author | Tero Marttila <terom@fixme.fi> |
Tue, 27 Jan 2009 00:16:17 +0200 | |
changeset 436 | 49f94c4bdf0d |
parent 435 | 7bad24ab668e |
permissions | -rw-r--r-- |
187 | 1 |
|
186 | 2 |
#include "Server.hh" |
187 | 3 |
#include "Protocol.hh" |
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#include "../Config.hh" |
186 | 5 |
#include "../Engine.hh" |
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#include "../Logger.hh" |
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// XXX: move |
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#include "Message.hh" |
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#include <cassert> |
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NetworkServer::NetworkServer (GameState &state, const NetworkEndpoint &listen_addr) : |
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state(state), netsession(NETWORK_MAGIC_ID), controller(netsession, NETCHAN_CORE) { |
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// connect slots |
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slots.connect(netsession.sig_node_connected(), this, &NetworkServer::on_node_connected); |
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// and then we listen |
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netsession.listen(listen_addr); |
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Engine::log(INFO, "net.server") << "Listening on interface: " << listen_addr; |
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} |
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void NetworkServer::on_node_connected (NetworkNode *node) { |
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Engine::log(INFO, "net.server") << "Client connected, sending terrain data: " << node->getRemoteAddress(); |
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// send the terrain data |
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send_terrain_data(*node); |
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// create the player object (it logs it) |
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NetworkServerPlayer *player = new NetworkServerPlayer(*this, *node); |
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// add to players |
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players.push_back(player); |
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} |
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void NetworkServer::send_terrain_data (NetworkNode &node) { |
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Terrain &terrain = state.world.terrain; |
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// dimensions? |
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PixelCoordinate map = terrain.getDimensions(); |
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// translate to a byte array |
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size_t terrain_size = map.x * map.y; |
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46 |
|
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// get terrain buffer |
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const uint8_t *terrain_buf = terrain.getTerrainBuffer(); |
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49 |
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// allocate our packet... |
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BigNetworkPacket pkt ( |
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// NetworkChannel header |
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NETWORK_SESSION_HEADER_SIZE |
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54 |
|
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// our own header |
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+ 2 * sizeof(uint32_t) |
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|
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// compressed terrain buffer |
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+ NetworkPacketOutput::write_compressed_size(terrain_size) |
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); |
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|
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// write netsession header |
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netsession.write_packet_header(pkt, NETCHAN_TERRAIN_ARRAY); |
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|
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// write terrain dimensions |
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pkt.write_uint32(map.x); |
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pkt.write_uint32(map.y); |
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|
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// write compressed terrain data |
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pkt.write_compressed(terrain_buf, terrain_size); |
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|
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// send |
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node.send_raw(pkt, true); |
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} |
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|
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void NetworkServer::handle_disconnect (NetworkServerPlayer *player) { |
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// remove from list |
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players.remove(player); |
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} |
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/* |
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* NetworkServerObject |
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*/ |
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NetworkServerObject::NetworkServerObject (NetworkServer &server) : |
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NetworkObject_Server(server.controller), server(server) |
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{ |
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88 |
|
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} |
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|
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/* |
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* NetworkServerPlayer |
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93 |
