# HG changeset patch # User Tero Marttila # Date 1232585810 -7200 # Node ID 278020dcd9b7cd9bbd30fa63a732ebcfc6c78b31 # Parent 9cd4e54693b6b45de9735dd928098955beb75873 clean up Server/Client log output a bit diff -r 9cd4e54693b6 -r 278020dcd9b7 src/Network/Client.cc --- a/src/Network/Client.cc Thu Jan 22 02:47:53 2009 +0200 +++ b/src/Network/Client.cc Thu Jan 22 02:56:50 2009 +0200 @@ -13,8 +13,12 @@ NetworkClientConnect::NetworkClientConnect (Engine &engine, const NetworkEndpoint &connect_to) : engine(engine), netsession(NETWORK_MAGIC_ID) { + Engine::log(INFO, "net.client") << "Connecting to server: " << connect_to; + // connect NetworkSession to get server node (this is still blocking) server = netsession.connect(connect_to); + + Engine::log(INFO, "net.client") << "Connected, receiving game data"; // connect slots slots.connect(netsession.sig_chan_message(NETCHAN_TERRAIN_ARRAY), this, &NetworkClientConnect::on_terrain_array); @@ -59,6 +63,8 @@ // pass Terrain to engine to create game GameState &gs = engine.onNetworkClientConnected(terrain); + Engine::log(INFO, "net.client") << "Got game data, creating player"; + // create our new NetworkClient object client = new NetworkClient(engine, gs, netsession, server); } @@ -116,20 +122,22 @@ // read the packet Vector position = pkt.read_vector(); - Engine::log(INFO, "client.on_server_hello") << this << ": pos=" << position; + Engine::log(DEBUG, "client.on_server_hello") << this << ": pos=" << position; // create the LocalPlayer object NetworkClientLocalPlayer *player = new NetworkClientLocalPlayer(client, obj_id, position); // pass it on to engine client.engine.onNetworkClientPlayer(player); + + Engine::log(INFO, "net.client") << "Joined server: " << player; } void NetworkClientController::on_player_info (NetworkObjectID obj_id, NetworkPacketInput &pkt) { // read the packet Vector position = pkt.read_vector(); - Engine::log(INFO, "client.on_player_info") << this << ": pos=" << position; + Engine::log(DEBUG, "client.on_player_info") << this << ": pos=" << position; // create the LocalPlayer object new NetworkClientRemotePlayer(client, obj_id, position); @@ -139,10 +147,12 @@ // read the packet Vector position = pkt.read_vector(); - Engine::log(INFO, "client.on_player_join") << this << ": pos=" << position; + Engine::log(DEBUG, "client.on_player_join") << this << ": pos=" << position; // create the RemotePlayer object - new NetworkClientRemotePlayer(client, obj_id, position); + NetworkClientRemotePlayer *player = new NetworkClientRemotePlayer(client, obj_id, position); + + Engine::log(INFO, "net.client") << "Player joined: " << player; } void NetworkClientController::on_projectile_player_fired (NetworkObjectID obj_id, NetworkPacketInput &pkt) { @@ -167,7 +177,7 @@ Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown weapon id: player=" << player << ", weapon_id=" << weapon_id; } - Engine::log(INFO, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon; + Engine::log(DEBUG, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon; // create the NetworkClientPorjectile object new NetworkClientProjectile(client, obj_id, player, position, velocity, weapon); @@ -224,7 +234,7 @@ int flags = pkt.read_uint8(); float aim = pkt.read_float32(); -// Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]"; +// Engine::log(DEBUG, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]"; // just update... updatePhysics(position, velocity, @@ -238,7 +248,7 @@ Vector position = pkt.read_vector(); float radius = pkt.read_float32(); - Engine::log(INFO, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius; + Engine::log(DEBUG, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius; // just update... handleDig(position, radius); @@ -247,7 +257,7 @@ void NetworkClientPlayerBase::on_weapon_change (NetworkPacketInput &pkt) { uint8_t