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source: orxonox.OLD/branches/proxy/src/lib/network/network_manager.cc @ 9402

Last change on this file since 9402 was 9398, checked in by patrick, 19 years ago

new settings init

File size: 4.7 KB
Line 
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:
12   main-programmer: Patrick Boenzli (patrick@orxonox.ethz.ch)
13   co-programmer: Christoph Renner (rennerc@ee.ethz.ch)
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
22#include "class_list.h"
23#include "debug.h"
24#include "shell_command.h"
25
26/* include your own header */
27#include "network_manager.h"
28#include "shared_network_data.h"
29#include "network_stream.h"
30#include "preferences.h"
31#include "network_log.h"
32#include "network_game_manager.h"
33
34
35/* using namespace std is default, this needs to be here */
36
37
38SHELL_COMMAND(debug, NetworkManager, debug);
39
40
41NetworkManager* NetworkManager::singletonRef = NULL;
42
43/**
44 *  standard constructor
45 */
46NetworkManager::NetworkManager()
47{
48  /* set the class id for the base object */
49  this->setClassID(CL_NETWORK_MANAGER, "NetworkManager");
50  PRINTF(0)("START\n");
51
52  /* initialize the references */
53  this->networkStream = NULL;
54  this->elapsedTime = 0.0f;
55
56
57  int port = Preferences::getInstance()->getInt( "network", "telnetport", 0 );
58
59  if ( port > 0 )
60    NetworkLog::getInstance()->listen( port );
61
62  PRINTF(0)("NetworkManager created\n");
63}
64
65
66/**
67 *  standard deconstructor
68 */
69NetworkManager::~NetworkManager()
70{
71  PRINTF(0)("NetworkManager destructor\n");
72  if ( this->networkStream )
73  {
74    delete this->networkStream;
75    this->networkStream = NULL;
76  }
77
78  NetworkManager::singletonRef = NULL;
79}
80
81
82/**
83 *  initializes the network manager
84 */
85void NetworkManager::initialize()
86{
87  PRINTF(0)("NetworkManager initzalized\n");
88}
89
90
91/**
92 *  shutsdown the network manager
93 */
94void NetworkManager::shutdown()
95{
96
97}
98
99
100
101/**
102 *  creates a new NetworkStream of server type
103 * @param port: number of the TCP port
104 */
105int NetworkManager::createMasterServer(unsigned int port)
106{
107  // init the proxy settings data do this before everything else is done here
108  NetworkSettings::getInstance()->loadData();
109
110  // create the network stream
111  this->networkStream = new NetworkStream(NET_MASTER_SERVER);
112  this->networkStream->createServer( port);
113
114  // start the network game manager
115  this->networkStream->createNetworkGameManager();
116
117  PRINTF(0)("Created Network Master Server\n");
118  SDL_Delay(20);
119  return 1;
120}
121
122/**
123 *  creates a new network stream of proxy server type
124 * @param port: number of the TCP port
125 */
126int NetworkManager::createProxyServer(unsigned int port)
127{
128  // create the network stream
129  this->networkStream = new NetworkStream(NET_PROXY_SERVER_ACTIVE);
130  this->networkStream->createServer( port);
131  // and connect to the master server for synchronization
132//   this->networkStream->connectToMasterServer(NetworkSettings::getInstance()->getMasterAddr());
133  // and to the other proxy servers
134
135
136
137  // start the network game manager
138  this->networkStream->createNetworkGameManager();
139
140
141  PRINTF(0)("Created Network Proxy Server\n");
142  SDL_Delay(20);
143  return 1;
144}
145
146
147/**
148 *  creates a connection from one object to a host
149 * @param hostName: the name of the destination host
150 */
151int NetworkManager::createClient(const std::string & name, unsigned int port)
152{
153  // create the network stream
154  this->networkStream = new NetworkStream(NET_CLIENT);
155  // connect to the master server, if a redirection should occure, this is handled in the NetworkStream itself
156  this->networkStream->connectToMasterServer( name, port);
157
158  // and start the handshake
159  this->networkStream->startHandshake();
160
161  PRINTF(0)("Created Network Client");
162  return 1;
163}
164
165
166/**
167 * connects a synchronizeable to the network stream
168 * @param sync: synchronizeable to connect
169 */
170void NetworkManager::connectSynchronizeable(Synchronizeable& sync)
171{
172  if( this->networkStream)
173    this->networkStream->connectSynchronizeable(sync);
174}
175
176
177/**
178 *  sync the network
179 *  @param dtS: the seceonds elapsed since the last synchronize call
180 */
181void NetworkManager::synchronize( float dtS)
182{
183  this->elapsedTime += dtS;
184  if( likely(this->elapsedTime < 1.0f / NETWORK_FREQUENCY))
185    return;
186
187  this->elapsedTime = 0.0f;
188
189  if ( this->networkStream )
190    networkStream->processData();
191
192  NetworkGameManager::getInstance()->tick( this->elapsedTime );
193}
194
195
196
197/**
198 * debug output
199 */
200 void NetworkManager::debug()
201{
202  PRINT(0)("=================Network::debug()=========\n");
203  this->networkStream->debug();
204  PRINT(0)("===========================================\n");
205}
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