Merge remote-tracking branch 'origin/GameServer' into Physics

This commit is contained in:
Robin Engman 2014-02-26 09:39:39 +01:00
commit 08bec9470e
20 changed files with 683 additions and 46 deletions

View File

@ -9,6 +9,8 @@
#include "GameState.h"
#include "../Network/NetworkAPI/NetworkClient.h"
#include <Protocols.h>
#include "EventHandler\EventHandler.h"
#include "Buttons\ButtonRectangle.h"
#include "Buttons\TextField.h"
@ -21,6 +23,7 @@ using namespace ::Oyster;
using namespace ::Oyster::Network;
using namespace ::Oyster::Event;
using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
struct LanMenuState::MyData
{
@ -34,6 +37,9 @@ struct LanMenuState::MyData
TextField<LanMenuState*> *connectIP;
unsigned short connectPort;
std::string ip;
} privData;
void OnButtonInteract_Connect( Oyster::Event::ButtonEvent<LanMenuState*>& e );
@ -80,6 +86,11 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->connectPort = 15151;
if(!this->privData->nwClient->StartListeningForBroadcasting(this->privData->connectPort))
{
return false;
}
return true;
}
@ -93,6 +104,8 @@ GameClientState::ClientState LanMenuState::Update( float deltaTime )
EventHandler::Instance().Update( mouseState );
this->privData->nwClient->Update();
return this->privData->nextState;
}
@ -114,6 +127,11 @@ bool LanMenuState::Render( )
bool LanMenuState::Release()
{
if(privData)
{
this->privData->nwClient->StopListeningForBroadcasting();
}
privData = NULL;
return true;
}
@ -154,3 +172,41 @@ void OnButtonInteract_Exit( Oyster::Event::ButtonEvent<LanMenuState*>& e )
default: break;
}
}
const GameClientState::NetEvent& LanMenuState::DataRecieved( const NetEvent &message )
{
if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend )
{ // TODO: Reconnect
const char *breakpoint = "temp trap";
this->privData->nwClient->Disconnect();
this->ChangeState( GameClientState::ClientState_Main );
}
// fetching the id data.
short ID = message.args.data.protocol[0].value.netShort;
CustomNetProtocol data = message.args.data.protocol;
switch(ID)
{
case protocol_Broadcast_Test:
{
Protocol_Broadcast_Test decoded(data);
unsigned short port = decoded.port;
std::string ip = decoded.ip;
std::string name = decoded.name;
printf("Broadcast message: %d: %s: %s\n", port, ip.c_str(), name.c_str());
//this->privData->connectPort = port;
//this->privData->ip = ip;
}
break;
default:
break;
}
return message;
}

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@ -21,6 +21,8 @@ namespace DanBias
virtual bool Release();
void ChangeState( ClientState next );
virtual const NetEvent & DataRecieved( const NetEvent &message );
private:
struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData;

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@ -231,7 +231,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
pointLight.Color = light->color;
pointLight.Pos = light->position;
pointLight.Bright = light->intensity;
pointLight.Radius = light->raduis;
pointLight.Radius = light->radius;
C_Light *newLight = new C_Light( pointLight, objectID );

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@ -72,5 +72,50 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
//#define protocol_Broadcast_Test 102
struct Protocol_Broadcast_Test :public Oyster::Network::CustomProtocolObject
{
unsigned short port;
std::string ip;
std::string name;
Protocol_Broadcast_Test()
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Broadcast_Test;
this->protocol[1].type = Oyster::Network::NetAttributeType_UnsignedShort;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
this->port = 0;
}
Protocol_Broadcast_Test(unsigned short port, std::string ip, std::string name)
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Broadcast_Test;
this->protocol[1].type = Oyster::Network::NetAttributeType_UnsignedShort;
this->port = port;
this->protocol[2].type = Oyster::Network::NetAttributeType_CharArray;
this->ip = ip;
this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray;
this->name = name;
}
Protocol_Broadcast_Test(Oyster::Network::CustomNetProtocol& p)
{
this->port = p[1].value.netUShort;
this->ip.assign(p[2].value.netCharPtr);
this->name.assign(p[3].value.netCharPtr);
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->port;
this->protocol.Set(2, ip);
this->protocol.Set(3, name);
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
}
#endif //!GAMELOGIC_CONTROL_PROTOCOLS_H

View File

@ -20,6 +20,7 @@
#define protocol_GeneralMIN 100
#define protocol_General_Status 100
#define protocol_General_Text 101
#define protocol_Broadcast_Test 102
#define protocol_GeneralMAX 199

