| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Oliver Scheuss, (C) 2007 |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | // |
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| 30 | // C++ Implementation: Server |
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| 31 | // |
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| 32 | // Description: |
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| 33 | // |
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| 34 | // |
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| 35 | // Author: Oliver Scheuss, (C) 2007 |
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| 36 | // |
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| 37 | // Copyright: See COPYING file that comes with this distribution |
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| 38 | // |
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| 39 | // |
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| 40 | |
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| 41 | #include "Server.h" |
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| 42 | |
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| 43 | #include <iostream> |
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| 44 | |
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| 45 | |
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| 46 | #include "ConnectionManager.h" |
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| 47 | #include "GamestateManager.h" |
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| 48 | #include "ClientInformation.h" |
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| 49 | #include "util/Sleep.h" |
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| 50 | #include "objects/SpaceShip.h" |
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| 51 | #include "core/ConsoleCommand.h" |
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| 52 | #include "packet/Chat.h" |
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| 53 | #include "packet/Packet.h" |
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| 54 | #include "packet/Welcome.h" |
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| 55 | |
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| 56 | namespace network |
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| 57 | { |
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| 58 | #define MAX_FAILURES 20; |
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| 59 | #define NETWORK_FREQUENCY 30 |
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| 60 | |
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| 61 | /** |
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| 62 | * Constructor for default values (bindaddress is set to ENET_HOST_ANY |
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| 63 | * |
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| 64 | */ |
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| 65 | Server::Server() { |
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| 66 | timeSinceLastUpdate_=0; |
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| 67 | connection = new ConnectionManager(); |
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| 68 | gamestates_ = new GamestateManager(); |
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| 69 | } |
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| 70 | |
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| 71 | Server::Server(int port){ |
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| 72 | timeSinceLastUpdate_=0; |
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| 73 | connection = new ConnectionManager(port); |
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| 74 | gamestates_ = new GamestateManager(); |
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| 75 | } |
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| 76 | |
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| 77 | /** |
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| 78 | * Constructor |
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| 79 | * @param port Port to listen on |
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| 80 | * @param bindAddress Address to listen on |
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| 81 | */ |
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| 82 | Server::Server(int port, std::string bindAddress) { |
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| 83 | timeSinceLastUpdate_=0; |
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| 84 | connection = new ConnectionManager(port, bindAddress); |
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| 85 | gamestates_ = new GamestateManager(); |
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| 86 | } |
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| 87 | |
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| 88 | /** |
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| 89 | * Constructor |
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| 90 | * @param port Port to listen on |
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| 91 | * @param bindAddress Address to listen on |
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| 92 | */ |
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| 93 | Server::Server(int port, const char *bindAddress) { |
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| 94 | timeSinceLastUpdate_=0; |
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| 95 | connection = new ConnectionManager(port, bindAddress); |
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| 96 | gamestates_ = new GamestateManager(); |
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| 97 | } |
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| 98 | |
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| 99 | /** |
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| 100 | * This function opens the server by creating the listener thread |
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| 101 | */ |
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| 102 | void Server::open() { |
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| 103 | connection->createListener(); |
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| 104 | return; |
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| 105 | } |
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| 106 | |
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| 107 | /** |
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| 108 | * This function closes the server |
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| 109 | */ |
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| 110 | void Server::close() { |
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| 111 | connection->quitListener(); |
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| 112 | return; |
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| 113 | } |
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| 114 | |
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| 115 | bool Server::processChat(packet::Chat *message, unsigned int clientID){ |
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| 116 | ClientInformation *temp = ClientInformation::getBegin(); |
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| 117 | while(temp){ |
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| 118 | message->setClientID(temp->getID()); |
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| 119 | if(!message->send()) |
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| 120 | COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl; |
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| 121 | temp = temp->next(); |
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| 122 | } |
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| 123 | return message->process(); |
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| 124 | } |
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| 125 | |
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| 126 | /** |
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| 127 | * This function sends out a message to all clients |
