| 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 | #include "ConnectionManager.h" | 
|---|
| 46 | #include "PacketTypes.h" | 
|---|
| 47 | #include "GameStateManager.h" | 
|---|
| 48 | #include "ClientInformation.h" | 
|---|
| 49 | //#include "NetworkFrameListener.h" | 
|---|
| 50 | #include "util/Sleep.h" | 
|---|
| 51 |  | 
|---|
| 52 |  | 
|---|
| 53 | namespace network | 
|---|
| 54 | { | 
|---|
| 55 |    | 
|---|
| 56 |    | 
|---|
| 57 | #define MAX_FAILURES 20; | 
|---|
| 58 |    | 
|---|
| 59 |    | 
|---|
| 60 |   /** | 
|---|
| 61 |   * Constructor for default values (bindaddress is set to ENET_HOST_ANY | 
|---|
| 62 |   * | 
|---|
| 63 |   */ | 
|---|
| 64 |   Server::Server() { | 
|---|
| 65 |     packet_gen = PacketGenerator(); | 
|---|
| 66 |     clients = new ClientInformation(true); | 
|---|
| 67 |     connection = new ConnectionManager(clients); | 
|---|
| 68 |     gamestates = new GameStateManager(clients); | 
|---|
| 69 |   } | 
|---|
| 70 |  | 
|---|
| 71 |   /** | 
|---|
| 72 |   * Constructor | 
|---|
| 73 |   * @param port Port to listen on | 
|---|
| 74 |   * @param bindAddress Address to listen on | 
|---|
| 75 |   */ | 
|---|
| 76 |   Server::Server(int port, std::string bindAddress) { | 
|---|
| 77 |     packet_gen = PacketGenerator(); | 
|---|
| 78 |     clients = new ClientInformation(); | 
|---|
| 79 |     connection = new ConnectionManager(port, bindAddress, clients); | 
|---|
| 80 |     gamestates = new GameStateManager(clients); | 
|---|
| 81 |   } | 
|---|
| 82 |  | 
|---|
| 83 |   /** | 
|---|
| 84 |   * Constructor | 
|---|
| 85 |   * @param port Port to listen on | 
|---|
| 86 |   * @param bindAddress Address to listen on | 
|---|
| 87 |   */ | 
|---|
| 88 |   Server::Server(int port, const char *bindAddress) { | 
|---|
| 89 |     packet_gen = PacketGenerator(); | 
|---|
| 90 |     clients = new ClientInformation(); | 
|---|
| 91 |     connection = new ConnectionManager(port, bindAddress, clients); | 
|---|
| 92 |     gamestates = new GameStateManager(clients); | 
|---|
| 93 |   } | 
|---|
| 94 |  | 
|---|
| 95 |   /** | 
|---|
| 96 |   * This function opens the server by creating the listener thread | 
|---|
| 97 |   */ | 
|---|
| 98 |   void Server::open() { | 
|---|
| 99 |     connection->createListener(); | 
|---|
| 100 |     return; | 
|---|
| 101 |   } | 
|---|
| 102 |  | 
|---|
| 103 |   /** | 
|---|
| 104 |   * This function closes the server | 
|---|
| 105 |   */ | 
|---|
| 106 |   void Server::close() { | 
|---|
| 107 |     connection->quitListener(); | 
|---|
| 108 |     return; | 
|---|
| 109 |   } | 
|---|
| 110 |  | 
|---|
| 111 |   /** | 
|---|
| 112 |   * This function sends out a message to all clients | 
|---|
| 113 |   * @param msg message | 
|---|
| 114 |   * @return true/false | 
|---|
| 115 |   */ | 
|---|
| 116 |   bool Server::sendMSG(std::string msg) { | 
|---|
| 117 |     ENetPacket *packet = packet_gen.chatMessage(msg.c_str()); | 
|---|
| 118 |     //std::cout <<"adding packets" << std::endl; | 
|---|
| 119 |     if(connection->addPacketAll(packet)) | 
|---|
| 120 |     //std::cout <<"added packets" << std::endl; | 
|---|
| 121 |       return connection->sendPackets(); | 
|---|
| 122 |     else | 
|---|
| 123 |       return false; | 
|---|
| 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::sendMSG(const char *msg) { | 
|---|
| 132 |     ENetPacket *packet = packet_gen.chatMessage(msg); | 