weapon_index = pkt.read_uint8(); - Engine::log(INFO, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index; + Engine::log(DEBUG, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index; handleChangeWeapon(weapon_index); } @@ -257,7 +267,7 @@ Vector velocity = pkt.read_vector(); float length = pkt.read_float32(); - Engine::log(INFO, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length; + Engine::log(DEBUG, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length; rope.updateState(ROPE_FLYING, position, velocity, length, NULL); } @@ -274,7 +284,7 @@ return; } - Engine::log(INFO, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length + Engine::log(DEBUG, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length << ", player=" << player; rope.updateState(ROPE_FIXED, position, Vector(0, 0), length, player); @@ -283,7 +293,7 @@ void NetworkClientPlayerBase::on_rope_released (NetworkPacketInput &pkt) { (void) pkt; - Engine::log(INFO, "client_player.on_rope_released") << this; + Engine::log(DEBUG, "client_player.on_rope_released") << this; // use rope.getPosition() instead of e.g. Vector(0, 0) because it will collide there... rope.updateState(ROPE_FOLDED, rope.getPosition(), Vector(0, 0), 0, NULL); @@ -292,7 +302,7 @@ void NetworkClientPlayerBase::on_rope_length (NetworkPacketInput &pkt) { float length = pkt.read_float32(); - Engine::log(INFO, "client_player.on_rope_length") << this << ": length=" << length; + Engine::log(DEBUG, "client_player.on_rope_length") << this << ": length=" << length; rope.updateLength(length); } @@ -301,7 +311,7 @@ // read packet Vector position = pkt.read_vector(); - Engine::log(INFO, "client_player.on_spawn") << this << ": position=" << position; + Engine::log(DEBUG, "client_player.on_spawn") << this << ": position=" << position; // super Player::spawn(position); @@ -310,7 +320,7 @@ void NetworkClientPlayerBase::on_die (NetworkPacketInput &pkt) { (void) pkt; - Engine::log(INFO, "client_player.on_die") << this; + Engine::log(DEBUG, "client_player.on_die") << this; // super, but don't start the respawn_timer Player::die(false); @@ -353,7 +363,7 @@ // pkt is empty (void) pkt; - Engine::log(INFO, "client_player.on_quit") << this; + Engine::log(INFO, "net.client") << "Player quit: " << this; client.player_quit(this); @@ -394,7 +404,7 @@ Vector position = pkt.read_vector(); uint8_t flags = pkt.read_uint8(); - Engine::log(INFO, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags; + Engine::log(DEBUG, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags; // pass on to super Projectile::onDestroy(position, flags & NETWORK_PROJECTILE_REMOVE_GROUND); @@ -412,7 +422,7 @@ return; } - Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player; + Engine::log(DEBUG, "client_projectile.hit_player") << this << ": player=" << player; // pass on to super Projectile::onHitPlayer(player); diff -r 9cd4e54693b6 -r 278020dcd9b7 src/Network/Server.cc --- a/src/Network/Server.cc Thu Jan 22 02:47:53 2009 +0200 +++ b/src/Network/Server.cc Thu Jan 22 02:56:50 2009 +0200 @@ -16,10 +16,12 @@ // and then we listen netsession.listen(listen_addr); - Engine::log(INFO, "server") << "running, listen_addr=" << listen_addr; + Engine::log(INFO, "net.server") << "Listening on interface: " << listen_addr; } void NetworkServer::on_node_connected (NetworkNode *node) { + Engine::log(INFO, "net.server") << "Client connected, sending terrain data: " << node->getRemoteAddress(); + // send the terrain data send_terrain_data(node); @@ -28,7 +30,6 @@ // add to players players.push_back(player); - } void NetworkServer::send_terrain_data (NetworkNode *node) { @@ -90,9 +91,6 @@ NetworkServerPlayer::NetworkServerPlayer (NetworkServer &server, NetworkNode *node) : Player(server.state, Vector(PLAYER_INITIAL_X, PLAYER_INITIAL_Y), true), NetworkServerObject(server), node(node) { - // log - Engine::log(INFO, "server_player.connected") << this << ": node=" << node; - // messages slots.connect(node->sig_disconnected(), this, &NetworkServerPlayer::on_disconnected); slots.connect(this->sig_message(NETMSG_CLIENT_INPUT), this, &NetworkServerPlayer::on_input); @@ -123,6 +121,8 @@ // broadcast NETMSG_PLAYER_JOIN to all clients except current this->send_all_except(NETMSG_PLAYER_JOIN, hello_pkt, node, true); + + Engine::log(INFO, "net.server") << "Player joined: " << this << " from " << node->getRemoteAddress(); } void NetworkServerPlayer::handleDig (Vector position, float radius) { @@ -131,7 +131,7 @@ pkt.write_vector(position); pkt.write_float32(radius); - Engine::log(INFO, "server_player.handle_dig") << "position=" << position << ", radius=" << radius; + Engine::log(DEBUG, "server_player.handle_dig") << "position=" << position << ", radius=" << radius; // tell everyone... make this reliable... this->send_all(NETMSG_PLAYER_DIG, pkt, true); @@ -141,7 +141,7 @@ } void NetworkServerPlayer::handleFireWeapon (Weapon *weapon, Vector position, Vector velocity) { - Engine::log(INFO, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity; + Engine::log(DEBUG, "server_player.fire_weapon") << "weapon='" << weapon->getName() << "', position=" << position << ", velocity=" << velocity; // create new NetworkServerProjectile object new NetworkServerProjectile(server, this, position, velocity, weapon); @@ -153,7 +153,7 @@ void NetworkServerPlayer::handleChangeWeapon (unsigned int weaponIndex) { NetworkPacket pkt; - Engine::log(INFO, "server_player.change_weapon") << "weaponIndex=" << weaponIndex; + Engine::log(DEBUG, "server_player.change_weapon") << "weaponIndex=" << weaponIndex; // write packet pkt.write_uint8(weaponIndex); @@ -168,7 +168,7 @@ void NetworkServerPlayer::handleRopeState (RopeState state) { NetworkPacket pkt; - Engine::log(INFO, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer(); + Engine::log(DEBUG, "server_player.rope_state") << "state=" << rope.getState() << ", position=" << rope.getPosition() << ", velocity=" << rope.getVelocity() << ", length=" << rope.getLength() << ", pivotPlayer=" << rope.getPivotPlayer(); switch (state) { case ROPE_FLYING: @@ -216,7 +216,7 @@ // write packet pkt.write_vector(position); - Engine::log(INFO, "server_player.spawn") << this << ": position=" << position; + Engine::log(DEBUG, "server_player.spawn") << this << ": position=" << position; // send send_all(NETMSG_PLAYER_SPAWN, pkt, true); @@ -228,7 +228,7 @@ void NetworkServerPlayer::die (bool start_timer) { NetworkPacket pkt; - Engine::log(INFO, "server_player.die") << this; + Engine::log(DEBUG, "server_player.die") << this; // send send_all(NETMSG_PLAYER_DIE, pkt, true); @@ -240,7 +240,7 @@ void NetworkServerPlayer::on_disconnected (void) { NetworkPacket pkt; - Engine::log(INFO, "server_player.disconnected") << this << ": node=" << node; + Engine::log(INFO, "net.server") << "Player disconnected: " << this; // remove from server server.handle_disconnect(this); @@ -309,7 +309,7 @@ void NetworkServerProjectile::onDestroy (Vector position, bool removeGround) { NetworkPacket pkt; - Engine::log(INFO, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround; + Engine::log(DEBUG, "server_projectile.destroy") << this << "position=" << position << ", removeGround=" << removeGround; pkt.write_vector(position); pkt.write_uint8(removeGround ? NETWORK_PROJECTILE_REMOVE_GROUND : 0); @@ -329,7 +329,7 @@ if (player == NULL) throw Error("NetworkServerProjectile::onHitPlayer called with non-NetworkServerPlayer player"); - Engine::log(INFO, "server_projectile.hit_player") << this << ": player=" << player; + Engine::log(DEBUG, "server_projectile.hit_player") << this << ": player=" << player; // write packet controller.write_object(pkt, player);