author | Tero Marttila <terom@fixme.fi> |
Tue, 27 Jan 2009 00:25:58 +0200 | |
changeset 439 | 9823e6cd1086 |
parent 431 | c6d7272a164b |
permissions | -rw-r--r-- |
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#include "Session.hh" |
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#include "../Engine.hh" |
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#include <cassert> |
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NetworkSession::NetworkSession (uint64_t magic) : |
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magic(magic), tcp_srv(NULL), udp_srv(NULL), udp_client(NULL) { |
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// nothing |
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} |
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void NetworkSession::listen (const NetworkEndpoint &addr) { |
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assert(tcp_srv == NULL && udp_srv == NULL); |
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// create TCP/UDP servers |
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tcp_srv = new NetworkTCPServer(addr); |
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udp_srv = new NetworkUDP(addr); |
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// connect signals |
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slots.connect(tcp_srv->sig_client(), this, &NetworkSession::on_tcp_client); |
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slots.connect(udp_srv->sig_packet(), this, &NetworkSession::on_udp_packet); |
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} |
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NetworkNode *NetworkSession::build_node (NetworkTCPTransport *tcp, NetworkUDP *udp, const NetworkAddress &addr, enum NetworkNodeType type) { |
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// XXX: unused |
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(void) type; |
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// create node |
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return new NetworkNode(*this, tcp, udp, addr); |
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} |
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NetworkNode* NetworkSession::connect (const NetworkEndpoint &addr) { |
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// XXX: only one connect |
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assert(!udp_client); |
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// connect TCP |
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NetworkTCPClient *tcp_client = new NetworkTCPClient(addr); |
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// create UDP socket on same address |
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udp_client = new NetworkUDP(tcp_client->get_local_address()); |
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// remote address |
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NetworkAddress remote_address = tcp_client->get_remote_address(); |
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// build client |
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NetworkNode *client_node = build_node(tcp_client, udp_client, remote_address, NETWORK_NODE_CLIENT_SERVER); |
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// add to nodes |
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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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node_map[remote_address] = client_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>
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node_list.push_back(client_node); |
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// connect signals |
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slots.connect(udp_client->sig_packet(), this, &NetworkSession::on_udp_packet); |
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// return the "server" node |
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return client_node; |
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} |
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void NetworkSession::handle_disconnect (NetworkNode *node) { |
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// remove from nodes |
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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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node_map.erase(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?\!
Tero Marttila <terom@fixme.fi>
parents:
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node_list.remove(node); |
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} |
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void NetworkSession::handle_message (NetworkPacketInput &pkt, NetworkNode *node) { |
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// read the channel id |
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NetworkChannelID channel_id = pkt.read_uint16(); |
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// fire signal |
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_map_sig_chan_message[channel_id](pkt, node); |
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} |
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void NetworkSession::on_tcp_client (NetworkTCPTransport *tcp_client) { |
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// get remote address manually, because NetworkTCPServer doesn't pass it in to us |
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NetworkAddress addr = tcp_client->get_remote_address(); |
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// build client |
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NetworkNode *client_node = build_node(tcp_client, udp_srv, addr, NETWORK_NODE_SERVER_CLIENT); |
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// add to nodes |
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:
381
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node_map[addr] = client_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:
381
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node_list.push_back(client_node); |
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// fire signals |
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_sig_node_connected(client_node); |
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} |
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void NetworkSession::on_udp_packet (NetworkPacketInput &pkt, const NetworkAddress &addr) { |
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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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parents:
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NetworkNode *node = node_map[addr]; |
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// drop from unknown sources |
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if (!node) { |
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Engine::log(WARN, "net_session.on_udp_packet") << "dropping unsolicted UDP packet from " << addr; |
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return; |
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} |
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// handle |
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handle_message(pkt, node); |
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} |
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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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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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void NetworkSession::write_packet_header (NetworkPacketOutput &pkt, NetworkChannelID channel_id) { |
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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pkt.write_uint16(channel_id); |
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} |
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