|---|
| 133 |     COUT(4) <<"Server: adding Packets" << std::endl; | 
|---|
| 134 |     connection->addPacketAll(packet); | 
|---|
| 135 |     //std::cout <<"added packets" << std::endl; | 
|---|
| 136 |     if (connection->sendPackets()){ | 
|---|
| 137 |       COUT(4) << "Server: Sucessfully" << std::endl; | 
|---|
| 138 |       return true; | 
|---|
| 139 |     } | 
|---|
| 140 |     return false; | 
|---|
| 141 |   } | 
|---|
| 142 |  | 
|---|
| 143 |   /** | 
|---|
| 144 |   * Run this function once every tick | 
|---|
| 145 |   * calls processQueue and updateGamestate | 
|---|
| 146 |   * @param time time since last tick | 
|---|
| 147 |   */ | 
|---|
| 148 |   void Server::tick(float time) { | 
|---|
| 149 |     processQueue(); | 
|---|
| 150 |     updateGamestate(); | 
|---|
| 151 | //     usleep(500000); // TODO remove | 
|---|
| 152 |     return; | 
|---|
| 153 |   } | 
|---|
| 154 |  | 
|---|
| 155 |   /** | 
|---|
| 156 |   * processes all the packets waiting in the queue | 
|---|
| 157 |   */ | 
|---|
| 158 |   void Server::processQueue() { | 
|---|
| 159 |     ENetPacket *packet; | 
|---|
| 160 |     int clientID=-1; | 
|---|
| 161 |     while(!connection->queueEmpty()){ | 
|---|
| 162 |       //std::cout << "Client " << clientID << " sent: " << std::endl; | 
|---|
| 163 |       //clientID here is a reference to grab clientID from ClientInformation | 
|---|
| 164 |       packet = connection->getPacket(clientID); | 
|---|
| 165 |       if(!packet) | 
|---|
| 166 |         continue; | 
|---|
| 167 |       //if statement to catch case that packetbuffer is empty | 
|---|
| 168 |       if( !elaborate(packet, clientID) )  | 
|---|
| 169 |         COUT(3) << "Server: could not elaborate" << std::endl; | 
|---|
| 170 |     } | 
|---|
| 171 |   } | 
|---|
| 172 |  | 
|---|
| 173 |   /** | 
|---|
| 174 |   * takes a new snapshot of the gamestate and sends it to the clients | 
|---|
| 175 |   */ | 
|---|
| 176 |   void Server::updateGamestate() { | 
|---|
| 177 |     gamestates->update(); | 
|---|
| 178 |     COUT(4) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; | 
|---|
| 179 |     //std::cout << "updated gamestate, sending it" << std::endl; | 
|---|
| 180 |     //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) | 
|---|
| 181 |     sendGameState(); | 
|---|
| 182 |     COUT(4) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; | 
|---|
| 183 |     //std::cout << "sent gamestate" << std::endl; | 
|---|
| 184 |   } | 
|---|
| 185 |  | 
|---|
| 186 |   /** | 
|---|
| 187 |   * sends the gamestate | 
|---|
| 188 |   */ | 
|---|
| 189 |   bool Server::sendGameState() { | 
|---|
| 190 |     COUT(5) << "Server: starting function sendGameState" << std::endl; | 
|---|
| 191 |     ClientInformation *temp = clients; | 
|---|
| 192 |     bool added=false; | 
|---|
| 193 |     while(temp != NULL){ | 
|---|
| 194 |       if(temp->getHead()){ | 
|---|
| 195 |         temp=temp->next(); | 
|---|
| 196 |         //think this works without continue | 
|---|
| 197 |         continue; | 
|---|
| 198 |       } | 
|---|
| 199 |       if( !(temp->getSynched()) ){ | 
|---|
| 200 |         COUT(5) << "Server: not sending gamestate" << std::endl; | 
|---|
| 201 |         temp=temp->next(); | 
|---|
| 202 |         //think this works without continue | 
|---|
| 203 |         continue; | 
|---|
| 204 |       } | 
|---|
| 205 |       COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; | 