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| 128 | * @param msg message |
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| 129 | * @return true/false |
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| 130 | */ |
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| 131 | bool Server::sendChat(packet::Chat *chat) { |
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| 132 | //TODO: change this (no informations about who wrote a message) |
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| 133 | assert(0); |
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| 134 | ClientInformation *temp = ClientInformation::getBegin(); |
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| 135 | while(temp){ |
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| 136 | chat->setClientID(temp->getID()); |
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| 137 | if(!chat->send()) |
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| 138 | COUT(3) << "could not send Chat message to client ID: " << temp->getID() << std::endl; |
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| 139 | } |
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| 140 | return chat->process();; |
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| 141 | } |
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| 142 | |
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| 143 | /** |
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| 144 | * This function sends out a message to all clients |
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| 145 | * @param msg message |
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| 146 | * @return true/false |
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| 147 | */ |
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| 148 | // bool Server::sendChat(const char *msg) { |
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| 149 | // char *message = new char [strlen(msg)+10+1]; |
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| 150 | // sprintf(message, "Player %d: %s", CLIENTID_SERVER, msg); |
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| 151 | // COUT(1) << message << std::endl; |
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| 152 | // ENetPacket *packet = packet_gen.chatMessage(message); |
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| 153 | // COUT(5) <<"Server: adding Packets" << std::endl; |
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| 154 | // return connection->addPacketAll(packet); |
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| 155 | // } |
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| 156 | |
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| 157 | /** |
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| 158 | * Run this function once every tick |
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| 159 | * calls processQueue and updateGamestate |
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| 160 | * @param time time since last tick |
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| 161 | */ |
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| 162 | void Server::tick(float time) { |
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| 163 | processQueue(); |
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| 164 | //this steers our network frequency |
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| 165 | timeSinceLastUpdate_+=time; |
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| 166 | if(timeSinceLastUpdate_>=(1./NETWORK_FREQUENCY)){ |
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| 167 | timeSinceLastUpdate_=(float)((int)(timeSinceLastUpdate_*NETWORK_FREQUENCY))/timeSinceLastUpdate_; |
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| 168 | // timeSinceLastUpdate_-=1./NETWORK_FREQUENCY; |
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| 169 | gamestates_->processGamestates(); |
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| 170 | updateGamestate(); |
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| 171 | } |
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| 172 | /*while(timeSinceLastUpdate_>1./NETWORK_FREQUENCY) |
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| 173 | timeSinceLastUpdate_-=1./NETWORK_FREQUENCY;*/ |
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| 174 | // usleep(5000); // TODO remove |
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| 175 | return; |
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| 176 | } |
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| 177 | |
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| 178 | bool Server::queuePacket(ENetPacket *packet, int clientID){ |
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| 179 | return connection->addPacket(packet, clientID); |
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| 180 | } |
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| 181 | |
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| 182 | /** |
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| 183 | * processes all the packets waiting in the queue |
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| 184 | */ |
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| 185 | void Server::processQueue() { |
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| 186 | ENetEvent *event; |
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| 187 | while(!connection->queueEmpty()){ |
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| 188 | //std::cout << "Client " << clientID << " sent: " << std::endl; |
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| 189 | //clientID here is a reference to grab clientID from ClientInformation |
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| 190 | event = connection->getEvent(); |
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| 191 | if(!event) |
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| 192 | continue; |
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| 193 | assert(event->type != ENET_EVENT_TYPE_NONE); |
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| 194 | switch( event->type ) { |
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| 195 | case ENET_EVENT_TYPE_CONNECT: |
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| 196 | COUT(3) << "processing event_Type_connect" << std::endl; |
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| 197 | addClient(event); |
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| 198 | break; |
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| 199 | case ENET_EVENT_TYPE_DISCONNECT: |
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| 200 | if(ClientInformation::findClient(&event->peer->address)) |
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| 201 | disconnectClient(event); |
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| 202 | break; |
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| 203 | case ENET_EVENT_TYPE_RECEIVE: |
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| 204 | if(!processPacket(event->packet, event->peer)) |
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| 205 | COUT(3) << "processing incoming packet failed" << std::endl; |
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| 206 | break; |
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| 207 | default: |
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| 208 | break; |
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| 209 | } |
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| 210 | delete event; |
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| 211 | //if statement to catch case that packetbuffer is empty |
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| 212 | } |
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| 213 | } |
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| 214 | |
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| 215 | /** |
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| 216 | * takes a new snapshot of the gamestate and sends it to the clients |
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| 217 | */ |
