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/*
core/gameserver.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <iomanip>
#include "auxiliary/functions.h"
#include "sys/sys.h"
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameserver.h"
#include "core/netserver.h"
namespace core
{
void func_say(Player *player, std::string const &args)
{
server()->say(player, args);
}
void func_who(Player *player, std::string const &args)
{
server()->list_players(player);
}
GameServer *GameServer::server_instance = 0;
GameServer::GameServer() : GameInterface()
{
con_print << "^BInitializing game server...\n";
server_instance = this;
server_network = 0;
server_time = 0;
server_previoustime = 0;
server_frametime = 0.0f;
server_maxplayerid = 1;
server_module = Module::preload();
if (!server_module) {
con_error << "No module loaded.\n";
abort();
return;
}
server_module->init();
if (!server_module->running()) {
con_error << "Could not initialize module '" << server_module->name() << "'\n";
abort();
return;
}
con_print << " module '^B" << server_module->name() << "^N'\n";
if ((Cvar::sv_dedicated->value() || Cvar::sv_private->value())) {
server_network = new NetServer(Cvar::net_host->str(), (unsigned int) Cvar::net_port->value());
if (!server_network->valid()) {
delete server_network;
server_network = 0;
con_error << "Could not initialize network server\n";
abort();
return;
}
} else {
con_print << " network server disabled.\n";
server_network = 0;
}
Func::add("say", (GameFuncPtr) func_say);
Func::add("who", (GameFuncPtr) func_who);
if (!Cvar::sv_dedicated->value()) {
player_connect(localplayer());
}
server_running = true;
}
GameServer::~GameServer()
{
server_running = false;
con_print << "^BShutting down game server...\n";
if (server_network) {
delete server_network;
server_network = 0;
}
if (!Cvar::sv_dedicated->value())
player_disconnect(localplayer());
if (server_module) {
server_module->shutdown();
if (server_module != Module::preload())
delete server_module;
}
Func::remove("say");
Func::remove("who");
server_instance = 0;
players.clear();
}
void GameServer::abort()
{
server_running = false;
}
void GameServer::list_players(Player *player)
{
using namespace std;
stringstream msgstr;
int count = 0;
for (std::list<Player *>:: iterator it = players.begin(); it != players.end(); it++) {
msgstr.str("");
msgstr << setw(3) << (*it)->id() << aux::spaces((*it)->name(), 24);
send(player, msgstr.str());
count++;
}
msgstr.str("");
msgstr << count << " connected " << aux::plural("player", count);
send(player, msgstr.str());
}
void GameServer::say(Player *player, std::string const &message)
{
if (!message.size())
return;
std::string notification("^B");
notification.append(player->name());
notification.append("^F:^B ");
notification.append(message);
// send to application
application()->notify_message(notification);
application()->notify_sound("com/chat");
// broadcast to remote clients
if (server_network) {
std::string netmessage("msg public ");
netmessage.append(notification);
netmessage += '\n';
server_network->broadcast(netmessage);
}
}
void GameServer::broadcast(std::string const & message, Player *ignore_player)
{
// send to application
if (ignore_player != game()->localplayer())
application()->notify_message(message);
// broadcast to remote clients
if (server_network) {
std::string netmessage("msg info ");
netmessage.append(message);
netmessage += '\n';
server_network->broadcast(netmessage, ignore_player);
}
}
void GameServer::broadcast_sound(std::string const & sound, Player *ignore_player)
{
// send to application
if (ignore_player != game()->localplayer())
application()->notify_sound(sound.c_str());
// broadcast to remote clients
if (server_network) {
std::string netmessage("msg snd ");
netmessage.append(sound);
netmessage += '\n';
server_network->broadcast(netmessage, ignore_player);
}
}
void GameServer::send(Player *player, std::string message)
{
// send to application
if (player->id() == localplayer()->id()) {
application()->notify_message(message);
}
// send to remote clients
if (server_network) {
NetClient *client = server_network->find_client(player);
if (client) {
std::string netmessage("msg info ");
netmessage.append(message);
netmessage += '\n';
server_network->send(client, netmessage);
}
}
}
void GameServer::send_sound(Player *player, std::string sound)
{
if (player->id() == localplayer()->id()) {
application()->notify_sound(sound.c_str());
}
// send to remote clients
if (server_network) {
NetClient *client = server_network->find_client(player);
if (client) {
std::string netmessage("msg snd ");
netmessage.append(sound);
netmessage += '\n';
server_network->send(client, netmessage);
}
}
}
void GameServer::exec(Player *player, std::string const & cmdline)
{
