--- a/src/NetworkServer.cc Wed Dec 03 19:16:32 2008 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,114 +0,0 @@
-#include "NetworkServer.hh"
-#include "Engine.hh"
-#include "Logger.hh"
-
-#include <cassert>
-
-NetworkServer::NetworkServer (GameState &state, const NetworkAddress &listen_addr) :
- NetworkCore(state), netsession(NETWORK_MAGIC_ID), netobjs(netsession, NETCHAN_CORE) {
-
- // connect slots
- slots.connect(netsession.sig_node_connected(), this, &NetworkServer::on_node_connected);
-
- // and then we listen
- netsession.listen(listen_addr);
-
- Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr;
-}
-
-void NetworkServer::on_node_connected (NetworkNode *node) {
- // create the player object (it logs it)
- NetworkServerPlayer *player = new NetworkServerPlayer(*this, node);
-
- // add to players
- players.push_back(player);
-
- // add to GameState
- state.newRemotePlayer(player);
-}
-
-void NetworkServer::handle_disconnect (NetworkServerPlayer *player) {
- // remove from state
- state.removePlayer(player);
-
- // remove from list
- players.remove(player);
-}
-
-NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode *node) :
- RemotePlayer(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), server(server), obj(server.netobjs), node(node) {
-
- // log
- Engine::log(INFO, "server_player.connected") << "node=" << node << ", obj=" << obj;
-
- // messages
- slots.connect(node->sig_disconnected(), this, &NetworkServerPlayer::on_disconnected);
- slots.connect(obj.sig_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);
-
- // the initial NETMSG_PLAYER_HELLO
- NetworkPacket hello_pkt;
- hello_pkt.write_vector(position);
-
- obj.send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true);
-
- // send other player objects
- for (std::list<NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) {
- NetworkServerPlayer *player = *it;
- NetworkPacket player_pkt;
-
- // player is not in players list yet
- assert(player != this);
-
- player_pkt.write_vector(player->position);
-
- player->obj.send_to(node, NETMSG_PLAYER_INFO, player_pkt, true);
- }
-
- // broadcast NETMSG_PLAYER_JOIN to all clients except current
- obj.send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true);
-}
-
-void NetworkServerPlayer::on_disconnected (void) {
- NetworkPacket pkt;
-
- Engine::log(INFO, "server_player.disconnected") << "node=" << node << ", obj=" << obj;
-
- // remove from server
- server.handle_disconnect(this);
-
- // tell other clients
- obj.send_all(NETMSG_PLAYER_QUIT, pkt, true);
-
- // free
-// delete this;
-}
-
-void NetworkServerPlayer::on_move (NetworkNode *src, NetworkPacket &pkt) {
- // sanity-check, other players shouldn't move
- if (src != node) {
- Engine::log(WARN, "server_player.on_move") << "packet from wrong src=" << src << ", node=" << node;
- return;
- }
-
- PlayerInput_Move input = pkt.read_uint16();
-
- Engine::log(INFO, "server_player.on_move") << "player=" << obj << ", old_pos=" << position << ", input=" << input;
-
- // apply input
- handleMove(input);
-
- // send position update
- send_position_update();
-}
-
-void NetworkServerPlayer::send_position_update (void) {
- NetworkPacket pkt;
- pkt.write_vector(position);
- pkt.write_vector(velocity);
- pkt.write_uint8(inAir & NETWORK_PHYSICS_INAIR);
-
- Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity;
-
- obj.send_all(NETMSG_PLAYER_POSITION, pkt, false);
-}
-