256 lines
7.1 KiB
C++
256 lines
7.1 KiB
C++
|
#include "SocketServer.h"
|
||
|
|
||
|
/*// BENCHMARK BLOCK
|
||
|
#include "WinTimer.h"
|
||
|
#include <iostream>
|
||
|
#include <fstream>
|
||
|
namespace Benchmark
|
||
|
{
|
||
|
struct
|
||
|
{
|
||
|
double averageTime, totalTime, minTime, maxTime; unsigned int numSamples;
|
||
|
} timerData[10] = { 0.0f, 0.0f, ::std::numeric_limits<double>::max(), -::std::numeric_limits<double>::max(), 0 };
|
||
|
|
||
|
void sampleTime( const ::Utility::WinTimer &timer, unsigned char ref )
|
||
|
{
|
||
|
double elapsedTime = timer.getElapsedSeconds();
|
||
|
timerData[ref].totalTime += elapsedTime;
|
||
|
timerData[ref].minTime = ::Utility::Value::min( timerData[ref].minTime, elapsedTime );
|
||
|
timerData[ref].maxTime = ::Utility::Value::max( timerData[ref].maxTime, elapsedTime );
|
||
|
++timerData[ref].numSamples;
|
||
|
timerData[ref].averageTime = timerData[ref].totalTime / (double) timerData[ref].numSamples;
|
||
|
}
|
||
|
|
||
|
void print( )
|
||
|
{
|
||
|
::std::ofstream file;
|
||
|
file.open( "BenchMarkData.txt", ::std::ios_base::app | ::std::ios_base::out );
|
||
|
|
||
|
if( file.is_open() )
|
||
|
{
|
||
|
file << "minTime\t\t: maxTime\t: averageTime\t\ttotalTime\tnumSamples\n";
|
||
|
for( unsigned char i = 0; i < 1; ++i )
|
||
|
file << timerData[i].minTime << (timerData[i].minTime == 0.0f ? "\t\t: " : "\t: ") << timerData[i].maxTime << "\t: " << timerData[i].averageTime << "\t\t" << timerData[i].totalTime << '\t' << timerData[i].numSamples <<'\n';
|
||
|
file << ::std::endl;
|
||
|
file.close();
|
||
|
::std::cout << "Benchmark data saved." << ::std::endl;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// END BENCHMARK BLOCK/**/
|
||
|
|
||
|
void SocketServer::updateServers()
|
||
|
{
|
||
|
for(int i=0; i<nrActiveSessions; i++)
|
||
|
{
|
||
|
if(games[i].allReady())
|
||
|
{
|
||
|
timer[i].tick();
|
||
|
//printf("%f seconds since last update\n", timer[i].getDeltaTime());
|
||
|
//printf("%f seconds since the timer started\n", timer[i].getGameTime());
|
||
|
|
||
|
//timeTillUpdate[i]-=timer[i].getDeltaTime();
|
||
|
|
||
|
DEBUGCTR++;
|
||
|
//Sleep(timeTillUpdate[i]*1000);
|
||
|
|
||
|
// BENCHMARK BLOCK
|
||
|
//::Utility::WinTimer processTimer;
|
||
|
// END BENCHMARK BLOCK
|
||
|
|
||
|
switch( session->update( timer[i].getDeltaTime() ) )
|
||
|
{
|
||
|
case ::GameLogic::Session::Updated:
|
||
|
// BENCHMARK BLOCK
|
||
|
//processTimer.reset();
|
||
|
// END BENCHMARK BLOCK
|
||
|
|
||
|
processSessionPlayerData(i);
|
||
|
processAllSessionEvents(i);
|
||
|
processAllSessionEffects(i);
|
||
|
|
||
|
// BENCHMARK BLOCK
|
||
|
//Benchmark::sampleTime( processTimer, 0 );
|
||
|
// END BENCHMARK BLOCK
|
||
|
|
||
|
DEBUGCTR=0;
|
||
|
updateCount[i]++;
|
||
|
default:
|
||
|
break;
|
||
|
case ::GameLogic::Session::Over:
|
||
|
processAllSessionEvents(i);
|
||
|
nrActiveSessions=0;
|
||
|
if(users.size()==0)
|
||
|
{
|
||
|
printf("Game with id %d done, shutting down the game.\n", 0);
|
||
|
Sleep(10);
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// BENCHMARK BLOCK
|
||
|
//if( Benchmark::timerData[0].numSamples % 1000 == 1 )
|
||
|
// Benchmark::print();
|
||
|
// END BENCHMARK BLOCK
|
||
|
}
|
||
|
}
|
||
|
if(nrActiveSessions==0)
|
||
|
{
|
||
|
Sleep(50);
|
||
|
}
|
||
|
}
|
||
|
void SocketServer::processSessionPlayerData(int serverID)
|
||
|
{
|
||
|
sendGameDataStruct.updateCount=updateCount[serverID];
|
||
|
int offset=1;
|
||
|
for (int i=0; i<playersPerSessionCount/*games[serverID].getPlayerCount()*/; i++)
|
||
|
{
|
||
|
sendGameDataStruct.position=session->accessPlayer(i).getOrientation();
|
||
|
sendGameDataStruct.hp=session->accessPlayer(i).getHullPoints();
|
||
|
sendGameDataStruct.shield=session->accessPlayer(i).getShieldPoints();
|
||
|
sendGameDataStruct.dirVecLen=session->accessPlayer(i).getMovement().length();
|
||
|
sendGameDataStruct.pid=i;
|
||
|
memcpy(sendGameDataBuffer+offset, &sendGameDataStruct, SERVER_PLAYER_DATA_SIZE);
|
||
|
offset+=SERVER_PLAYER_DATA_SIZE;
|
||
|
}
|
||
|
sendData(-1,sendGameDataBuffer, sendGameDataBufferSize);
|
||
|
}
|
||
|
void SocketServer::processAllSessionEvents(int serverID)
|
||
|
{
|
||
|
session->fetchEvents(sessionEvents);
