--- 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);
}