gremlin/src/common/Network.cpp

314 lines
8.5 KiB
C++

/*
* network.cpp
*
* Created on: 12.01.2011
* Author: gmueller
*/
#include "Network.h"
#include <iostream>
#include <cmath>
Network::Network(Game *game) :
game(game), client_peer(0) {
}
void Network::initialize(const std::string &hostname) {
if (enet_initialize() != 0) {
throw "failed to initialize enet";
}
if (hostname.empty()) {
std::cout << "[Network] Start server." << std::endl;
ENetAddress address;
address.host = ENET_HOST_ANY;
address.port = 1234;
host = enet_host_create(&address, 32, 2, 0, 0);
if (host == NULL) {
throw "An error occurred while trying to create an ENet server host.";
}
} else {
std::cout << "[Network] Start client." << std::endl;
ENetAddress address;
ENetEvent event;
host = enet_host_create(NULL, 1, 2, 57600 / 8, 14400 / 8);
if (host == NULL) {
throw "An error occurred while trying to create an ENet client host.";
}
std::cout << "[Network] connect to " << host << std::endl;
enet_address_set_host(&address, hostname.c_str());
address.port = 1234;
/* Initiate the connection, allocating the two channels 0 and 1. */
client_peer = enet_host_connect(host, &address, 2, 0);
if (client_peer == NULL) {
throw "No available peers for initiating an ENet connection.";
}
/* Wait up to 5 seconds for the connection attempt to succeed. */
if (enet_host_service(host, &event, 2000) > 0 && event.type
== ENET_EVENT_TYPE_CONNECT) {
std::cout << "[Network] connected" << host << std::endl;
} else {
/* Either the 5 seconds are up or a disconnect event was */
/* received. Reset the peer in the event the 5 seconds */
/* had run out without any significant event. */
enet_peer_reset(client_peer);
throw "[Network] connection failed.";
}
}
}
void Network::shutdown() {
enet_host_destroy(host);
enet_deinitialize();
}
void Network::sendGameUpdates() {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
player_update_message_t msg;
msg.msg_id = MESSAGE_PLAYER_UPDATE;
msg.player_id = game->player[i].id;
msg.x = game->player[i].x;
msg.y = game->player[i].y;
msg.z = game->player[i].z;
msg.vx = game->player[i].vx;
msg.vy = game->player[i].vy;
msg.vz = game->player[i].vz;
msg.points = game->player[i].points;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
for (i = 0; i < GAME_TEAM_COUNT; i++) {
team_update_message_t msg;
msg.msg_id = MESSAGE_TEAM_UPDATE;
msg.team_id = game->team[i].id;
msg.points = game->team[i].points;
msg.wins = game->team[i].wins;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
enet_host_flush(host);
}
void Network::dispatch(enet_uint8 *data, size_t length) {
message_t *msg = (message_t *) data;
switch (msg->msg_id) {
case MESSAGE_PLAYER_SPAWN: {
player_spawn_message_t *sm = (player_spawn_message_t *) data;
team_t *team = game->getTeam(sm->team_id);
player_t *player = game->spawn_player_id(team, sm->player_id);
break;
}
case MESSAGE_PLAYER_KILL: {
player_kill_message_t *sm = (player_kill_message_t *) data;
player_t *player = game->getPlayer(sm->player_id);
player->status = 0;
player->team = 0;
break;
}
case MESSAGE_ACCEPT: {
accept_message_t *am = (accept_message_t *) data;
game->local_player = game->getPlayer(am->player_id);
break;
}
case MESSAGE_PLAYER_UPDATE: {
player_update_message_t *um = (player_update_message_t *) data;
player_t *player = game->getPlayer(um->player_id);
if (player != game->local_player) {
player->x = um->x + um->vx * 0.0001;
player->y = um->y + um->vy * 0.0001;
player->z = um->z + um->vz * 0.0001;
player->vx = um->vx;
player->vy = um->vy;
player->vz = um->vz;
} else {
if (fabs(um->x - player->x) < 10.0) {
player->vx = um->vx + (um->x - player->x);
} else {
player->x = um->x;
player->vx = um->vx;
}
if (fabs(um->y - player->y) < 10.0) {
