--- a/src/proto2/NetworkServer.cc Tue Nov 18 22:58:50 2008 +0000
+++ b/src/proto2/NetworkServer.cc Thu Nov 20 19:25:56 2008 +0000
@@ -4,99 +4,94 @@
#include <cassert>
-NetworkServer::NetworkServer (GameState &state, const std::string &listen_port) :
- NetworkCore(state), pid_pool(0) {
+NetworkServer::NetworkServer (GameState &state, const NetworkAddress &listen_addr) :
+ NetworkCore(state), netsession(NETWORK_MAGIC_ID), netobjs(netsession, NETCHAN_CORE) {
// connect slots
- slots.connect(netsession.sig_computer_connected(), this, &NetworkServer::on_connect);
- slots.connect(netsession.sig_computer_disconnected(), this, &NetworkServer::on_disconnect);
+ slots.connect(netsession.sig_node_connected(), this, &NetworkServer::on_node_connected);
// and then we listen
- netsession.start_listen(listen_port);
+ netsession.listen(listen_addr);
- Engine::log(INFO, "server") << "running, listen_port=" << listen_port;
+ Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr;
}
-void NetworkServer::on_connect (CL_NetComputer &computer) {
- // assign a pid
- uint16_t pid = ++pid_pool;
-
+void NetworkServer::on_node_connected (NetworkNode *node) {
// create the player object (it logs it)
- NetworkServerPlayer *player = new NetworkServerPlayer(*this, computer, pid);
+ NetworkServerPlayer *player = new NetworkServerPlayer(*this, node);
+
+ // add to players
+ players.push_back(player);
- // map computer to it
- players[computer] = player;
-
// add to GameState
state.newRemotePlayer(player);
}
-
-void NetworkServer::on_disconnect (CL_NetComputer &computer) {
- NetworkServerPlayer *player = players[computer];
-
- // remove from players
- players.erase(computer);
-
+
+void NetworkServer::handle_disconnect (NetworkServerPlayer *player) {
// remove from state
state.removePlayer(player);
- // remove from game
- player->disconnected();
-
- // delete
- delete player;
+ // remove from list
+ players.remove(player);
}
-NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, CL_NetComputer &computer, uint16_t pid) :
- RemotePlayer(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), server(server), computer(computer), obj(&server.netobjs), pid(pid) {
+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") << "computer=" << computer << ", obj=" << obj;
+ Engine::log(INFO, "server_player.connected") << "node=" << node << ", obj=" << obj;
// messages
- slots.connect(obj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);
+ 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
- CL_NetPacket hello_pkt;
- writeVector(hello_pkt, position);
+ NetworkPacket hello_pkt;
+ hello_pkt.write_vector(position);
- obj.send(computer, NETMSG_SERVER_HELLO, hello_pkt, true);
+ obj.send_to(node, NETMSG_SERVER_HELLO, hello_pkt, true);
// send other player objects
- for (std::map<CL_NetComputer, NetworkServerPlayer*>::iterator it = server.players.begin(); it != server.players.end(); it++) {
- NetworkServerPlayer *player = it->second;
- CL_NetPacket player_pkt;
+ 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);
- writeVector(player_pkt, player->position);
-
- player->obj.send(computer, NETMSG_PLAYER_INFO, player_pkt, true);
+ player->obj.send_to(node, NETMSG_PLAYER_INFO, player_pkt, true);
}
-
- // broadcast NETMSG_PLAYER_JOIN to all clients
- obj.send(server.netsession.get_all(), NETMSG_PLAYER_JOIN, hello_pkt, true);
+ // broadcast NETMSG_PLAYER_JOIN to all clients except current
+ obj.send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true);
}
-void NetworkServerPlayer::disconnected (void) {
- CL_NetPacket pkt;
+void NetworkServerPlayer::on_disconnected (void) {
+ NetworkPacket pkt;
- Engine::log(INFO, "server_player.disconnected") << "computer=" << computer << ", obj=" << obj;
+ 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);
- obj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
+ // free
+ delete this;
}
-void NetworkServerPlayer::on_move (CL_NetComputer &from, CL_NetPacket &pkt) {
+void NetworkServerPlayer::on_move (NetworkNode *src, NetworkPacket &pkt) {
// sanity-check
- if (!(from == computer))
+ if (src != node)
return;
- Vector impulse_force = readVector(pkt);
- uint16_t impulse_ms = pkt.input.read_uint16();
+ Vector impulse_force = pkt.read_vector();
+ uint16_t impulse_ms = pkt.read_uint16();
- Engine::log(INFO, "server_player.on_move") << "obj=" << obj << ", old_pos=" << position << ", impulse=" << impulse_force << "@" << impulse_ms << "ms";
+ Engine::log(INFO, "server_player.on_move") << "player=" << obj << ", old_pos=" << position << ", impulse=" << impulse_force << "@" << impulse_ms << "ms";
// apply force
applyForce(impulse_force, impulse_ms);
@@ -106,12 +101,12 @@
}
void NetworkServerPlayer::send_position_update (void) {
- CL_NetPacket pkt;
- writeVector(pkt, position);
- writeVector(pkt, velocity);
+ NetworkPacket pkt;
+ pkt.write_vector(position);
+ pkt.write_vector(velocity);
Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity;
- obj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
+ obj.send_all(NETMSG_PLAYER_POSITION, pkt, false);
}