std::string command;
std::stringstream cmdstream;
cmdstream.str(cmdline);
cmdstream >> command;
//con_debug << "Executing " << player->name() << ": " << cmdline << "\n";
Func *function = Func::find(command);
if (function ) {
std::string args;
if (cmdline.size() > command.size() +1 )
args.assign(cmdline.substr(command.size()+1));
if ((function ->flags() & Func::Game) == Func::Game) {
//con_debug << "About to execute " << function->name() << " " << args << "'\n";
function->exec(player, args);
return;
}
}
std::string message("Unknown command '");
message.append(command);
message.append("^N'");
send(player, message);
}
void GameServer::player_connect(Player *player)
{
player->player_id = server_maxplayerid++;
std::string message("^B");
message.append(player->name());
message.append("^B connects.");
broadcast(message, player);
// notify the game module
server_module->player_connect(player);
// manage player list
players.push_back(player);
}
void GameServer::player_disconnect(Player *player)
{
std::string message("^B");
message.append(player->name());
message.append("^B disconnects.");
broadcast(message, player);
// notify the game module
server_module->player_disconnect(player);
// manage player list
std::list<Player *>:: iterator it = players.begin();
while (((*it)->id() != player->id()) && (it != players.end())) {
it++;
}
if (it != players.end()) {
players.erase(it);
}
}
void GameServer::frame(float seconds)
{
if (error())
return;
server_time += seconds;
server_frametime += seconds;
// process incoming network messages
if (server_network) {
server_network->receive();
if (server_network->error()) {
abort();
return;
}
}
if (localplayer()->dirty())
localplayer()->update_info();
if (!Cvar::sv_dedicated->value()) {
update_clientstate(seconds);
}
if ((Cvar::sv_dedicated->value() || Cvar::sv_private->value())) {
if (core::Cvar::sv_framerate->value()) {
float f = 1.0f / core::Cvar::sv_framerate->value();
if (server_frametime < f) {
return;
}
}
}
// copy the previous entity state to the client state
if (!Cvar::sv_dedicated->value()) {
reset_clientstate(server_time, server_previoustime);
}
// run a time frame on each entity
std::map<unsigned int, Entity *>::iterator it;
for (it=Entity::registry.begin(); it != Entity::registry.end(); it++) {
Entity *entity = (*it).second;
if ((entity->type() == Entity::Controlable) || (entity->type() == Entity::Dynamic)) {
entity->frame(server_frametime);
}
}
// run a frame on the module
if (server_module) {
server_module->frame(server_frametime);
if (server_module->error()) {
abort();
return;
}
}
// send updates
if (server_network) {
// transmit buffered sends
server_network->transmit();
// start server frame
std::ostringstream framehdr;
framehdr.str("");
framehdr << "frame " << server_time << " " << server_previoustime << "\n";
server_network->broadcast(framehdr.str());
std::map<unsigned int, Entity *>::iterator it;
for (it=Entity::registry.begin(); it != Entity::registry.end(); it++) {
Entity *entity = (*it).second;
if (entity->entity_destroyed) {
if (!entity->entity_created) {
std::ostringstream netmsg;
netmsg.str("");
netmsg << "die " << entity->id() << "\n";
server_network->broadcast(netmsg.str());
}
core::Entity::remove(entity->id());
} else if (entity->entity_created) {
std::ostringstream netmsg;
netmsg.str("");
netmsg << "ent ";
entity->serialize(netmsg);
netmsg << "\n";
server_network->broadcast(netmsg.str());
entity->entity_created = false;
} else if (entity->dirty()) {
std::ostringstream netmsg;
netmsg.str("");
netmsg << "sup " << entity->id() << " ";
entity->serialize_server_update(netmsg);
netmsg << "\n";
netmsg.flush();
server_network->broadcast(netmsg.str());
}
entity->entity_dirty = false;
}
// update player info
for (std::list<NetClient *>::iterator it = server_network->clients.begin(); it != server_network->clients.end(); it++) {
NetClient *client = *it;
if (client->player()->dirty() && (client->state() == NetClient::Connected)) {
// send player data
std::ostringstream netmsg;
netmsg.str("");
netmsg << "pif ";
client->player()->serialize_server_update(netmsg);
netmsg << "\n";
client->send(netmsg.str());
client->player()->player_dirty = false;
}
}
// transmit buffered sends
server_network->transmit();
} else {
// local update stub
std::map<unsigned int, Entity *>::iterator it;
for (it=Entity::registry.begin(); it != Entity::registry.end(); it++) {
Entity *entity = (*it).second;
if (entity->entity_destroyed) {
core::Entity::remove(entity->id());
} else if (entity->entity_created) {
entity->entity_created = false;
}
entity->entity_dirty = false;
}
}
if (!Cvar::sv_dedicated->value()) {
update_clientstate(0);
}
server_frametime = 0;
server_previoustime = server_time;
}
}
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