player->vy = um->vy + (um->y - player->y);
} else {
player->y = um->y;
player->vy = um->vy;
}
if (fabs(um->z - player->z) < 10.0) {
player->vz = um->vz + (um->z - player->z);
} else {
player->z = um->z;
player->vz = um->vz;
}
}
player->points = um->points;
break;
}
case MESSAGE_POINT_UPDATE: {
point_update_mesage_t *msg = (point_update_mesage_t *) data;
point_t *p = &game->point[msg->point_index];
p->status = msg->status;
p->x = msg->x;
p->y = msg->y;
p->z = msg->z;
break;
}
case MESSAGE_PLAYER_ACCELERATE: {
player_accelerate_message_t *um = (player_accelerate_message_t *) data;
player_t *player = game->getPlayer(um->player_id);
player->vx += um->x;
player->vy += um->y;
player->vz += um->z;
break;
}
case MESSAGE_BOMB_DROP: {
bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
bomb_t *bomb = game->spawn_bomb();
if (bomb == NULL)
return;
bomb->x = m->x + m->vx * 0.0001;
bomb->y = m->y + m->vy * 0.0001;
bomb->z = m->z + m->vz * 0.0001;
bomb->vx = m->vx;
bomb->vy = m->vy;
bomb->vz = m->vz;
bomb->ttl = m->ttl;
if (client_peer == NULL) {
ENetPacket * packet = enet_packet_create(data, length,
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
break;
}
case MESSAGE_TEAM_UPDATE: {
team_update_message_t *m = (team_update_message_t *) data;
team_t *team = game->getTeam(m->team_id);
if (team == NULL)
return;
team->points = m->points;
team->wins = m->wins;
break;
}
};
}
void Network::service(uint32_t timeout) {
ENetEvent event;
if (host == 0)
throw "not connected";
/* Wait up to 1000 milliseconds for an event. */
while (enet_host_service(host, &event, timeout) > 0) {
switch (event.type) {
case ENET_EVENT_TYPE_CONNECT: {
std::cout << "A new client connected from "
<< event.peer->address.host << " "
<< event.peer->address.port << std::endl;
// bring new client up to date
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = game->player[i].team->id;
spwan_msg.player_id = game->player[i].id;
ENetPacket * packet = enet_packet_create(&spwan_msg,
sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
for (i = 0; i < GAME_POINT_COUNT; i++) {
if (game->point[i].status == 0)
continue;
point_update_mesage_t msg;
msg.msg_id = MESSAGE_POINT_UPDATE;
msg.point_index = i;
msg.status = game->point[i].status;
msg.x = game->point[i].x;
msg.y = game->point[i].y;
msg.z = game->point[i].z;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
team_t *team = game->team_with_least_players();
player_t *player = game->spawn_player(team);
event.peer->data = player;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = team->id;
spwan_msg.player_id = player->id;
ENetPacket * packet = enet_packet_create(&spwan_msg,
sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
// send team and player
accept_message_t msg;
msg.msg_id = MESSAGE_ACCEPT;
msg.player_id = player->id;
packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
// send state
}
break;
case ENET_EVENT_TYPE_RECEIVE: {
dispatch(event.packet->data, event.packet->dataLength);
enet_packet_destroy(event.packet);
break;
}
case ENET_EVENT_TYPE_DISCONNECT:
//printf("%s disconected.\n", event.peer -> data);
{
/* Reset the peer's client information. */
player_t *player = (player_t *) event.peer->data;
player->status = 0;
player->team = 0;
// send player spawn message
player_kill_message_t msg;
msg.msg_id = MESSAGE_PLAYER_KILL;
msg.player_id = player->id;
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
event.peer->data = NULL;
break;
}
}
}
void Network::sendMessage(uint8_t *data, size_t length) {
if (client_peer) {
ENetPacket * packet = enet_packet_create(data, length,
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(client_peer, 0, packet);
} else {
dispatch(data, length);
}
}