|
||
|
for (int i=0; i<(int)sessionEvents.size(); i++)
|
||
|
{
|
||
|
sendEventData(serverID, i);
|
||
|
delete sessionEvents[i];
|
||
|
}
|
||
|
sessionEvents.resize(0);
|
||
|
}
|
||
|
bool SocketServer::sendGameData(int serverID)
|
||
|
{
|
||
|
//data[0]=1;
|
||
|
for (int i=0; i<games[serverID].getPlayerCount(); i++)
|
||
|
{
|
||
|
iResult = sendto(UDPSocket, sendGameDataBuffer, SERVER_PLAYER_DATA_SIZE+1, 0, (SOCKADDR *) & users[games[serverID].getUserID(i)].getAddr(), addrSize);
|
||
|
if (iResult == SOCKET_ERROR)
|
||
|
{
|
||
|
wprintf(L"UDP gameData sendto failed with error: %d\n", WSAGetLastError());
|
||
|
closesocket(UDPSocket);
|
||
|
WSACleanup();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
void SocketServer::sendEventData(int gid, int sid)
|
||
|
{
|
||
|
int size=sessionEvents[sid]->GetSize();
|
||
|
int size1=sizeof(Event::BulletCreated);
|
||
|
int tst=sizeof(Event::Type);
|
||
|
char* ed=new char[size+1+tst];
|
||
|
ed[0]=6;
|
||
|
sessionEvents[sid]->SaveRawData(ed+(1+tst));
|
||
|
|
||
|
Event::Type eTest=Event::getEventType(sessionEvents[sid]);
|
||
|
memcpy(ed+1, &eTest, sizeof(Event::Type));
|
||
|
|
||
|
sendData(-1, ed, size+1+tst);
|
||
|
delete ed;
|
||
|
}
|
||
|
void SocketServer::sendRenderData(int gid)
|
||
|
{
|
||
|
Protocol::RenderData data;
|
||
|
session->writeToRenderResourceData(data);
|
||
|
int size=data.getRequiredBufferSize()+1;
|
||
|
char* sendChar=new char[size];
|
||
|
data.fillBuffer(sendChar+1);
|
||
|
sendChar[0]=8;
|
||
|
sendData(-1, sendChar, size);
|
||
|
delete sendChar;
|
||
|
}
|
||
|
void SocketServer::processAllSessionEffects(int gid)
|
||
|
{
|
||
|
session->fetchEffectData(sessionEffects);
|
||
|
|
||
|
if (sessionEffects.size()>0)
|
||
|
{
|
||
|
int size=(int)sessionEffects.size()*sizeof(Network::EffectData) + 1;
|
||
|
delete sendEffectDataBuffer;
|
||
|
sendEffectDataBuffer=new char[size];
|
||
|
for (size_t i=0; i<sessionEffects.size(); i++)
|
||
|
{
|
||
|
memcpy(sendEffectDataBuffer+1+sizeof(Network::EffectData)*i, &sessionEffects[i], sizeof(Network::EffectData));
|
||
|
//sessionEffects.
|
||
|
}
|
||
|
sendEffectDataBuffer[0]=7;
|
||
|
sendData(-1, sendEffectDataBuffer, size);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
//HACK PLAYER UPDATE
|
||
|
void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update)
|
||
|
{
|
||
|
|
||
|
if(update.braking)
|
||
|
p.enableMovementReduction( true );
|
||
|
else
|
||
|
p.disableMovementReduction();
|
||
|
p.enableRotationReduction( true );
|
||
|
|
||
|
if(update.forward>0)
|
||
|
p.thrustForward();
|
||
|
if(update.forward<0)
|
||
|
p.thrustBackward();
|
||
|
|
||
|
if(update.straferight>0)
|
||
|
p.strafeRight();
|
||
|
if(update.straferight<0)
|
||
|
p.strafeLeft();
|
||
|
|
||
|
if(update.strafeup>0)
|
||
|
p.climb();
|
||
|
if(update.strafeup<0)
|
||
|
p.dive();
|
||
|
|
||
|
if(update.roll>0)
|
||
|
{
|
||
|
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
|
||
|
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
||
|
|
||
|
p.rollLeft();
|
||
|
p.rotationProperty.acceleration.roll = baseAcceleration;
|
||
|
}
|
||
|
if(update.roll<0)
|
||
|
{
|
||
|
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
|
||
|
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
||
|
p.rollRight();
|
||
|
p.rotationProperty.acceleration.roll = baseAcceleration;
|
||
|
}
|
||
|
if(update.roll==0)
|
||
|
{
|
||
|
p.stopRotation();
|
||
|
}
|
||
|
|
||
|
if(update.TurnVer!=0.0f)
|
||
|
{
|
||
|
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.pitch;
|
||
|
p.rotationProperty.acceleration.pitch *= -update.TurnVer / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
||
|
p.pitchUp( );
|
||
|
p.disableRotationReduction();
|
||
|
p.rotationProperty.acceleration.pitch = baseAcceleration;
|
||
|
}
|
||
|
|
||
|
if(update.TurnHor!=0.0f)
|
||
|
{
|
||
|
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.yaw;
|
||
|
p.rotationProperty.acceleration.yaw *= -update.TurnHor / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
||
|
p.yawLeft( );
|
||
|
p.disableRotationReduction();
|
||
|
p.rotationProperty.acceleration.yaw = baseAcceleration;
|
||
|
}
|
||
|
if(update.firePrim)
|
||
|
p.firePrimaryWeapon();
|
||
|
}
|
||
|
|