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@ -10,6 +10,8 @@
#include "..\GameLobby.h"
#include "..\GameSession.h"
#include "..\GameProtocols\GeneralProtocols.h"
#include <NetworkServer.h>
#include <NetworkClient.h>
@ -18,6 +20,9 @@
#include <WinTimer.h>
#include <thread>
//For conversion from wstring to string
#include <codecvt>
using namespace DanBias;
using namespace Oyster::Network;
using namespace Oyster::Thread;
@ -41,12 +46,26 @@ namespace
}
std::string wstring_to_utf8 (const std::wstring& str)
{
std::wstring_convert<std::codecvt_utf8<wchar_t>> myconv;
return myconv.to_bytes(str);
}
DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
{
ServerOptions opt;
opt.mainOptions.listenPort = desc.listenPort;
opt.mainOptions.ownerSession = &lobby;
std::string serverName = wstring_to_utf8(desc.serverName);
GameLogic::Protocol_Broadcast_Test broadcastMessage(opt.mainOptions.listenPort, "127.0.0.1", serverName);
opt.broadcastOptions.broadcast = true;
opt.broadcastOptions.broadcastInterval = 1.0f;
opt.broadcastOptions.broadcastMessage = broadcastMessage.GetProtocol();
if(server.Init(opt) == NetworkServer::ServerReturnCode_Error)
{
return DanBiasServerReturn_Error;
@ -55,6 +74,9 @@ DanBiasServerReturn GameServerAPI::ServerInitiate(const ServerInitDesc& desc)
std::printf("Server created!\t-\t%s: [%i]\n\n", server.GetLanAddress().c_str(), desc.listenPort);
GameLogic::Protocol_Broadcast_Test broadcastMessage2(opt.mainOptions.listenPort, server.GetLanAddress(), serverName);
server.SetBroadcastMessage(broadcastMessage2.GetProtocol());
return DanBiasServerReturn_Sucess;
}
void GameServerAPI::ServerStart()

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@ -29,10 +29,10 @@ using namespace DanBias;
float dt = (float)this->logicTimer.getElapsedSeconds();
if( dt >= this->logicFrameTime )
{
this->logicTimer.reset();
this->ProcessClients();
this->gameInstance.NewFrame();
this->logicTimer.reset();
}
}

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@ -166,16 +166,17 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectType_Light:
{
LightType lightType;
//LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
ParseLight(&buffer[counter], *header, counter);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
@ -208,6 +209,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
}
break;*/
}
break;
default:
//Couldn't find typeID. FAIL!!!!!!
break;

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@ -52,6 +52,7 @@ namespace GameLogic
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_CG_MESH,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
@ -161,6 +162,11 @@ namespace GameLogic
float radius;
};
struct BoundingVolumeCGMesh : public BoundingVolumeBase
{
wchar_t filename[128];
};
struct BoundingVolume
{
CollisionGeometryType geoType;
@ -169,9 +175,9 @@ namespace GameLogic
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
LevelLoaderInternal::BoundingVolumeCGMesh cgMesh;
};
};
}
struct LevelMetaData : public ObjectTypeHeader
@ -253,8 +259,10 @@ namespace GameLogic
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float radius;
float intensity;
virtual ~BasicLight(){}
};
/* We only support pointlight right now.
struct PointLight : public BasicLight

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@ -20,6 +20,32 @@ namespace GameLogic
memcpy(header, buffer, size);
}
void ParseLight(char* buffer, BasicLight& header, int& size)
{
int start = 0;
memcpy(&header.typeID, &buffer[start], 40);
start += 40;
/*
memcpy(&header.lightType, &buffer[start], 4);
start += 4;
memcpy(&header.color, &buffer[start], 12);
start += 12;
memcpy(&header.position, &buffer[start], 12);
start += 12;
memcpy(&header.radius, &buffer[start], 4);
start += 4;
memcpy(&header.intensity, &buffer[start], 4);
start += 4;*/
size += start;
//memcpy(&header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
@ -173,6 +199,22 @@ namespace GameLogic
start += sizeof(volume.cylinder);
break;
case CollisionGeometryType_CG_MESH:
{
memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12);
start += sizeof(float)*12;
memcpy(&tempSize, &buf[start], sizeof(tempSize));
start += 4;
memcpy(&tempName, &buf[start], tempSize);
tempName[tempSize] = '\0';
//convert from char[] to wchar_t[]
mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE);
start += tempSize;
}
break;
default:
break;
}

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@ -18,6 +18,7 @@ namespace GameLogic
*/
void ParseObject(char* buffer, void *header, int size);
void ParseLight(char* buffer, BasicLight& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);

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@ -194,8 +194,11 @@ using namespace Utility::DynamicMemory;
std::this_thread::sleep_for(std::chrono::milliseconds(w->msec));
while (w->state == OYSTER_THREAD_STATE_IDLE)
{
CheckPriority(w);
std::this_thread::yield();
}
}
static void ThreadingFunction(ThreadData* w)
{
CheckStatus(w);