*/ |
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NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode &node) : |
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Player(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), NetworkServerObject(server), node(node) |
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{ |
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// messages |
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Tero Marttila <terom@fixme.fi>
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98 |
slots.connect(node.sig_disconnected(), this, &NetworkServerPlayer::on_disconnected); |
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slots.connect(this->sig_message(NETMSG_CLIENT_INPUT), this, &NetworkServerPlayer::on_input); |
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100 |
|
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101 |
// the initial NETMSG_PLAYER_HELLO |
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
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|
102 |
NetworkMessage hello_msg(*this, NETMSG_SERVER_HELLO); |
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|
103 |
hello_msg.write_vector(getPosition()); |
432
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|
104 |
node.send(hello_msg); |
185
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|
105 |
|
431
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
106 |
// sync other players |
185
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|
107 |
for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) { |
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|
108 |
NetworkServerPlayer *player = *it; |
434
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|
109 |
|
185
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|
110 |
// player is not in players list yet |
25becd2cb026
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|
111 |
assert(player != this); |
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changeset
|
112 |
|
435
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|
113 |
// send info |
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|
114 |
player->send_info(node); |
185
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|
115 |
} |
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changeset
|
116 |
|
431
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
117 |
// sync projectiles |
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|
118 |
for (std::list<Projectile*>::iterator it = server.state.projectiles.begin(); it != server.state.projectiles.end(); it++) { |
c6d7272a164b
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|
119 |
NetworkServerProjectile *proj = dynamic_cast<NetworkServerProjectile*>(*it); |
434
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|
120 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
121 |
// all projectiles should be under the control of the server |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
122 |
assert(proj); |
434
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changeset
|
123 |
|
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|
124 |
// send info |
436
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|
125 |
proj->send_info(node); |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
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changeset
|
126 |
} |
355
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changeset
|
127 |
|
185
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|
128 |
// broadcast NETMSG_PLAYER_JOIN to all clients except current |
431
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
129 |
NetworkMessage join_msg(*this, NETMSG_PLAYER_JOIN); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
130 |
join_msg.write_vector(getPosition()); |
432
82b0f4e55a13
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|
131 |
server.netsession.all_nodes_except(node).send(join_msg); |
185
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|
132 |
|
431
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
133 |
Engine::log(INFO, "net.server") << "Player joined: " << this << " from " << node.getRemoteAddress(); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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changeset
|
134 |
} |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
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diff
changeset
|
135 |
|
200
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|
136 |
void NetworkServerPlayer::handleDig (Vector position, float radius) { |
431
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rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
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diff
changeset
|
137 |
NetworkMessage msg(*this, NETMSG_PLAYER_DIG); |
200
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terom
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diff
changeset
|
138 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
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diff
changeset
|
139 |
Engine::log(DEBUG, "server_player.handle_dig") << "position=" << position << ", radius=" << radius; |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
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changeset
|
140 |
|
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
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diff
changeset
|
141 |
// write packet |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
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diff
changeset
|
142 |
msg.write_vector(position); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
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changeset
|
143 |
msg.write_float32(radius); |
200
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terom
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changeset
|
144 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
145 |
// broadcast packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
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diff
changeset
|
146 |
server.netsession.all_nodes().send(msg); |
200
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better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
terom
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changeset
|
147 |
|
