endl;
205    //if(clients->getGamestateID()!=GAMESTATEID_INITIAL)
206    sendGameState();
207    sendObjectDeletes();
208    COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl;
209    //std::cout << "sent gamestate" << std::endl;
210  }
211
212  bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){
213    packet::Packet *p = packet::Packet::createPacket(packet, peer);
214    return p->process();
215  }
216
217  /**
218  * sends the gamestate
219  */
220  bool Server::sendGameState() {
221    COUT(5) << "Server: starting function sendGameState" << std::endl;
222    ClientInformation *temp = ClientInformation::getBegin();
223    bool added=false;
224    while(temp != NULL){
225      if( !(temp->getSynched()) ){
226        COUT(5) << "Server: not sending gamestate" << std::endl;
227        temp=temp->next();
228        if(!temp)
229          break;
230        //think this works without continue
231        continue;
232      }
233      COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl;
234      COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl;
235      int gid = temp->getGamestateID(); //get gamestate id
236      int cid = temp->getID(); //get client id
237      COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl;
238      packet::Gamestate *gs = gamestates_->popGameState(cid);
239      if(gs==NULL){
240        COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl;
241        temp = temp->next();
242        continue;
243      }
244      //std::cout << "adding gamestate" << std::endl;
245      gs->setClientID(cid);
246      if ( !gs->send() ){
247        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;
248        temp->addFailure();
249      }else
250        temp->resetFailures();
251      added=true;
252      temp=temp->next();
253      // gs gets automatically deleted by enet callback
254    }
255    return true;
256  }
257
258  bool Server::sendObjectDeletes(){
259    ClientInformation *temp = ClientInformation::getBegin();
260    packet::DeleteObjects *del = new packet::DeleteObjects();
261    if(!del->fetchIDs())
262      return true;  //everything ok (no deletes this tick)
263//     COUT(3) << "sending DeleteObjects" << std::endl;
264    while(temp != NULL){
265      if( !(temp->getSynched()) ){
266        COUT(5) << "Server: not sending gamestate" << std::endl;
267        temp=temp->next();
268        continue;
269      }
270      int cid = temp->getID(); //get client id
271      packet::DeleteObjects *cd = new packet::DeleteObjects(*del);
272      assert(cd);
273      cd->setClientID(cid);
274      if ( !cd->send() )
275        COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;
276      temp=temp->next();
277      // gs gets automatically deleted by enet callback
278    }
279    return true;
280  }
281
282
283  bool Server::addClient(ENetEvent *event){
284    unsigned int newid=0;
285
286    ClientInformation *temp = ClientInformation::insertBack(new ClientInformation);
287    if(!temp){
288      COUT(2) << "Server: could not add client" << std::endl;
289      return false;
290    }
291    if(temp==ClientInformation::getBegin()) { //not good if you use anything else than insertBack
292      newid=1;
293    }
294    else
295      newid=temp->prev()->getID()+1;
296    temp->setID(newid);
297    temp->setPeer(event->peer);
298
299    // inform all the listeners
300    orxonox::ObjectList<ClientConnectionListener>::iterator listener = orxonox::ObjectList<ClientConnectionListener>::begin();
301    while(listener){
302      listener->clientConnected(newid);
303      listener++;
304    }
305
306    COUT(3) << "Server: added client id: " << temp->getID() << std::endl;
307    return createClient(temp->getID());
308}
309
310  bool Server::createClient(int clientID){
311    ClientInformation *temp = ClientInformation::findClient(clientID);
312    if(!temp){
313      COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl;
314      return false;
315    }
316    COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl;
317    connection->syncClassid(temp->getID());
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    bool b = w->send();
323    assert(b);
324    packet::Gamestate *g = new packet::Gamestate();
325    g->setClientID(temp->getID());
326    b = g->collectData(0);
327    if(!b)
328      return false; //no data for the client
329    b = g->compressData();
330    assert(b);
331    b = g->send();
332    assert(b);
333    return true;
334  }
335
336  bool Server::disconnectClient(ENetEvent *event){
337    COUT(4) << "removing client from list" << std::endl;
338    //return removeClient(head_->findClient(&(peer->address))->getID());
339
340    //boost::recursive_mutex::scoped_lock lock(head_->mutex_);
341    ClientInformation *client = ClientInformation::findClient(&event->peer->address);
342    if(!client)
343      return false;
344    gamestates_->removeClient(client);
345
346// inform all the listeners
347    orxonox::ObjectList<ClientConnectionListener>::iterator listener = orxonox::ObjectList<ClientConnectionListener>::begin();
348    while(listener){
349      listener->clientDisconnected(client->getID());
350      listener++;
351    }
352
353    return ClientInformation::removeClient(event->peer);
354  }
355
356  void Server::disconnectClient(int clientID){
357    ClientInformation *client = ClientInformation::findClient(clientID);
358    if(client)
359      disconnectClient(client);
360  }
361  void Server::disconnectClient( ClientInformation *client){
362    connection->disconnectClient(client);
363    gamestates_->removeClient(client);
364  }
365
366  bool Server::chat(std::string message){
367    ClientInformation *temp = ClientInformation::getBegin();
368    packet::Chat *chat;
369    while(temp){
370      chat = new packet::Chat(message, Host::getPlayerID());
371      chat->setClientID(temp->getID());
372      if(!chat->send())
373        COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl;
374      temp = temp->next();
375    }
376    COUT(1) << "Player " << Host::getPlayerID() << ": " << message << std::endl;
377    return true;
378  }
379
380}
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