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| 218 | void Server::updateGamestate() { |
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| 219 | gamestates_->update(); |
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| 220 | COUT(5) << "Server: one gamestate update complete, goig to sendGameState" << std::endl; |
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| 221 | //std::cout << "updated gamestate, sending it" << std::endl; |
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| 222 | //if(clients->getGamestateID()!=GAMESTATEID_INITIAL) |
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| 223 | sendGameState(); |
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| 224 | COUT(5) << "Server: one sendGameState turn complete, repeat in next tick" << std::endl; |
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| 225 | //std::cout << "sent gamestate" << std::endl; |
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| 226 | } |
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| 227 | |
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| 228 | bool Server::processPacket( ENetPacket *packet, ENetPeer *peer ){ |
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| 229 | packet::Packet *p = packet::Packet::createPacket(packet, peer); |
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| 230 | return p->process(); |
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| 231 | } |
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| 232 | |
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| 233 | /** |
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| 234 | * sends the gamestate |
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| 235 | */ |
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| 236 | bool Server::sendGameState() { |
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| 237 | COUT(5) << "Server: starting function sendGameState" << std::endl; |
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| 238 | ClientInformation *temp = ClientInformation::getBegin(); |
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| 239 | bool added=false; |
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| 240 | while(temp != NULL){ |
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| 241 | if( !(temp->getSynched()) ){ |
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| 242 | COUT(5) << "Server: not sending gamestate" << std::endl; |
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| 243 | temp=temp->next(); |
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| 244 | if(!temp) |
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| 245 | break; |
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| 246 | //think this works without continue |
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| 247 | continue; |
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| 248 | } |
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| 249 | COUT(4) << "client id: " << temp->getID() << " RTT: " << temp->getRTT() << " loss: " << temp->getPacketLoss() << std::endl; |
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| 250 | COUT(5) << "Server: doing gamestate gamestate preparation" << std::endl; |
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| 251 | int gid = temp->getGamestateID(); //get gamestate id |
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| 252 | int cid = temp->getID(); //get client id |
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| 253 | COUT(5) << "Server: got acked (gamestate) ID from clientlist: " << gid << std::endl; |
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| 254 | packet::Gamestate *gs = gamestates_->popGameState(cid); |
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| 255 | if(gs==NULL){ |
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| 256 | COUT(2) << "Server: could not generate gamestate (NULL from compress)" << std::endl; |
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| 257 | continue; |
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| 258 | } |
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| 259 | //std::cout << "adding gamestate" << std::endl; |
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| 260 | gs->setClientID(cid); |
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| 261 | assert(gs->compressData()); |
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| 262 | if ( !gs->send() ){ |
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| 263 | COUT(3) << "Server: packet with client id (cid): " << cid << " not sended: " << temp->getFailures() << std::endl; |
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| 264 | temp->addFailure(); |
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| 265 | }else |
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| 266 | temp->resetFailures(); |
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| 267 | added=true; |
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| 268 | temp=temp->next(); |
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| 269 | // gs gets automatically deleted by enet callback |
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| 270 | } |
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| 271 | /*if(added) { |
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| 272 | //std::cout << "send gamestates from server.cc in sendGameState" << std::endl; |
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| 273 | return connection->sendPackets(); |
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| 274 | }*/ |
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| 275 | //COUT(5) << "Server: had no gamestates to send" << std::endl; |
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| 276 | return true; |
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| 277 | } |
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| 278 | |
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| 279 | // void Server::processChat( chat *data, int clientId){ |
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| 280 | // char *message = new char [strlen(data->message)+10+1]; |
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| 281 | // sprintf(message, "Player %d: %s", clientId, data->message); |
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| 282 | // COUT(1) << message << std::endl; |
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| 283 | // ENetPacket *pck = packet_gen.chatMessage(message); |
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| 284 | // connection->addPacketAll(pck); |
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| 285 | // delete[] data->message; |
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| 286 | // delete data; |
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| 287 | // } |
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| 288 | |
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| 289 | bool Server::addClient(ENetEvent *event){ |
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| 290 | ClientInformation *temp = ClientInformation::insertBack(new ClientInformation); |
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| 291 | if(!temp){ |
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| 292 | COUT(2) << "Server: could not add client" << std::endl; |
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| 293 | return false; |
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| 294 | } |
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| 295 | if(temp->prev()->getBegin()) { //not good if you use anything else than insertBack |
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| 296 | temp->prev()->setID(0); //bugfix: not necessary but usefull |
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| 297 | temp->setID(1); |
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| 298 | } |
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| 299 | else |
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| 300 | temp->setID(temp->prev()->getID()+1); |
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| 301 | temp->setPeer(event->peer); |
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| 302 | COUT(3) << "Server: added client id: " << temp->getID() << std::endl; |
