src/Network/Server.cc
author terom
Mon, 22 Dec 2008 02:37:43 +0000
changeset 387 294ce7ae8140
parent 381 9b35bc329d23
child 391 59c2499fe7bb
permissions -rw-r--r--
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#include "Server.hh"
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#include "Protocol.hh"
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#include "Config.hh"
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#include "../Engine.hh"
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#include "../Logger.hh"
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#include <cassert>
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#include <zlib.h>
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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, "server") << "running, listen_addr=" << listen_addr;
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}
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void NetworkServer::on_node_connected (NetworkNode *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::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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}
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/*
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 * NetworkServerPlayer
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 */
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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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    // log
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    Engine::log(INFO, "server_player.connected") << this << ": node=" << node;
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    // messages
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    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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    // the initial NETMSG_PLAYER_HELLO
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    NetworkPacket hello_pkt;
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    hello_pkt.write_vector(position);
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    this->send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true);
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    // send other player objects
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    for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) {
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        NetworkPacket player_pkt;
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        NetworkServerPlayer *player = *it;
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        // player is not in players list yet
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        assert(player != this);
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        // write packet
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        player_pkt.write_vector(player->position);
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        player->send_to(node, NETMSG_PLAYER_INFO, player_pkt, true);
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        // XXX: send rope info...
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    }
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    // XXX: send projectiles? Or let the client handle the events that the unknown projectiles generate?
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    // broadcast NETMSG_PLAYER_JOIN to all clients except current
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    this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true);
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    // send terrain data...
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    send_terrain_data();
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}
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void NetworkServerPlayer::handleDig (Vector position, float radius) {
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    NetworkPacket pkt;
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    pkt.write_vector(position);
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    pkt.write_float32(radius);
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    Engine::log(INFO, "server_player.handle_dig") << "position=" << position << ", radius=" << radius;
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    // tell everyone... make this reliable... 
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    this->send_all(NETMSG_PLAYER_DIG, pkt, true);
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    // and carry out the actual dig on the server as well
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    Player::handleDig(position, radius);
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}
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void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) {
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    Engine::log(INFO, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity;
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    // create new NetworkServerProjectile object
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    new NetworkServerProjectile(server, this, position, velocity, weapon);
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    // as handleFireWeapon does
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    weaponFired(weapon);
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}
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void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) {
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    NetworkPacket pkt;
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    Engine::log(INFO, "server_player.change_weapon") << "weaponIndex=" << weaponIndex;
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    // write packet
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    pkt.write_uint8(weaponIndex);
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    // XXX: only tell the client itself?
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    send_all(NETMSG_PLAYER_WEAPON_CHANGE, pkt, true);
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    // pass through
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    Player::handleChangeWeapon(weaponIndex);
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}
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void NetworkServerPlayer::handleRopeState (RopeState state) {
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    NetworkPacket pkt; 
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    Engine::log(INFO, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer();
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    switch (state) {
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    case ROPE_FLYING:
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        pkt.write_vector(rope.getPosition());
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        pkt.write_vector(rope.getVelocity());
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        pkt.write_float32(rope.getLength());
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        send_all(NETMSG_PLAYER_ROPE_THROW, pkt, true);
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        break;
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    case ROPE_FIXED: {
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        Player *player_base = rope.getPivotPlayer();
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        NetworkServerPlayer *player = NULL;
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        if (player_base != NULL && (player = dynamic_cast<NetworkServerPlayer*>(player_base)) == NULL)
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            throw Error("NetworkServerPlayer::handleRopeState: rope's pivotPlayer is not a NetworkServerPlayer");
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        pkt.write_vector(rope.getPosition());
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        pkt.write_float32(rope.getLength());
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        controller.write_object(pkt, player);    // may be NULL
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        send_all(NETMSG_PLAYER_ROPE_FIXED, pkt, true);
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diff changeset
   156
328
51d644c8d5a2 fix player-pivoted rope
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   157
    } break;
241
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diff changeset
   158
    