2dbf40661580
better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
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changeset
|
148 |
// and carry out the actual dig on the server as well |
2dbf40661580
better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
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diff
changeset
|
149 |
Player::handleDig(position, radius); |
2dbf40661580
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changeset
|
150 |
} |
2dbf40661580
better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
terom
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diff
changeset
|
151 |
|
276
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
terom
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diff
changeset
|
152 |
void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) { |
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
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changeset
|
153 |
Engine::log(DEBUG, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity; |
223 | 154 |
|
155 |
// create new NetworkServerProjectile object |
|
274
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
terom
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271
diff
changeset
|
156 |
new NetworkServerProjectile(server, this, position, velocity, weapon); |
276
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terom
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275
diff
changeset
|
157 |
|
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
terom
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275
diff
changeset
|
158 |
// as handleFireWeapon does |
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
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diff
changeset
|
159 |
weaponFired(weapon); |
239
550397d9d479
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terom
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224
diff
changeset
|
160 |
} |
550397d9d479
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terom
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224
diff
changeset
|
161 |
|
550397d9d479
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terom
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changeset
|
162 |
void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
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diff
changeset
|
163 |
NetworkMessage msg(*this, NETMSG_PLAYER_WEAPON_CHANGE); |
239
550397d9d479
implement network weapon changes and fix weapon firing
terom
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224
diff
changeset
|
164 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
165 |
Engine::log(DEBUG, "server_player.change_weapon") << "weaponIndex=" << weaponIndex; |
239
550397d9d479
implement network weapon changes and fix weapon firing
terom
parents:
224
diff
changeset
|
166 |
|
550397d9d479
implement network weapon changes and fix weapon firing
terom
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224
diff
changeset
|
167 |
// write packet |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
168 |
msg.write_uint8(weaponIndex); |
239
550397d9d479
implement network weapon changes and fix weapon firing
terom
parents:
224
diff
changeset
|
169 |
|
550397d9d479
implement network weapon changes and fix weapon firing
terom
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224
diff
changeset
|
170 |
// XXX: only tell the client itself? |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
171 |
server.netsession.all_nodes().send(msg); |
239
550397d9d479
implement network weapon changes and fix weapon firing
terom
parents:
224
diff
changeset
|
172 |
|
550397d9d479
implement network weapon changes and fix weapon firing
terom
parents:
224
diff
changeset
|
173 |
// pass through |
550397d9d479
implement network weapon changes and fix weapon firing
terom
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224
diff
changeset
|
174 |
Player::handleChangeWeapon(weaponIndex); |
223 | 175 |
} |
241 | 176 |
|
177 |
void NetworkServerPlayer::handleRopeState (RopeState state) { |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
178 |
Engine::log(DEBUG, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer(); |
241 | 179 |
|
435
7bad24ab668e
send initial rope state on join, fixing #5 for now
Tero Marttila <terom@fixme.fi>
parents:
434
diff
changeset
|
180 |
// the NetworkGroup to send to |
7bad24ab668e
send initial rope state on join, fixing #5 for now
Tero Marttila <terom@fixme.fi>
parents:
434
diff
changeset
|
181 |
NetworkGroup all = server.netsession.all_nodes(); |
7bad24ab668e
send initial rope state on join, fixing #5 for now
Tero Marttila <terom@fixme.fi>
parents:
434
diff
changeset
|
182 |
|
7bad24ab668e
send initial rope state on join, fixing #5 for now
Tero Marttila <terom@fixme.fi>
parents:
434
diff
changeset
|
183 |
// send new rope state |
7bad24ab668e
send initial rope state on join, fixing #5 for now
Tero Marttila <terom@fixme.fi>
parents:
434
diff
changeset
|
184 |
send_rope_state(all, state); |
241 | 185 |
} |
186 |
||
187 |
void NetworkServerPlayer::handleRopeLength (float length) { |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
188 |
NetworkMessage msg(*this, NETMSG_PLAYER_ROPE_LENGTH); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
189 |
|
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
190 |
// write packet |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
191 |
msg.write_float32(length); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
192 |
|
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
193 |
// send packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
194 |
server.netsession.all_nodes().send(msg); |
241 | 195 |
} |
223 | 196 |
|
302 | 197 |
void NetworkServerPlayer::spawn (Vector position) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
198 |
NetworkMessage msg(*this, NETMSG_PLAYER_SPAWN); |
302 | 199 |
|
200 |
// write packet |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
201 |
msg.write_vector(position); |
302 | 202 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
203 |
Engine::log(DEBUG, "server_player.spawn") << this << ": position=" << position; |
302 | 204 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
205 |
// send packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
206 |
server.netsession.all_nodes().send(msg); |