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| 303 | return createClient(temp->getID()); |
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| 304 | } |
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| 305 | |
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| 306 | bool Server::createClient(int clientID){ |
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| 307 | ClientInformation *temp = ClientInformation::findClient(clientID); |
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| 308 | if(!temp){ |
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| 309 | COUT(2) << "Conn.Man. could not create client with id: " << clientID << std::endl; |
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| 310 | return false; |
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| 311 | } |
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| 312 | COUT(4) << "Con.Man: creating client id: " << temp->getID() << std::endl; |
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| 313 | connection->syncClassid(temp->getID()); |
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| 314 | COUT(5) << "creating spaceship for clientid: " << temp->getID() << std::endl; |
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| 315 | // TODO: this is only a hack, untill we have a possibility to define default player-join actions |
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| 316 | if(!createShip(temp)) |
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| 317 | COUT(2) << "Con.Man. could not create ship for clientid: " << clientID << std::endl; |
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| 318 | else |
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| 319 | COUT(3) << "created spaceship" << std::endl; |
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| 320 | temp->setSynched(true); |
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| 321 | COUT(3) << "sending welcome" << std::endl; |
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| 322 | packet::Welcome *w = new packet::Welcome(temp->getID(), temp->getShipID()); |
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| 323 | w->setClientID(temp->getID()); |
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| 324 | assert(w->send()); |
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| 325 | return true; |
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| 326 | } |
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| 327 | |
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| 328 | bool Server::createShip(ClientInformation *client){ |
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| 329 | if(!client) |
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| 330 | return false; |
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| 331 | orxonox::Identifier* id = ID("SpaceShip"); |
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| 332 | if(!id){ |
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| 333 | COUT(4) << "We could not create the SpaceShip for client: " << client->getID() << std::endl; |
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| 334 | return false; |
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| 335 | } |
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| 336 | orxonox::SpaceShip *no = dynamic_cast<orxonox::SpaceShip *>(id->fabricate()); |
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| 337 | no->classID = id->getNetworkID(); |
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| 338 | client->setShipID(no->objectID); |
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| 339 | no->setPosition(orxonox::Vector3(0,0,80)); |
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| 340 | no->setScale(10); |
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| 341 | //no->setYawPitchRoll(orxonox::Degree(-90),orxonox::Degree(-90),orxonox::Degree(0)); |
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| 342 | no->setMesh("assff.mesh"); |
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| 343 | no->setMaxSpeed(500); |
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| 344 | no->setMaxSideAndBackSpeed(50); |
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| 345 | no->setMaxRotation(1.0); |
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| 346 | no->setTransAcc(200); |
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| 347 | no->setRotAcc(3.0); |
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| 348 | no->setTransDamp(75); |
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| 349 | no->setRotDamp(1.0); |
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| 350 | no->setCamera("cam_"+client->getID()); |
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| 351 | no->create(); |
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| 352 | no->setBacksync(true); |
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| 353 | |
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| 354 | return true; |
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| 355 | } |
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| 356 | |
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| 357 | bool Server::disconnectClient(ENetEvent *event){ |
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| 358 | COUT(4) << "removing client from list" << std::endl; |
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| 359 | //return removeClient(head_->findClient(&(peer->address))->getID()); |
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| 360 | |
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| 361 | //boost::recursive_mutex::scoped_lock lock(head_->mutex_); |
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| 362 | orxonox::Iterator<orxonox::SpaceShip> it = orxonox::ObjectList<orxonox::SpaceShip>::start(); |
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| 363 | ClientInformation *client = ClientInformation::findClient(&event->peer->address); |
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| 364 | if(!client) |
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| 365 | return false; |
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| 366 | while(it){ |
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| 367 | if(it->objectID!=client->getShipID()){ |
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| 368 | ++it; |
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| 369 | continue; |
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| 370 | } |
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| 371 | orxonox::Iterator<orxonox::SpaceShip> temp=it; |
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| 372 | ++it; |
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| 373 | delete *temp; |
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| 374 | return ClientInformation::removeClient(event->peer); |
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| 375 | } |
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| 376 | return false; |
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| 377 | } |
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| 378 | |
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| 379 | void Server::disconnectClient(int clientID){ |
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| 380 | ClientInformation *client = ClientInformation::findClient(clientID); |
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| 381 | if(client) |
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| 382 | disconnectClient(client); |
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| 383 | } |
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| 384 | void Server::disconnectClient( ClientInformation *client){ |
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| 385 | connection->disconnectClient(client); |
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| 386 | gamestates_->removeClient(client); |
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| 387 | } |
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| 388 | |
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| 389 | } |
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