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    case ROPE_FOLDED:
274
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        send_all(NETMSG_PLAYER_ROPE_RELEASED, pkt, true);
241
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diff changeset
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   162
        break;
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   163
    }
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   164
}
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   165
        
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void NetworkServerPlayer::handleRopeLength (float length) {
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   167
    NetworkPacket pkt;
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    pkt.write_float32(length);
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   170
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    send_all(NETMSG_PLAYER_ROPE_LENGTH, pkt, true);
241
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}
223
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   173
302
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void NetworkServerPlayer::spawn (Vector position) {
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    NetworkPacket pkt;
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    // write packet
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    pkt.write_vector(position);
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    Engine::log(INFO, "server_player.spawn") << this << ": position=" << position;
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    // send
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    send_all(NETMSG_PLAYER_SPAWN, pkt, true);
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    // super
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    Player::spawn(position);
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   187
}
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void NetworkServerPlayer::die (bool start_timer) {
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    NetworkPacket pkt;
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   191
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    Engine::log(INFO, "server_player.die") << this;
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    // send
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   195
    send_all(NETMSG_PLAYER_DIE, pkt, true);
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   196
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   197
    // super
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    Player::die(start_timer);
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   199
}
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   200
185
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void NetworkServerPlayer::on_disconnected (void) {
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    NetworkPacket pkt;
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    Engine::log(INFO, "server_player.disconnected") << this << ": node=" << node;
185
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    // remove from server
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    server.handle_disconnect(this);
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    // tell other clients
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   210
    send_all(NETMSG_PLAYER_QUIT, pkt, true);
185
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    // free
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//    delete this;
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}
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   215
223
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   216
void NetworkServerPlayer::on_input (NetworkNode *src, NetworkPacketInput &pkt) {
185
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    // sanity-check, other players shouldn't move
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   218
    if (src != node) {
223
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   219
        Engine::log(WARN, "server_player.on_input") << "packet from wrong src=" << src << ", node=" << node;
185
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        return;
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    }
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   222
    
239
550397d9d479 implement network weapon changes and fix weapon firing
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   223
    // read packet 
221
fbc5db6fce45 reorganize the weapons code and input handling code
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   224
    PlayerInput input = pkt.read_uint16();
334
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   225
    TimeMS dt = pkt.read_uint32();
185
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255
99431fdb0dc8 add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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   227
//    Engine::log(INFO, "server_player.on_input") << "player=" << obj << ", old_pos=" << position << ", input=" << input;
185
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    // apply input
334
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    handleInput(input, dt);
185
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    // send position update
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    send_position_update();
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}
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203
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   236
void NetworkServerPlayer::send_terrain_data (void) {
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    Terrain &terrain = server.state.world;
282
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387
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    // dimensions?
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    PixelCoordinate map = terrain.getDimensions();
203
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387
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    // translate to a byte array
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   243
    size_t terrain_size = map.x * map.y;
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   244
    uint8_t terrain_buf[map.x][map.y];
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   245
    
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    // copy over from terrain vector
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   247
    for (PixelDimension x = 0; x < map.x; x++) {
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   248
        for (PixelDimension y = 0; y < map.y; y++) {
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   249
            terrain_buf[x][y] = (uint8_t) terrain.terrain[x][y];
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   250
        }
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   251
    }
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   252
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   253
    // compress the terrain buffer
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   254
    unsigned long deflate_size = compressBound(terrain_size);
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   255
    uint8_t deflate_buf[deflate_size];
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   256
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    // and compress
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   258
    if (compress(deflate_buf, &deflate_size, (const uint8_t *) terrain_buf, terrain_size) != Z_OK)
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       throw Error("compress failed"); 
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   260
    
