/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: ... */ /* this is for debug output. It just says, that all calls to PRINT() belong to the DEBUG_MODULE_NETWORK module For more information refere to https://www.orxonox.net/cgi-bin/trac.cgi/wiki/DebugOutput */ #define DEBUG_MODULE_NETWORK #include "class_list.h" #include "debug.h" #include "shell_command.h" /* include your own header */ #include "network_manager.h" #include "shared_network_data.h" #include "network_stream.h" #include "preferences.h" #include "network_log.h" #include "network_game_manager.h" /* using namespace std is default, this needs to be here */ SHELL_COMMAND(debug, NetworkManager, debug); NetworkManager* NetworkManager::singletonRef = NULL; /** * standard constructor */ NetworkManager::NetworkManager() { /* set the class id for the base object */ this->setClassID(CL_NETWORK_MANAGER, "NetworkManager"); PRINTF(0)("START\n"); /* initialize the references */ this->networkStream = NULL; this->elapsedTime = 0.0f; int port = Preferences::getInstance()->getInt( "network", "telnetport", 0 ); if ( port > 0 ) NetworkLog::getInstance()->listen( port ); PRINTF(0)("NetworkManager created\n"); } /** * standard deconstructor */ NetworkManager::~NetworkManager() { PRINTF(0)("NetworkManager destructor\n"); if ( this->networkStream ) { delete this->networkStream; this->networkStream = NULL; } NetworkManager::singletonRef = NULL; } /** * initializes the network manager */ void NetworkManager::initialize() { PRINTF(0)("NetworkManager initzalized\n"); } /** * shutsdown the network manager */ void NetworkManager::shutdown() { } /** * creates a connection from one object to a host * @param hostName: the name of the destination host */ int NetworkManager::establishConnection(const std::string & name, unsigned int port) { this->networkStream = new NetworkStream( name, port ); SharedNetworkData::getInstance()->setDefaultSyncStream(this->networkStream); this->networkStream->startHandshake(); return 1; } /** * creates a new NetworkStream of server type * @param port: number of the TCP port */ int NetworkManager::createServer(unsigned int port) { SharedNetworkData::getInstance()->setHostID(0); SharedNetworkData::getInstance()->setNodeType(NET_MASTER_SERVER); this->networkStream = new NetworkStream(port); SharedNetworkData::getInstance()->setDefaultSyncStream(this->networkStream); this->networkStream->createNetworkGameManager(); PRINTF(0)("CREATE SERVER\n"); SDL_Delay(20); return 1; } void NetworkManager::connectSynchronizeable(Synchronizeable& sync) { if( this->networkStream) this->networkStream->connectSynchronizeable(sync); } /** * sync the network * @param dtS: the seceonds elapsed since the last synchronize call */ void NetworkManager::synchronize( float dtS) { this->elapsedTime += dtS; if( likely(this->elapsedTime < 1.0f / NETWORK_FREQUENCY)) return; this->elapsedTime = 0.0f; if ( networkStream ) networkStream->processData(); NetworkGameManager::getInstance()->tick( this->elapsedTime ); } /** * debug output */ void NetworkManager::debug() { PRINT(0)("=================Network::debug()=========\n"); this->networkStream->debug(); PRINT(0)("===========================================\n"); }