gremlin/src/common/Network.cpp

524 lines
13 KiB
C++

/*
* network.cpp
*
* Created on: 12.01.2011
* Author: gmueller
*/
#include "Network.h"
#include "btBulletDynamicsCommon.h"
#include <iostream>
#include <cmath>
#include <typeinfo>
#include <istream>
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;
btVector3 v = game->player[i].body->getLinearVelocity();
btVector3 p = game->player[i].body->getWorldTransform().getOrigin();
msg.x = p.x();
msg.y = p.y();
msg.z = p.z();
msg.vx = v.x();
msg.vy = v.y();
msg.vz = v.z();
msg.points = game->player[i].points;
YAML::Emitter em;
em << msg;
ENetPacket * packet = enet_packet_create((uint8_t *) em.c_str(),
em.size(), 0);
enet_host_broadcast(host, 0, packet);
}
for (i = 0; i < game->teams.size(); i++) {
team_update_message_t msg;
msg.team_id = game->teams[i].id;
msg.points = game->teams[i].points;
msg.wins = game->teams[i].wins;
YAML::Emitter em;
em << msg;
ENetPacket * packet = enet_packet_create((uint8_t *) em.c_str(),
em.size(), 0);
enet_host_broadcast(host, 0, packet);
}
enet_host_flush(host);
}
template<class T>
T *_message_cast(void *p, size_t l) {
if (sizeof(T) != l) {
std::cout << sizeof(T) << std::endl;
std::cout << l << std::endl;
throw(typeid(T).name());
}
return (T *) p;
}
#define PARSE_START(msg) void operator >>(const YAML::Node& node, msg& m) {
#define PARSE_FIELD(name) node[#name] >> m.name;
#define PARSE_END() }
#define EMIT_START(msg) YAML::Emitter& operator <<(YAML::Emitter& out, const msg& m) { out << YAML::BeginMap; out << YAML::Key << "id" << YAML::Value << msg::id;
#define EMIT_FIELD(name) out << YAML::Key << #name << YAML::Value << m.name;
#define EMIT_END() out << YAML::EndMap;return out;}
// player_spawn_message_t
EMIT_START(player_spawn_message_t)
EMIT_FIELD(team_id)
EMIT_FIELD(player_id)
EMIT_END()
PARSE_START(player_spawn_message_t) PARSE_FIELD(team_id)
PARSE_FIELD(player_id)PARSE_END()
// player_kill_message_t
EMIT_START(player_kill_message_t)
EMIT_FIELD(player_id)
EMIT_END()
PARSE_START(player_kill_message_t) PARSE_FIELD(player_id)PARSE_END()
// accept_message_t
EMIT_START(accept_message_t)
EMIT_FIELD(player_id)
EMIT_END()
PARSE_START(accept_message_t) PARSE_FIELD(player_id)PARSE_END()
// player_update_message_t
EMIT_START(player_update_message_t)
EMIT_FIELD(player_id)
EMIT_FIELD(x)
EMIT_FIELD(y)
EMIT_FIELD(z)
EMIT_FIELD(vx)
EMIT_FIELD(vy)
EMIT_FIELD(vz)
EMIT_FIELD(points)
EMIT_END()
PARSE_START(player_update_message_t) PARSE_FIELD(player_id)
PARSE_FIELD(x)
PARSE_FIELD(y)
PARSE_FIELD(z)
PARSE_FIELD(vx)
PARSE_FIELD(vy)
PARSE_FIELD(vz)
PARSE_FIELD(points)PARSE_END()
// player_accelerate_message_t
EMIT_START(player_accelerate_message_t)
EMIT_FIELD(player_id)
EMIT_FIELD(x)
EMIT_FIELD(y)
EMIT_FIELD(z)
EMIT_END()
PARSE_START(player_accelerate_message_t) PARSE_FIELD(player_id)
PARSE_FIELD(x)
PARSE_FIELD(y)
PARSE_FIELD(z)PARSE_END()
// bomb_drop_meesage_t
EMIT_START(bomb_drop_meesage_t)
EMIT_FIELD(x)
EMIT_FIELD(y)
EMIT_FIELD(z)
EMIT_FIELD(vx)
EMIT_FIELD(vy)
EMIT_FIELD(vz)
EMIT_FIELD(ttl)
EMIT_END()
PARSE_START(bomb_drop_meesage_t) PARSE_FIELD(x)
PARSE_FIELD(y)
PARSE_FIELD(z)
PARSE_FIELD(vx)
PARSE_FIELD(vy)
PARSE_FIELD(vz)
PARSE_FIELD(ttl)PARSE_END()
// bomb_update_meesage_t
EMIT_START(bomb_update_meesage_t)
EMIT_FIELD(bomb_index)
EMIT_FIELD(x)
EMIT_FIELD(y)
EMIT_FIELD(z)
EMIT_FIELD(vx)
EMIT_FIELD(vy)
EMIT_FIELD(vz)
EMIT_FIELD(ttl)
EMIT_END()
PARSE_START(bomb_update_meesage_t) PARSE_FIELD(bomb_index)
PARSE_FIELD(x)
PARSE_FIELD(y)
PARSE_FIELD(z)
PARSE_FIELD(vx)
PARSE_FIELD(vy)
PARSE_FIELD(vz)
PARSE_FIELD(ttl)PARSE_END()
// point_update_mesage_t
EMIT_START(point_update_mesage_t)
EMIT_FIELD(point_index)
EMIT_FIELD(x)
EMIT_FIELD(y)
EMIT_FIELD(z)
EMIT_FIELD(status)
EMIT_END()
PARSE_START(point_update_mesage_t) PARSE_FIELD(point_index)
PARSE_FIELD(x)
PARSE_FIELD(y)
PARSE_FIELD(z)
PARSE_FIELD(status)PARSE_END()
// team_update_message_t
EMIT_START(team_update_message_t)
EMIT_FIELD(team_id)
EMIT_FIELD(points)
EMIT_FIELD(wins)
EMIT_END()
PARSE_START(team_update_message_t) PARSE_FIELD(team_id)
PARSE_FIELD(points)
PARSE_FIELD(wins)PARSE_END()
void Network::dispatch(enet_uint8 *data, size_t length) {
std::istringstream istr;
istr.rdbuf()->pubsetbuf((char *) data, length);
YAML::Parser parser;
parser.Load(istr);