|---|
| 206 |       int gid = temp->getGamestateID(); //get gamestate id | 
|---|
| 207 |       int cid = temp->getID(); //get client id | 
|---|
| 208 |       COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; | 
|---|
| 209 |       GameStateCompressed *gs = gamestates->popGameState(cid); | 
|---|
| 210 |       if(gs==NULL){ | 
|---|
| 211 |         COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; | 
|---|
| 212 |         return false; | 
|---|
| 213 |       } | 
|---|
| 214 |       //std::cout << "adding gamestate" << std::endl; | 
|---|
| 215 |       if ( !(connection->addPacket(packet_gen.gstate(gs), cid)) ){ | 
|---|
| 216 |         COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl;  | 
|---|
| 217 |         temp->addFailure(); | 
|---|
| 218 |         if(temp->getFailures() > 20 ) | 
|---|
| 219 |           disconnectClient(temp); | 
|---|
| 220 |       //std::cout << "added gamestate" << std::endl; | 
|---|
| 221 |       } | 
|---|
| 222 |       added=true; | 
|---|
| 223 |       temp=temp->next(); | 
|---|
| 224 |       // now delete gamestate | 
|---|
| 225 |       delete[] gs->data; | 
|---|
| 226 |       delete gs; | 
|---|
| 227 |     } | 
|---|
| 228 |     if(added) { | 
|---|
| 229 |       //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; | 
|---|
| 230 |       return connection->sendPackets(); | 
|---|
| 231 |     } | 
|---|
| 232 |     COUT(5) << "Server: had no gamestates to send" << std::endl; | 
|---|
| 233 |     return false; | 
|---|
| 234 |   } | 
|---|
| 235 |  | 
|---|
| 236 |   void Server::processAck( ack *data, int clientID) { | 
|---|
| 237 |     COUT(4) << "\b\b\b\n\n\n\n\nServer: processing ack from client: " << clientID << "; ack-id: " << data->a << std::endl; | 
|---|
| 238 |     gamestates->ackGameState(clientID, data->a); | 
|---|
| 239 |     delete data; | 
|---|
| 240 |   } | 
|---|
| 241 |    | 
|---|
| 242 |   bool Server::processConnectRequest( connectRequest *con, int clientID ){ | 
|---|
| 243 |     COUT(3) << "processing connectRequest " << std::endl; | 
|---|
| 244 |     //connection->addPacket(packet_gen.gstate(gamestates->popGameState(clientID)) , clientID); | 
|---|
| 245 |     connection->createClient(clientID); | 
|---|
| 246 |     delete con; | 
|---|
| 247 |     return true; | 
|---|
| 248 |   } | 
|---|
| 249 |    | 
|---|
| 250 |   void Server::processGamestate( GameStateCompressed *data, int clientID){ | 
|---|
| 251 |     COUT(4) << "processing partial gamestate from client " << clientID << std::endl; | 
|---|
| 252 |     if(!gamestates->pushGameState(data, clientID)) | 
|---|
| 253 |         COUT(3) << "Could not push gamestate\t\t\t\t=====" << std::endl; | 
|---|
| 254 |     else | 
|---|
| 255 |       if(clients->findClient(clientID)) | 
|---|
| 256 |         clients->findClient(clientID)->resetFailures(); | 
|---|
| 257 |   } | 
|---|
| 258 |  | 
|---|
| 259 |   void Server::disconnectClient(int clientID){ | 
|---|
| 260 |     ClientInformation *client = clients->findClient(clientID); | 
|---|
| 261 |     if(client) | 
|---|
| 262 |       disconnectClient(client); | 
|---|
| 263 |   } | 
|---|
| 264 |   void Server::disconnectClient( ClientInformation *client){ | 
|---|
| 265 |     connection->disconnectClient(client); | 
|---|
| 266 |     gamestates->removeClient(client); | 
|---|
| 267 |   } | 
|---|
| 268 |    | 
|---|
| 269 | } | 
|---|