#include "NetworkServer.hh"
#include "Engine.hh"
#include <iostream>
#include <cassert>
NetworkServer::NetworkServer (GameState &state, const std::string &listen_port) :
NetworkCore(state), pid_pool(0) {
// connect slots
slots.connect(netsession.sig_computer_connected(), this, &NetworkServer::on_connect);
slots.connect(netsession.sig_computer_disconnected(), this, &NetworkServer::on_disconnect);
// and then we listen
netsession.start_listen(listen_port);
}
void NetworkServer::on_connect (CL_NetComputer &computer) {
// assign a pid
uint16_t pid = ++pid_pool;
// log
std::cout << "[server.on_connect] INFO: " << computer.get_address().get_address() << " -> #" << pid << std::endl;
// create the player object
NetworkServerPlayer *player = new NetworkServerPlayer(*this, computer, pid);
// map computer to it
players[computer] = player;
// add to GameState
state.newRemotePlayer(player);
}
void NetworkServer::on_disconnect (CL_NetComputer &computer) {
std::cout << "NetworkServer.on_disconnect: " << computer.get_address().get_address() << std::endl;
// XXX: remove the player
NetworkServerPlayer *player = players[computer];
// remove from players
players.erase(computer);
// remove from state
state.removePlayer(player);
// remove from game
player->disconnected();
// delete
delete player;
}
NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, CL_NetComputer &computer, uint16_t pid) :
RemotePlayer(Coordinate(0, 0), true), server(server), computer(computer), netobj(&server.netobjs), pid(pid) {
// messages
slots.connect(netobj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);
// the initial NETMSG_PLAYER_HELLO
CL_NetPacket hello_pkt;
hello_pkt.output.write_uint32(position.x);
hello_pkt.output.write_uint32(position.y);
netobj.send(computer, NETMSG_SERVER_HELLO, hello_pkt, true);
// send other player objects
for (std::map<CL_NetComputer, NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) {
NetworkServerPlayer *player = it->second;
CL_NetPacket player_pkt;
// player is not in players list yet
assert(player != this);
player_pkt.output.write_uint32(player->position.x);
player_pkt.output.write_uint32(player->position.y);
player->netobj.send(computer, NETMSG_PLAYER_INFO, player_pkt, true);
}
// broadcast NETMSG_PLAYER_JOIN to all clients
netobj.send(server.netsession.get_all(), NETMSG_PLAYER_JOIN, hello_pkt, true);
}
void NetworkServerPlayer::disconnected (void) {
CL_NetPacket pkt;
netobj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
}
void NetworkServerPlayer::on_move (CL_NetComputer &from, CL_NetPacket &pkt) {
// sanity-check
if (!(from == computer))
return;
// read packet
uint32_t dx = pkt.input.read_uint32();
uint32_t dy = pkt.input.read_uint32();
// movement delta
PositionDelta delta(dx, dy);
// apply movement
position += delta;
// send position update
send_position_update();
}
void NetworkServerPlayer::send_position_update (void) {
CL_NetPacket pkt;
pkt.output.write_uint32(position.x);
pkt.output.write_uint32(position.y);
netobj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
}