YAML::Node doc;
parser.GetNextDocument(doc);
int msd_id;
doc["id"] >> msd_id;
switch (msd_id) {
case MESSAGE_PLAYER_SPAWN: {
player_spawn_message_t m;
doc >> m;
Team *team = game->getTeam(m.team_id);
player_t *player = game->spawnPlayerWithId(team, m.player_id);
break;
}
case MESSAGE_PLAYER_KILL: {
player_kill_message_t m;
doc >> m;
player_t *player = game->getPlayer(m.player_id);
player->status = 0;
player->team = 0;
break;
}
case MESSAGE_ACCEPT: {
accept_message_t m;
doc >> m;
game->local_player = game->getPlayer(m.player_id);
std::cout << "[Network] accpeted player " << m.player_id << std::endl;
break;
}
case MESSAGE_PLAYER_UPDATE: {
player_update_message_t m;
doc >> m;
player_t *player = game->getPlayer(m.player_id);
#if 1
btVector3 v = player->body->getLinearVelocity();
btVector3 p = player->body->getWorldTransform().getOrigin();
btVector3 v1(m.vx, m.vy, m.vz);
btVector3 p1(m.x, m.y, m.z);
player->body->activate(true);
player->body->setLinearVelocity(v1);
player->body->getWorldTransform().setOrigin((2 * p + p1) / 3);
//player->body->applyCentralForce((v1 -v)/10.0);
#endif
#if 0
std::cout << " v:" << um->vx << " " << um->vy << " " << um -> vz
<< std::endl;
std::cout << " p:" << um->x << " " << um->y << " " << um -> z
<< std::endl;
double threshold = 0.1;
double dx = um->x - player->x;
double dy = um->y - player->y;
double dz = um->z - player->z;
std::cout << " d:" << dx << " " << dy << " " << dz << std::endl;
if (fabs(dx) < threshold) {
player->x += 0.1 * dx;
} else {
player->x = um->x;
}
if (fabs(dy) < threshold) {
player->y += 0.1 * dy;
} else {
player->y = um->y;
}
if (fabs(dz) < threshold) {
player->z += 0.1 * dz;
} else {
player->z = um->z;
}
player->vx = um->vx;
player->vy = um->vy;
player->vz = um->vz;
#endif
player->points = m.points;
break;
}
case MESSAGE_POINT_UPDATE: {
point_update_mesage_t m;
doc >> m;
point_t *p = &game->point[m.point_index];
p->status = m.status;
p->x = m.x;
p->y = m.y;
p->z = m.z;
break;
}
case MESSAGE_PLAYER_ACCELERATE: {
player_accelerate_message_t m;
doc >> m;
player_t *player = game->getPlayer(m.player_id);
player->vx += m.x;
player->vy += m.y;
player->vz += m.z;
player->body->activate(true);
player->body->applyCentralImpulse(btVector3(m.x, m.y, m.z));
break;
}
case MESSAGE_BOMB_DROP: {
bomb_drop_meesage_t m;
doc >> m;
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;
doc >> m;
Team *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.team_id = game->player[i].team->id;
spwan_msg.player_id = game->player[i].id;
YAML::Emitter em;
em << spwan_msg;
ENetPacket * packet = enet_packet_create(
(uint8_t *) em.c_str(), em.size(),
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.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;
YAML::Emitter em;
em << msg;
ENetPacket * packet = enet_packet_create(
(uint8_t *) em.c_str(), em.size(),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
Team *team = game->team_with_least_players();
player_t *player = game->spawnPlayer(team);
event.peer->data = player;
{
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.team_id = team->id;
spwan_msg.player_id = player->id;
YAML::Emitter em;
em << spwan_msg;
ENetPacket * packet = enet_packet_create(
(uint8_t *) em.c_str(), em.size(),
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
{
// send team and player
accept_message_t msg;
msg.player_id = player->id;
YAML::Emitter em;
em << msg;
ENetPacket * packet = enet_packet_create(
(uint8_t *) em.c_str(), em.size(),
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: {
/* Reset the peer's client information. */
player_t *player = (player_t *) event.peer->data;
player->status = 0;
player->team = 0;
#if 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);
#endif
}
event.peer->data = NULL;
break;
}
}
}
//void Network::sendMessage(message_t &m) {
// if (client_peer) {
// msgpack::sbuffer b;
// msgpack::packer<msgpack::sbuffer> packer(b);
// m.pack(packer);
// ENetPacket * packet = enet_packet_create(b.data(), b.size(),
// ENET_PACKET_FLAG_RELIABLE);
// enet_peer_send(client_peer, 0, packet);
// } else {
// // dispatch
// }
//}
void Network::send(const YAML::Emitter &em) {
sendMessage((uint8_t *) em.c_str(), em.size());
}
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);
}
}