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source: orxonox.OLD/branches/network/src/lib/network/network_stream.cc @ 6326

Last change on this file since 6326 was 6326, checked in by rennerc, 18 years ago
File size: 10.4 KB
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[5566]1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
[5601]12   main-programmer: claudio
[5800]13   co-programmer:
[5566]14*/
15
16
17/* this is for debug output. It just says, that all calls to PRINT() belong to the DEBUG_MODULE_NETWORK module
18   For more information refere to https://www.orxonox.net/cgi-bin/trac.cgi/wiki/DebugOutput
19*/
20#define DEBUG_MODULE_NETWORK
21
[5747]22
[5647]23#include "base_object.h"
[5731]24#include "network_protocol.h"
[5647]25#include "network_socket.h"
26#include "connection_monitor.h"
27#include "synchronizeable.h"
[6139]28#include "network_manager.h"
[6190]29#include "network_game_manager.h"
[5647]30#include "list.h"
[5649]31#include "debug.h"
[6139]32#include "class_list.h"
[5647]33
[5566]34/* include your own header */
35#include "network_stream.h"
36
[5595]37/* probably unnecessary */
[5594]38using namespace std;
39
[5595]40
[5747]41#define PACKAGE_SIZE  256
[5647]42
[5747]43
[5800]44NetworkStream::NetworkStream()
[5996]45    : DataStream()
[5647]46{
47  this->init();
[5648]48  /* initialize the references */
[5996]49  this->type = NET_CLIENT;
[5741]50  this->networkProtocol = new NetworkProtocol();
[5648]51  this->connectionMonitor = new ConnectionMonitor();
[5647]52}
53
[6139]54NetworkStream::NetworkStream(IPaddress& address)
[5996]55{
[6139]56  this->type = NET_CLIENT;
[5996]57  this->init();
[6139]58  this->networkSockets.push_back(new NetworkSocket(address));
[5996]59  this->networkProtocol = new NetworkProtocol();
60  this->connectionMonitor = new ConnectionMonitor();
[5647]61
[6139]62  Handshake* hs = new Handshake(false);
63  hs->setUniqueID( 0 );
64  this->handshakes.push_back(hs);
65  this->connectSynchronizeable(*hs);
66  PRINTF(0)("NetworkStream: %s\n", hs->getName());
[6304]67  this->maxConnections = 1;
[5996]68}
69
70
[6139]71NetworkStream::NetworkStream(unsigned int port)
[5647]72{
[6139]73  this->type = NET_SERVER;
[5647]74  this->init();
[6139]75  this->serverSocket = new ServerSocket(port);
[5741]76  this->networkProtocol = new NetworkProtocol();
77  this->connectionMonitor = new ConnectionMonitor();
[6139]78  this->networkSockets.push_back( NULL );
79  this->handshakes.push_back( NULL );
[5996]80  this->bActive = true;
[6230]81  this->networkGameManager = NetworkGameManager::getInstance();
[6190]82  // setUniqueID( maxCon+2 ) because we need one id for every handshake
83  // and one for handshake to reject client maxCon+1
84  this->networkGameManager->setUniqueID( this->maxConnections+2 );
85  this->connectSynchronizeable( *(this->networkGameManager) );
[5607]86
[6139]87  this->setMaxConnections( 10 );
[5649]88}
89
90
[5647]91void NetworkStream::init()
92{
93  /* set the class id for the base object */
94  this->setClassID(CL_NETWORK_STREAM, "NetworkStream");
[5996]95  this->bActive = false;
[6139]96  this->serverSocket = NULL;
[6190]97  this->networkGameManager = NULL;
[6139]98  myHostId = 0;
[5594]99}
100
[5647]101
[5566]102NetworkStream::~NetworkStream()
[5598]103{
[6139]104  if ( this->serverSocket )
105  {
106    serverSocket->close();
107    delete serverSocket;
108  }
[5723]109
[6139]110  for (NetworkSocketVector::iterator i = networkSockets.begin(); i!=networkSockets.end(); i++)
111  {
112    if ( *i )
113    {
114      (*i)->disconnectServer();
115      (*i)->destroy();
116    }
117  }
[5723]118
[6139]119  for (HandshakeVector::iterator i = handshakes.begin(); i!=handshakes.end(); i++)
120  {
121    if ( *i )
122    {
123      delete (*i);
124    }
125  }
[5805]126
[5996]127  delete connectionMonitor;
128  delete networkProtocol;
[5598]129}
130
[5996]131
132void NetworkStream::connectSynchronizeable(Synchronizeable& sync)
133{
[6139]134  this->synchronizeables.push_back(&sync);
135  sync.setNetworkStream( this );
136
137  if( this->networkSockets.size()>0 )
[5996]138    this->bActive = true;
139}
140
[6139]141void NetworkStream::disconnectSynchronizeable(Synchronizeable& sync)
142{