203
3ec7ab40755f send initial terrain data to clients using a new NETCHAN_TERRAIN_ARRAY channel using raw BigNetworkPacket
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   261
    // allocate our packet...
387
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   262
    BigNetworkPacket pkt (
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   263
        NETWORK_SESSION_HEADER_SIZE     // NetworkChannel header
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   264
        + 3 * sizeof(uint32_t)          // our own header
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   265
        + deflate_size                  // compressed terrain buffer
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   266
    );
203
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   267
    
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   268
    // write netsession header
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   269
    node->write_packet_header(pkt, NETCHAN_TERRAIN_ARRAY);
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   270
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   271
    // write terrain dimensions
387
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    pkt.write_uint32(map.x);
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    pkt.write_uint32(map.y);
203
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   274
387
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   275
    // write compressed data
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   276
    pkt.write(deflate_buf, deflate_size);
203
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   277
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   278
    // send
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   279
    node->send_raw(pkt, true);
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}
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diff changeset
   281
185
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void NetworkServerPlayer::send_position_update (void) {
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   283
    NetworkPacket pkt;
200
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diff changeset
   284
    
264
215de3d4de60 change facingRight from a bool to an
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   285
    int flags = 
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   286
        (inAir ? NETWORK_PHYSICS_INAIR : 0) | 
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   287
        (facing == FACING_RIGHT ? NETWORK_PHYSICS_FACE_RIGHT : 0);
200
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   288
185
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   289
    pkt.write_vector(position);
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   290
    pkt.write_vector(velocity);
200
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   291
    pkt.write_uint8(flags);
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   292
    pkt.write_float32(aim);
185
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   293
255
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   294
//    Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity << " [" << flags << "]";
185
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274
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   296
    send_all(NETMSG_PLAYER_POSITION, pkt, false);
185
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}
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223
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   299
/* 
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   300
 * NetworkServerProjectile
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   301
 */
274
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   302
NetworkServerProjectile::NetworkServerProjectile (NetworkServer &server, NetworkServerPlayer *player, Vector position,
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        Vector velocity, Weapon *weapon) :
276
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    Projectile(player, position, velocity, weapon, true), NetworkServerObject(server)
223
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   305
{
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   306
    NetworkPacket pkt;
276
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   307
    
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   308
    server.controller.write_object(pkt, player);
223
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diff changeset
   309
    pkt.write_vector(position);
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   310
    pkt.write_vector(velocity);
276
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   311
    pkt.write_uint8(weapon->getID());
223
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diff changeset
   312
276
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   313
    send_all(NETMSG_PROJECTILE_PLAYER_FIRED, pkt, true);
223
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diff changeset
   314
}
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   315
224
e6faefba2ec1 fixed logger, and network projectiles should work reasonably well now
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   316
void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) {
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   317
    NetworkPacket pkt;
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diff changeset
   318
296
4d3ebaa29430 add separate Types.hh, and fix projectile-worm collisions on network
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diff changeset
   319
    Engine::log(INFO, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround;
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    pkt.write_vector(position);
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    pkt.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0);
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    send_all(NETMSG_PROJECTILE_DESTROY, pkt, true);
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    // XXX: leak obj, not yet implemented:  obj.destory();
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    // pass on to super
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    Projectile::onDestroy(position, removeGround);
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}
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dcc47278e5ab fix Network Projectile::onHitPlayer
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void NetworkServerProjectile::onHitPlayer (Player *player_ptr) {
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    NetworkPacket pkt;
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    NetworkServerPlayer *player = dynamic_cast<NetworkServerPlayer*>(player_ptr);
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    if (player == NULL) 
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        throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player");
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    Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player;
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    // write packet
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    controller.write_object(pkt, player);
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    // send
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    send_all(NETMSG_PROJECTILE_HIT_PLAYER, pkt, true);
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    // super
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60f4b55d5713 Calculates kills and deaths. You get frags by killing yourself \o/
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    Projectile::onHitPlayer(player_ptr);
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}
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