#include "NetworkServer.hh"
#include "Engine.hh"
#include "Logger.hh"
#include <cassert>
NetworkServer::NetworkServer (GameState &state, const std::string &listen_port) :
NetworkCore(state), pid_pool(0) {
// connect slots
slots.connect(netsession.sig_computer_connected(), this, &NetworkServer::on_connect);
slots.connect(netsession.sig_computer_disconnected(), this, &NetworkServer::on_disconnect);
// 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;
// create the player object (it logs it)
NetworkServerPlayer *player = new NetworkServerPlayer(*this, computer, pid);
// 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);
// remove from state
state.removePlayer(player);
// remove from game
player->disconnected();
// delete
delete 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) {
// log
Engine::log(INFO, "server_player.connected") << "computer=" << computer << ", obj=" << obj;
// messages
slots.connect(obj.sig_received_message(NETMSG_CLIENT_MOVE), this, &NetworkServerPlayer::on_move);
// the initial NETMSG_PLAYER_HELLO
CL_NetPacket hello_pkt;
writeVector(hello_pkt, position);
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++) {
NetworkServerPlayer *player = it->second;
CL_NetPacket player_pkt;
// player is not in players list yet
assert(player != this);
writeVector(player_pkt, player->position);
player->obj.send(computer, 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);
}
void NetworkServerPlayer::disconnected (void) {
CL_NetPacket pkt;
Engine::log(INFO, "server_player.disconnected") << "computer=" << computer << ", obj=" << obj;
obj.send(server.netsession.get_all(), NETMSG_PLAYER_QUIT, pkt, true);
}
void NetworkServerPlayer::on_move (CL_NetComputer &from, CL_NetPacket &pkt) {
// sanity-check
if (!(from == computer))
return;
Vector impulse_force = readVector(pkt);
uint16_t impulse_ms = pkt.input.read_uint16();
Engine::log(INFO, "server_player.on_move") << "obj=" << 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) {
CL_NetPacket pkt;
writeVector(pkt, position);
writeVector(pkt, velocity);
Engine::log(INFO, "server_player.send_position_update") << "obj=" << obj << " -> " << position << "+" << velocity;
obj.send(server.netsession.get_all(), NETMSG_PLAYER_POSITION, pkt, false);
}