143  this->synchronizeables.remove(&sync);
[5996]144
[6139]145  if( this->networkSockets.size()<=0 )
146    this->bActive = false;
147}
148
149
[5604]150void NetworkStream::processData()
151{
[6139]152  if ( this->type == NET_SERVER )
153    this->updateConnectionList();
154  else
155  {
156    if ( networkSockets[0] && !networkSockets[0]->isOk() )
157    {
158      PRINTF(1)("lost connection to server\n");
[5741]159
[6139]160      //delete networkSockets[i];
161      networkSockets[0]->disconnectServer();
162      networkSockets[0]->destroy();
163      networkSockets[0] = NULL;
164      //TODO: delete handshake from synchronizeable list so i can delete it
165      if ( handshakes[0] )
166        delete handshakes[0];
167      handshakes[0] = NULL;
168    }
169  }
170
171  for (int i = 0; i<handshakes.size(); i++)
172  {
173    if ( handshakes[i] )
174    {
175      if ( handshakes[i]->completed() )
176      {
177        if ( handshakes[i]->ok() )
178        {
179          if ( type != NET_SERVER )
180          {
181            NetworkManager::getInstance()->setHostID( handshakes[i]->getHostId() );
182            myHostId = NetworkManager::getInstance()->getHostID();
[6220]183
[6230]184            this->networkGameManager = NetworkGameManager::getInstance();
[6220]185            this->networkGameManager->setUniqueID( handshakes[i]->getNetworkGameManagerId() );
186            this->connectSynchronizeable( *(this->networkGameManager) );
[6139]187          }
[6220]188          else
189          {
[6301]190            //this->networkGameManager->sendEntityList( i );
[6220]191          }
[6296]192          PRINT(0)("handshake finished id=%d\n", handshakes[i]->getNetworkGameManagerId());
[6190]193
194
[6139]195          delete handshakes[i];
196          handshakes[i] = NULL;
197        }
198        else
199        {
200          PRINT(1)("handshake failed!\n");
201          networkSockets[i]->disconnectServer();
202          delete handshakes[i];
203          handshakes[i] = NULL;
204          //TODO: handle error
205        }
206      }
207    }
208  }
209
210
[5650]211  /* DOWNSTREAM */
[5800]212
[6139]213  int dataLength;
214  int reciever;
215  Header header;
216  for (SynchronizeableList::iterator it = synchronizeables.begin(); it!=synchronizeables.end(); it++)
[5996]217  {
[6273]218    if ( (*it)!=NULL /*&& (*it)->getOwner() == myHostId*/ )
[6139]219    {
220      do {
221        reciever = 0;
222        dataLength = (*it)->readBytes(downBuffer, DATA_STREAM_BUFFER_SIZE, &reciever);
[5730]223
[5800]224
[6139]225        if ( dataLength<=0 ){
226          reciever = 0;
227          continue;
228        }
229
230        dataLength = networkProtocol->createHeader((byte*)downBuffer, dataLength, DATA_STREAM_BUFFER_SIZE, static_cast<const Synchronizeable&>(*(*it)));
231
232        Header* header = (Header*)downBuffer;
[6297]233        if ( header->synchronizeableID < this->maxConnections+2 )
234        {
[6326]235          //if ( !isServer() ) PRINTF(0)("RESET UNIQUEID FROM %d TO 0 maxCon=%d\n", header->synchronizeableID, this->maxConnections);
[6139]236          header->synchronizeableID = 0;
[6297]237        }
238        else
239        {
[6326]240          //if ( !isServer() ) PRINTF(0)("UNIQUEID=%d\n", header->synchronizeableID);
[6297]241        }
[6139]242
243        if ( dataLength<=0 )
244          continue;
245
246        if ( reciever!=0 )
247        {
248          if ( networkSockets[reciever] != NULL )
249          {
[6297]250            PRINTF(0)("write %d bytes to socket %d\n", dataLength, reciever);
[6139]251            networkSockets[reciever]->writePacket(downBuffer, dataLength);
252          }
253          else
254          {
255            PRINTF(1)("networkSockets[reciever] == NULL\n");
256          }
257        }
258        else
259        {
260          for ( int i = 0; i<networkSockets.size(); i++)
261          {
262            if ( networkSockets[i] != NULL )
263            {
[6297]264              PRINTF(0)("write %d bytes to socket %d\n", dataLength, reciever);
[6139]265              networkSockets[i]->writePacket(downBuffer, dataLength);
266            }
267          }
268        }
269
270      } while( reciever!=0 );
271    }
