src/Network/Server.cc
branchnew_graphics
changeset 420 278020dcd9b7
parent 417 c503e0c6a740
child 428 712b943195a6
--- a/src/Network/Server.cc	Thu Jan 22 02:47:53 2009 +0200
+++ b/src/Network/Server.cc	Thu Jan 22 02:56:50 2009 +0200
@@ -16,10 +16,12 @@
     // and then we listen
     netsession.listen(listen_addr);
 
-    Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr;
+    Engine::log(INFO, "net.server") << "Listening on interface: " << listen_addr;
 }
 
 void NetworkServer::on_node_connected (NetworkNode *node) {
+    Engine::log(INFO, "net.server") << "Client connected, sending terrain data: " << node->getRemoteAddress();
+
     // send the terrain data
     send_terrain_data(node);
 
@@ -28,7 +30,6 @@
 
     // add to players
     players.push_back(player);
-
 }
  
 void NetworkServer::send_terrain_data (NetworkNode *node) {
@@ -90,9 +91,6 @@
 NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode *node) : 
     Player(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), NetworkServerObject(server), node(node) 
 {
-    // log
-    Engine::log(INFO, "server_player.connected") << this << ": node=" << node;
-
     // messages
     slots.connect(node->sig_disconnected(), this, &NetworkServerPlayer::on_disconnected);
     slots.connect(this->sig_message(NETMSG_CLIENT_INPUT), this, &NetworkServerPlayer::on_input);
@@ -123,6 +121,8 @@
 
     // broadcast NETMSG_PLAYER_JOIN to all clients except current
     this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true);
+
+    Engine::log(INFO, "net.server") << "Player joined: " << this << " from " << node->getRemoteAddress();
 }
 
 void NetworkServerPlayer::handleDig (Vector position, float radius) {
@@ -131,7 +131,7 @@
     pkt.write_vector(position);
     pkt.write_float32(radius);
 
-    Engine::log(INFO, "server_player.handle_dig") << "position=" << position << ", radius=" << radius;
+    Engine::log(DEBUG, "server_player.handle_dig") << "position=" << position << ", radius=" << radius;
     
     // tell everyone... make this reliable... 
     this->send_all(NETMSG_PLAYER_DIG, pkt, true);
@@ -141,7 +141,7 @@
 }
 
 void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) {
-    Engine::log(INFO, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity;
+    Engine::log(DEBUG, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity;
 
     // create new NetworkServerProjectile object
     new NetworkServerProjectile(server, this, position, velocity, weapon);
@@ -153,7 +153,7 @@
 void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_player.change_weapon") << "weaponIndex=" << weaponIndex;
+    Engine::log(DEBUG, "server_player.change_weapon") << "weaponIndex=" << weaponIndex;
     
     // write packet
     pkt.write_uint8(weaponIndex);
@@ -168,7 +168,7 @@
 void NetworkServerPlayer::handleRopeState (RopeState state) {
     NetworkPacket pkt; 
 
-    Engine::log(INFO, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer();
+    Engine::log(DEBUG, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer();
 
     switch (state) {
     case ROPE_FLYING:
@@ -216,7 +216,7 @@
     // write packet
     pkt.write_vector(position);
 
-    Engine::log(INFO, "server_player.spawn") << this << ": position=" << position;
+    Engine::log(DEBUG, "server_player.spawn") << this << ": position=" << position;
     
     // send
     send_all(NETMSG_PLAYER_SPAWN, pkt, true);
@@ -228,7 +228,7 @@
 void NetworkServerPlayer::die (bool start_timer) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_player.die") << this;
+    Engine::log(DEBUG, "server_player.die") << this;
     
     // send
     send_all(NETMSG_PLAYER_DIE, pkt, true);
@@ -240,7 +240,7 @@
 void NetworkServerPlayer::on_disconnected (void) {
     NetworkPacket pkt;
     
-    Engine::log(INFO, "server_player.disconnected") << this << ": node=" << node;
+    Engine::log(INFO, "net.server") << "Player disconnected: " << this;
     
     // remove from server
     server.handle_disconnect(this);
@@ -309,7 +309,7 @@
 void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) {
     NetworkPacket pkt;
 
-    Engine::log(INFO, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround;
+    Engine::log(DEBUG, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround;
     
     pkt.write_vector(position);
     pkt.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0);
@@ -329,7 +329,7 @@
     if (player == NULL) 
         throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player");
     
-    Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player;
+    Engine::log(DEBUG, "server_projectile.hit_player") << this << ": player=" << player;
     
     // write packet
     controller.write_object(pkt, player);