302 | 207 |
|
208 |
// super |
|
209 |
Player::spawn(position); |
|
210 |
} |
|
211 |
||
212 |
void NetworkServerPlayer::die (bool start_timer) { |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
213 |
NetworkMessage msg(*this, NETMSG_PLAYER_DIE); |
302 | 214 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
215 |
Engine::log(DEBUG, "server_player.die") << this; |
302 | 216 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
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|
217 |
// send packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
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|
218 |
server.netsession.all_nodes().send(msg); |
302 | 219 |
|
220 |
// super |
|
221 |
Player::die(start_timer); |
|
222 |
} |
|
223 |
||
435
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|
224 |
void NetworkServerPlayer::send_info (NetworkNode &node) { |
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|
225 |
// we send a NETMSG_PLAYER_INFO message for the player object |
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|
226 |
NetworkMessage player_msg(*this, NETMSG_PLAYER_INFO); |
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|
227 |
|
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|
228 |
// write packet |
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|
229 |
player_msg.write_vector(getPosition()); |
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|
230 |
|
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|
231 |
// send message to client |
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|
232 |
node.send(player_msg); |
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|
233 |
|
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|
234 |
// then send rope state, unless folded |
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|
235 |
if (rope.getState() != ROPE_FOLDED) |
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|
236 |
send_rope_state(node, rope.getState()); |
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|
237 |
} |
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|
238 |
|
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|
239 |
void NetworkServerPlayer::send_rope_state (NetworkTarget &target, RopeState state) { |
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|
240 |
switch (state) { |
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|
241 |
case ROPE_FLYING: { |
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|
242 |
NetworkMessage msg(*this, NETMSG_PLAYER_ROPE_THROW); |
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|
243 |
|
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|
244 |
msg.write_vector(rope.getPosition()); |
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|
245 |
msg.write_vector(rope.getVelocity()); |
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|
246 |
msg.write_float32(rope.getLength()); |
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|
247 |
|
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|
248 |
target.send(msg); |
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|
249 |
|
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|
250 |
} break; |
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|
251 |
|
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|
252 |
case ROPE_FIXED: { |
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|
253 |
NetworkMessage msg(*this, NETMSG_PLAYER_ROPE_FIXED); |
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|
254 |
|
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|
255 |
Player *player_base = rope.getPivotPlayer(); |
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|
256 |
NetworkServerPlayer *player = NULL; |
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changeset
|
257 |
|
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|
258 |
if (player_base != NULL && (player = dynamic_cast<NetworkServerPlayer*>(player_base)) == NULL) |
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|
259 |
throw Error("NetworkServerPlayer::handleRopeState: rope's pivotPlayer is not a NetworkServerPlayer"); |
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|
260 |
|
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|
261 |
msg.write_vector(rope.getPosition()); |
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|
262 |
msg.write_float32(rope.getLength()); |
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|
263 |
msg.write_object(player); // may be NULL |
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changeset
|
264 |
|
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|
265 |
target.send(msg); |
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|
266 |
|
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|
267 |
} break; |
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changeset
|
268 |
|
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|
269 |
case ROPE_FOLDED: { |
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|
270 |
NetworkMessage msg(*this, NETMSG_PLAYER_ROPE_RELEASED); |
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|
271 |
|
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|
272 |
target.send(msg); |
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|
273 |
|
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|
274 |
} break; |
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|
275 |
} |
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|
276 |
} |
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|
277 |
|
185
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|
278 |
void NetworkServerPlayer::on_disconnected (void) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
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changeset
|
279 |
NetworkMessage msg(*this, NETMSG_PLAYER_QUIT); |
185
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changeset
|
280 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
281 |
Engine::log(INFO, "net.server") << "Player disconnected: " << this; |
185
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changeset
|
282 |
|
25becd2cb026
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parents:
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changeset
|
283 |
// remove from server |
25becd2cb026
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parents:
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changeset