[5996]272  }
[5741]273
274  /* UPSTREAM */
[5809]275
[6139]276  for ( int i = 0; i<networkSockets.size(); i++)
[5802]277  {
[6139]278    if ( networkSockets[i] )
[5810]279    {
[6139]280      do {
281        dataLength = networkSockets[i]->readPacket(upBuffer, DATA_STREAM_BUFFER_SIZE);
[5730]282
[6139]283        if ( dataLength<=0 )
284          continue;
285
286        header = networkProtocol->extractHeader(upBuffer, dataLength);
287        dataLength -= sizeof(header);
288
[6273]289        PRINTF(0)("read %d bytes from socket uniqueID = %d\n", dataLength, header.synchronizeableID);
290
[6139]291        if ( dataLength != header.length )
292        {
293          PRINTF(1)("packetsize in header and real packetsize do not match! %d:%d\n", dataLength, header.length);
294          continue;
295        }
296
297        if ( header.synchronizeableID == 0 )
298        {
299          header.synchronizeableID = i;
300        }
301
302        for (SynchronizeableList::iterator it = synchronizeables.begin(); it!=synchronizeables.end(); it++)
303        {
304          if ( *it && (*it)->getUniqueID()==header.synchronizeableID )
[6190]305            (*it)->writeBytes(upBuffer+sizeof(header), dataLength, i);
[6139]306        }
307
308      } while ( dataLength>0 );
[5810]309    }
310  }
[6139]311}
312
313void NetworkStream::updateConnectionList( )
314{
315  //check for new connections
316
317  NetworkSocket* tempNetworkSocket = serverSocket->getNewSocket();
318
319  if ( tempNetworkSocket )
[5810]320  {
[6139]321    int clientId;
322    if ( freeSocketSlots.size() >0 )
[5810]323    {
[6139]324      clientId = freeSocketSlots.back();
325      freeSocketSlots.pop_back();
326      networkSockets[clientId] = tempNetworkSocket;
[6190]327      handshakes[clientId] = new Handshake(true, clientId, this->networkGameManager->getUniqueID());
[6139]328      handshakes[clientId]->setUniqueID(clientId);
329    } else
330    {
331      clientId = networkSockets.size();
332      networkSockets.push_back(tempNetworkSocket);
[6190]333      Handshake* tHs = new Handshake(true, clientId, this->networkGameManager->getUniqueID());
[6139]334      tHs->setUniqueID(clientId);
335      handshakes.push_back(tHs);
336    }
[5730]337
[6139]338    if ( clientId > this->maxConnections )
339    {
340      handshakes[clientId]->doReject();
341      PRINTF(0)("Will reject client %d because there are to many connections!\n", clientId);
[5810]342    }
[6139]343    else
344
345    PRINTF(0)("New Client: %d\n", clientId);
346
347    this->connectSynchronizeable(*handshakes[clientId]);
[5802]348  }
[5800]349
[5809]350
[6139]351  //check if connections are ok else remove them
352  for ( int i = 1; i<networkSockets.size(); i++)
353  {
354    if ( networkSockets[i] && !networkSockets[i]->isOk() )
355    {
356      //TODO: tell EntityManager that this player left the game
357      PRINTF(0)("Client is gone: %d\n", i);
358
359      //delete networkSockets[i];
360      networkSockets[i]->disconnectServer();
361      networkSockets[i]->destroy();
362      networkSockets[i] = NULL;
363      //TODO: delete handshake from synchronizeable list so i can delete it
364      if ( handshakes[i] )
365        delete handshakes[i];
366      handshakes[i] = NULL;
367
368      if ( i == networkSockets.size()-1 )
369      {
370        networkSockets.pop_back();
371        handshakes.pop_back();
372      }
373      else
374      {
375        freeSocketSlots.push_back(i);
376      }
377    }
378  }
379
380
[5604]381}
[6139]382
383void NetworkStream::setMaxConnections( int n )
384{
385  if ( !this->isServer() )
386  {
387    PRINTF(1)("Cannot set maxConnections because I am no server.\n");
388  }
389  if ( this->networkSockets.size() > 1 )
390  {
391    PRINTF(1)("Cannot set maxConnections because there are already %d connections.\n", this->networkSockets.size());
392    return;
393  }
[6214]394
395  if ( n > MAX_CONNECTIONS )
396  {
397    PRINTF(1)("Cannot set maxConnectiosn to %d because of hardcoded limit %d\n", n, MAX_CONNECTIONS);
398    return;
399  }
400
[6139]401  this->maxConnections = n;
[6190]402  this->networkGameManager->setUniqueID( n+2 );
[6139]403}
404
405
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