src/proto2/NetworkServer.cc
changeset 23 8d802b573cf0
parent 22 b70d30e1b0fe
child 24 b81cb670e6b2
--- a/src/proto2/NetworkServer.cc	Sat Nov 08 20:34:14 2008 +0000
+++ b/src/proto2/NetworkServer.cc	Sat Nov 08 21:25:56 2008 +0000
@@ -1,7 +1,7 @@
 #include "NetworkServer.hh"
 #include "Engine.hh"
+#include "Logger.hh"
 
-#include <iostream>
 #include <cassert>
 
 NetworkServer::NetworkServer (GameState &state, const std::string &listen_port) : 
@@ -13,16 +13,15 @@
 	
 	// and then we listen
 	netsession.start_listen(listen_port);
+
+	Engine::log(INFO, "server") << "running, listen_port=" << listen_port;
 }
 
 void NetworkServer::on_connect (CL_NetComputer &computer) {
 	// assign a pid
 	uint16_t pid = ++pid_pool;
 	
-	// log
-	std::cout << "[server.on_connect] INFO: " << computer.get_address().get_address() << " -> #" << pid << std::endl;
-
-	// create the player object
+	// create the player object (it logs it)
 	NetworkServerPlayer *player = new NetworkServerPlayer(*this, computer, pid);
 	
 	// map computer to it
@@ -33,9 +32,6 @@
 }
 
 void NetworkServer::on_disconnect (CL_NetComputer &computer) {
-	std::cout << "NetworkServer.on_disconnect: " << computer.get_address().get_address() << std::endl;
-
-	// XXX: remove the player
 	NetworkServerPlayer *player = players[computer];
 	
 	// remove from players
@@ -52,17 +48,20 @@
 }
 		
 NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, CL_NetComputer &computer, uint16_t pid) : 
-	RemotePlayer(Coordinate(0, 0), true), server(server), computer(computer), netobj(&server.netobjs), pid(pid) {
+	RemotePlayer(Coordinate(0, 0), true), server(server), computer(computer), obj(&server.netobjs), pid(pid) {
 	
+	// log
+	Engine::log(INFO, "server_player.connected") << "computer=" << computer << ", obj=" << obj;
+
 	// messages
-	slots.connect(netobj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);	
+	slots.connect(obj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);	
 
 	// the initial NETMSG_PLAYER_HELLO
 	CL_NetPacket hello_pkt;
 	hello_pkt.output.write_uint32(position.x);
 	hello_pkt.output.write_uint32(position.y);
 
-	netobj.send(computer, NETMSG_SERVER_HELLO, hello_pkt, true);
+	obj.send(computer, 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++) {
@@ -75,18 +74,20 @@
 		player_pkt.output.write_uint32(player->position.x);
 		player_pkt.output.write_uint32(player->position.y);
 
-		player->netobj.send(computer, NETMSG_PLAYER_INFO, player_pkt, true);
+		player->obj.send(computer, NETMSG_PLAYER_INFO, player_pkt, true);
 	}
 
 
 	// broadcast NETMSG_PLAYER_JOIN to all clients
-	netobj.send(server.netsession.get_all(), NETMSG_PLAYER_JOIN, hello_pkt, true);
+	obj.send(server.netsession.get_all(), NETMSG_PLAYER_JOIN, hello_pkt, true);
 }
 
 void NetworkServerPlayer::disconnected (void) {
 	CL_NetPacket pkt;
+	
+	Engine::log(INFO, "server_player.disconnected") << "computer=" << computer << ", obj=" << obj;
 
-	netobj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
+	obj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
 }
 
 void NetworkServerPlayer::on_move (CL_NetComputer &from, CL_NetPacket &pkt) {
@@ -101,6 +102,8 @@
 	// movement delta
 	PositionDelta delta(dx, dy);
 
+	Engine::log(INFO, "server_player.on_move") << "obj=" << obj << ", old_pos=" << position << ", delta=" << delta;
+
 	// apply movement
 	position += delta;
 
@@ -113,6 +116,8 @@
 	pkt.output.write_uint32(position.x);
 	pkt.output.write_uint32(position.y);
 
-	netobj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
+	Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position;
+
+	obj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
 }