|
284 |
server.handle_disconnect(this); |
25becd2cb026
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changeset
|
285 |
|
25becd2cb026
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|
286 |
// tell other clients |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
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diff
changeset
|
287 |
server.netsession.all_nodes().send(msg); |
185
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changeset
|
288 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
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|
289 |
// XXX: free |
185
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|
290 |
// delete this; |
25becd2cb026
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|
291 |
} |
25becd2cb026
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|
292 |
|
223 | 293 |
void NetworkServerPlayer::on_input (NetworkNode *src, NetworkPacketInput &pkt) { |
185
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|
294 |
// sanity-check, other players shouldn't move |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
295 |
if (src != &node) { |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
296 |
Engine::log(WARN, "server_player.on_input") << "packet from wrong src=" << src << ", node=" << &node; |
185
25becd2cb026
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|
297 |
return; |
25becd2cb026
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changeset
|
298 |
} |
25becd2cb026
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diff
changeset
|
299 |
|
239
550397d9d479
implement network weapon changes and fix weapon firing
terom
parents:
224
diff
changeset
|
300 |
// read packet |
221 | 301 |
PlayerInput input = pkt.read_uint16(); |
334 | 302 |
TimeMS dt = pkt.read_uint32(); |
185
25becd2cb026
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changeset
|
303 |
|
255
99431fdb0dc8
add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
parents:
241
diff
changeset
|
304 |
// Engine::log(INFO, "server_player.on_input") << "player=" << obj << ", old_pos=" << position << ", input=" << input; |
185
25becd2cb026
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changeset
|
305 |
|
25becd2cb026
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parents:
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changeset
|
306 |
// apply input |
334 | 307 |
handleInput(input, dt); |
185
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changeset
|
308 |
|
25becd2cb026
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terom
parents:
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changeset
|
309 |
// send position update |
25becd2cb026
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parents:
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changeset
|
310 |
send_position_update(); |
25becd2cb026
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parents:
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changeset
|
311 |
} |
25becd2cb026
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changeset
|
312 |
|
25becd2cb026
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terom
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changeset
|
313 |
void NetworkServerPlayer::send_position_update (void) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
314 |
NetworkMessage msg(*this, NETMSG_PLAYER_POSITION); |
200
2dbf40661580
better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
terom
parents:
187
diff
changeset
|
315 |
|
264 | 316 |
int flags = |
317 |
(inAir ? NETWORK_PHYSICS_INAIR : 0) | |
|
318 |
(facing == FACING_RIGHT ? NETWORK_PHYSICS_FACE_RIGHT : 0); |
|
200
2dbf40661580
better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
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diff
changeset
|
319 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
320 |
msg.write_vector(getPosition()); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
321 |
msg.write_vector(getVelocity()); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
322 |
msg.write_uint8(flags); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
323 |
msg.write_float32(aim); |
185
25becd2cb026
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changeset
|
324 |
|
255
99431fdb0dc8
add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
parents:
241
diff
changeset
|
325 |
// Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity << " [" << flags << "]"; |
185
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changeset
|
326 |
|
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
327 |
server.netsession.all_nodes().send(msg); |
185
25becd2cb026
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changeset
|
328 |
} |
25becd2cb026
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parents:
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changeset
|
329 |
|
223 | 330 |
/* |
331 |
* NetworkServerProjectile |
|
332 |
*/ |
|
274
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
terom
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271
diff
changeset
|
333 |
NetworkServerProjectile::NetworkServerProjectile (NetworkServer &server, NetworkServerPlayer *player, Vector position, |
c35307e8645c
add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
terom
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271
diff
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|
334 |
Vector velocity, Weapon *weapon) : |
276
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
terom
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275
diff
changeset
|
335 |
Projectile(player, position, velocity, weapon, true), NetworkServerObject(server) |
223 | 336 |
{ |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
337 |
NetworkMessage msg(*this, NETMSG_PROJECTILE_PLAYER_FIRED); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
338 |
|
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
339 |
// write out packet |
434
a8ba81432ddd
move write_object to NetworkMessage, fix player sync, and implement projectile sync
Tero Marttila <terom@fixme.fi>
parents:
432
diff
changeset
|
340 |
msg.write_object(player); |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
341 |
msg.write_vector(getPosition()); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
342 |
msg.write_vector(getVelocity()); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
