#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
if (src != node)
return;
Vector impulse_force = pkt.read_vector();
uint16_t impulse_ms = pkt.read_uint16();
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);
// send position update
send_position_update();
}
void NetworkServerPlayer::send_position_update (void) {
NetworkPacket pkt;
pkt.write_vector(position);
pkt.write_vector(velocity);
Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity;
obj.send_all(NETMSG_PLAYER_POSITION, pkt, false);
}