src/proto2/NetworkServer.cc
author terom
Sun, 09 Nov 2008 22:02:03 +0000
changeset 26 5685602aeb9c
parent 25 af75a1894a32
child 35 e21cfda0edde
child 54 b8b043ba0abd
permissions -rw-r--r--
it works \o/
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#include "NetworkServer.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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NetworkServer::NetworkServer (GameState &state, const std::string &listen_port) : 
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    NetworkCore(state), pid_pool(0) {
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    // connect slots
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    slots.connect(netsession.sig_computer_connected(), this, &NetworkServer::on_connect);
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    slots.connect(netsession.sig_computer_disconnected(), this, &NetworkServer::on_disconnect);
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    // and then we listen
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    netsession.start_listen(listen_port);
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    Engine::log(INFO, "server") << "running, listen_port=" << listen_port;
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}
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void NetworkServer::on_connect (CL_NetComputer &computer) {
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    // assign a pid
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    uint16_t pid = ++pid_pool;
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    // create the player object (it logs it)
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    NetworkServerPlayer *player = new NetworkServerPlayer(*this, computer, pid);
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    // map computer to it
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    players[computer] = player;
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    // add to GameState
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    state.newRemotePlayer(player);
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}
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void NetworkServer::on_disconnect (CL_NetComputer &computer) {
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    NetworkServerPlayer *player = players[computer];
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    // remove from players
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    players.erase(computer);
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    // remove from state
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    state.removePlayer(player);
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    // remove from game
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    player->disconnected();
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    // delete
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    delete player;
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}
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NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, CL_NetComputer &computer, uint16_t pid) : 
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    RemotePlayer(server.state, Coordinate(100, 100), true), server(server), computer(computer), obj(&server.netobjs), pid(pid) {
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    // log
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    Engine::log(INFO, "server_player.connected") << "computer=" << computer << ", obj=" << obj;
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    // messages
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    slots.connect(obj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);   
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    // the initial NETMSG_PLAYER_HELLO
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    CL_NetPacket hello_pkt;
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    hello_pkt.output.write_uint32(position.x);
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    hello_pkt.output.write_uint32(position.y);
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    obj.send(computer, NETMSG_SERVER_HELLO, hello_pkt, true);
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    // send other player objects
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    for (std::map<CL_NetComputer, NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) {
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        NetworkServerPlayer *player = it->second;
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        CL_NetPacket player_pkt;
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        // player is not in players list yet
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        assert(player != this);
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        player_pkt.output.write_uint32(player->position.x);
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        player_pkt.output.write_uint32(player->position.y);
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        player->obj.send(computer, NETMSG_PLAYER_INFO, player_pkt, true);
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    }
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    // broadcast NETMSG_PLAYER_JOIN to all clients
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    obj.send(server.netsession.get_all(), NETMSG_PLAYER_JOIN, hello_pkt, true);
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}
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void NetworkServerPlayer::disconnected (void) {
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    CL_NetPacket pkt;
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    Engine::log(INFO, "server_player.disconnected") << "computer=" << computer << ", obj=" << obj;
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    obj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
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}
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void NetworkServerPlayer::on_move (CL_NetComputer &from, CL_NetPacket &pkt) {
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    // sanity-check
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    if (!(from == computer))
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        return;
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    // read packet
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    int32_t dx = pkt.input.read_int32();
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    int32_t dy = pkt.input.read_int32();
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    // movement delta
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    PositionDelta delta(dx, dy);
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    Engine::log(INFO, "server_player.on_move") << "obj=" << obj << ", old_pos=" << position << ", delta=" << delta;
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    // apply movement
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    position += delta;
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    // send position update
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    send_position_update();
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}
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void NetworkServerPlayer::send_position_update (void) {
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    CL_NetPacket pkt;
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    pkt.output.write_uint32(position.x);
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    pkt.output.write_uint32(position.y);
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    Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position;
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    obj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
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}
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