343 |
msg.write_uint8(weapon->getID()); |
276
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
terom
parents:
275
diff
changeset
|
344 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
345 |
// send to given target |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
346 |
server.netsession.all_nodes().send(msg); |
223 | 347 |
} |
348 |
||
224
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
349 |
void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
350 |
NetworkMessage msg(*this, NETMSG_PROJECTILE_DESTROY); |
224
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
351 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
352 |
Engine::log(DEBUG, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround; |
276
87434abc1ba1
ability to send NetworkObjectID's via packets, modify Network Projectiles to use this and fix recoil/reloading
terom
parents:
275
diff
changeset
|
353 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
354 |
// write packet |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
355 |
msg.write_vector(position); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
356 |
msg.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0); |
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
357 |
|
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
358 |
// broadcast packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
359 |
server.netsession.all_nodes().send(msg); |
224
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
360 |
|
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
361 |
// XXX: leak obj, not yet implemented: obj.destory(); |
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
362 |
|
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
363 |
// pass on to super |
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
364 |
Projectile::onDestroy(position, removeGround); |
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
365 |
} |
e6faefba2ec1
fixed logger, and network projectiles should work reasonably well now
terom
parents:
223
diff
changeset
|
366 |
|
330 | 367 |
void NetworkServerProjectile::onHitPlayer (Player *player_ptr) { |
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
368 |
NetworkMessage msg(*this, NETMSG_PROJECTILE_HIT_PLAYER); |
296
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
369 |
NetworkServerPlayer *player = dynamic_cast<NetworkServerPlayer*>(player_ptr); |
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
370 |
|
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
371 |
if (player == NULL) |
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
372 |
throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player"); |
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
373 |
|
420
278020dcd9b7
clean up Server/Client log output a bit
Tero Marttila <terom@fixme.fi>
parents:
417
diff
changeset
|
374 |
Engine::log(DEBUG, "server_projectile.hit_player") << this << ": player=" << player; |
296
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
375 |
|
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
376 |
// write packet |
434
a8ba81432ddd
move write_object to NetworkMessage, fix player sync, and implement projectile sync
Tero Marttila <terom@fixme.fi>
parents:
432
diff
changeset
|
377 |
msg.write_object(player); |
296
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
378 |
|
431
c6d7272a164b
rework Network send() code to use NetworkTarget/Node/Group::send classes, add a NetworkMessage class for sending NetworkObject messages, and fix a bug whereby the server's client TCP sockets weren't nonblocking.... I wonder how this has worked before?\!
Tero Marttila <terom@fixme.fi>
parents:
428
diff
changeset
|
379 |
// send packet |
432
82b0f4e55a13
add NetworkChannelPacket class, and modify NetworkTarget::send/send_raw signature. Add hard-coded DEBUG_ENABLED define
Tero Marttila <terom@fixme.fi>
parents:
431
diff
changeset
|
380 |
server.netsession.all_nodes().send(msg); |
304
d0f60a97a85e
fix NetworkServerProjectile::onHitPlayer to call super
terom
parents:
302
diff
changeset
|
381 |
|
d0f60a97a85e
fix NetworkServerProjectile::onHitPlayer to call super
terom
parents:
302
diff
changeset
|
382 |
// super |
308
60f4b55d5713
Calculates kills and deaths. You get frags by killing yourself \o/
saiam
parents:
304
diff
changeset
|
383 |
Projectile::onHitPlayer(player_ptr); |
296
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
384 |
} |
4d3ebaa29430
add separate Types.hh, and fix projectile-worm collisions on network
terom
parents:
290
diff
changeset
|
385 |
|
436
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
386 |
void NetworkServerProjectile::send_info (NetworkNode &node) { |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
387 |
// get our NetworkServerPlayer via getOwner() |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
388 |
const NetworkServerPlayer *player = dynamic_cast<const NetworkServerPlayer*>(getOwner()); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
389 |
|
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
390 |
// as should players |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
391 |
assert(player); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
392 |
|
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
393 |
// send info |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
394 |
NetworkMessage msg(*this, NETMSG_PROJECTILE_INFO); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
395 |
|
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
396 |
// write out packet |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
397 |
msg.write_object(player); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
398 |
msg.write_vector(getPosition()); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
399 |
msg.write_vector(getVelocity()); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
400 |
msg.write_uint8(getWeapon()->getID()); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
401 |
|
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
402 |
// send to given target |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
403 |
node.send(msg); |
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
404 |
|
49f94c4bdf0d
move initial projectile sync message to NetworkServerProjectile::send_info
Tero Marttila <terom@fixme.fi>
parents:
435
diff
changeset
|
405 |
} |