/* 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 (patrick@orxonox.ethz.ch) co-programmer: Christoph Renner (rennerc@ee.ethz.ch) */ /* 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 new NetworkStream of server type * @param clientPort: number of the TCP/UDP port for client connections * @param proxyPort: number of the TCP/UDP port for proxy connections */ int NetworkManager::createMasterServer(unsigned int port) { // load the network settings NetworkSettings::getInstance()->loadData(); // create the network stream this->networkStream = new NetworkStream(NET_MASTER_SERVER); this->networkStream->createServer( port, port + 1); // start the network game manager this->networkStream->createNetworkGameManager(); PRINTF(0)("Created Network Master Server\n"); SDL_Delay(20); return 1; } /** * creates a new network stream of proxy server type * @param port: number of the TCP port */ int NetworkManager::createProxyServer(unsigned int port) { // load the network settings NetworkSettings::getInstance()->loadData(); // create the network stream af this->networkStream = new NetworkStream(NET_PROXY_SERVER_ACTIVE); // first connect to the master server for synchronization this->networkStream->connectToMasterServer(NetworkSettings::getInstance()->getMasterAddr().ipString(), 9999); // start the handshake with the master server this->networkStream->startHandshake(NET_ID_MASTER_SERVER); // then start the server //this->networkStream->createServer( port); // and to the other proxy servers also, this would be very nice if its works // start the network game manager // this->networkStream->createNetworkGameManager(); PRINTF(0)("Created Network Proxy Server\n"); SDL_Delay(20); return 1; } /** * creates a connection from one object to a host * @param hostName: the name of the destination host */ int NetworkManager::createClient(const std::string & name, unsigned int port) { // load the network settings NetworkSettings::getInstance()->loadData(); // create the network stream this->networkStream = new NetworkStream(NET_CLIENT); // connect to the master server, if a redirection should occure, this is handled in the NetworkStream itself this->networkStream->connectToMasterServer( name, port); // and start the handshake this->networkStream->startHandshake(); PRINTF(0)("Created Network Client\n"); return 1; } /** * connects a synchronizeable to the network stream * @param sync: synchronizeable to connect */ 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 ( this->networkStream ) networkStream->processData(); NetworkGameManager::getInstance()->tick( this->elapsedTime ); } /** * debug output */ void NetworkManager::debug() { PRINT(0)("=================Network::debug()=========\n"); this->networkStream->debug(); PRINT(0)("===========================================\n"); }