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@ -13,6 +13,7 @@
#include "CustomNetProtocol.h"
#include "NetworkSession.h"
#include "../NetworkDependencies/ConnectionUDP.h"
#include "../NetworkDependencies/Connection.h"
#include "../NetworkDependencies/PostBox.h"
#include "../NetworkDependencies/WinsockFunctions.h"
@ -25,6 +26,8 @@
#include <queue>
#include <WinSock2.h>
#include <thread>
//For conversion from wstring to string
#include <codecvt>
@ -56,6 +59,26 @@ struct NetworkClient::PrivateData : public IThreadObject
ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//Testing for eventSelect.
HANDLE socketEvents[2];
HANDLE shutdownEvent;
//Broadcasting
bool broadcastingStarted;
HANDLE broadcastEvent;
HANDLE broadcastShutdownEvent;
std::thread broadcastThread;
ConnectionUDP broadcastConnection;
OysterByte broadcastTempMessage;
Translator broadcastTranslator;
//The OysterByte each message is packed in.
OysterByte tempMessage;
//Used to buffer messages
OysterByte bufferedSend;
int numPackages;
//ID
static unsigned int currID;
const unsigned int ID;
@ -66,13 +89,18 @@ struct NetworkClient::PrivateData : public IThreadObject
, owner(0)
, outputEvent(0)
{
broadcastingStarted = false;
numPackages = 0;
bufferedSend.Resize(MAX_NETWORK_MESSAGE_SIZE);
tempMessage.Resize(MAX_NETWORK_MESSAGE_SIZE);
InitWinSock();
this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
~PrivateData()
{
this->thread.Terminate();
SetEvent(shutdownEvent);
this->thread.Wait();
ShutdownWinSock();
this->connection.Disconnect();
@ -80,15 +108,211 @@ struct NetworkClient::PrivateData : public IThreadObject
this->parent = 0;
}
void ThreadEntry()
{
//Create alla events used in the thread
shutdownEvent = CreateEvent(NULL, true, false, NULL);
socketEvents[0] = WSACreateEvent();
socketEvents[1] = WSACreateEvent();
if(socketEvents[0] == WSA_INVALID_EVENT)
{
//Error
}
if(WSAEventSelect(this->connection.GetSocket(), socketEvents[0], FD_READ) == SOCKET_ERROR)
{
//Error
}
}
void ThreadExit()
{
WSACloseEvent(socketEvents[0]);
WSACloseEvent(socketEvents[1]);
CloseHandle(shutdownEvent);
}
//Thread for receiving broadcast messages
void BroadcastThread()
{
WSANETWORKEVENTS wsaEvents;
while(WaitForSingleObject(broadcastShutdownEvent, 0) != WAIT_OBJECT_0)
{
int result = WSAWaitForMultipleEvents(1, &broadcastEvent, FALSE, 100, FALSE) - WSA_WAIT_EVENT_0;
if(result == 0)
{
WSAEnumNetworkEvents(this->broadcastConnection.GetSocket(), broadcastEvent, &wsaEvents);
if((wsaEvents.lNetworkEvents & FD_READ) && (wsaEvents.iErrorCode[FD_READ_BIT] == 0))
{
//Recieve a message
RecvUDP();
}
}
}
}
bool DoWork() override
{
WSANETWORKEVENTS wsaEvents;
while(WaitForSingleObject(shutdownEvent, 0) != WAIT_OBJECT_0)
{
if(!this->connection.IsConnected()) return false;
Send();
int result = WSAWaitForMultipleEvents(3, socketEvents, FALSE, 100, FALSE) - WSA_WAIT_EVENT_0;
if(result == 0)
{
WSAEnumNetworkEvents(this->connection.GetSocket(), socketEvents[0], &wsaEvents);
if((wsaEvents.lNetworkEvents & FD_READ) && (wsaEvents.iErrorCode[FD_READ_BIT] == 0))
{
//Recieve a message
Recv();
return true;
}
}
else if(result == 1)
{
//Send all messages in the sendQueue
int i = this->sendQueue.Size();
WSAResetEvent(socketEvents[1]);
if(i == 1)
{
Send();
}
else if(i > 1)
{
for(int j = 0; j < i; j++)
BufferMessage();
SendBuffer();
}
}
}
return false;
}
void RecvUDP()
{
int errorCode = -1;
errorCode = this->broadcastConnection.Recieve(broadcastTempMessage);
if(errorCode == 0 && broadcastTempMessage.GetSize())
{
CustomNetProtocol protocol;
bool ok = this->broadcastTranslator.Unpack(protocol, broadcastTempMessage);
//Check if the protocol was unpacked correctly
if(ok)
{
CEA parg;
parg.type = CEA::EventType_ProtocolRecieved;
parg.data.protocol = protocol;
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e;
e.sender = this->parent;
e.args.data.protocol = parg.data.protocol;
e.args.type = parg.type;
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) Message recieved!\n", this->ID, this->connection.GetIpAddress().c_str(), protocol[0].value.netShort);
}
}
else
{
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s) Failed to unpack CustomNetProtocol!\n", this->ID, this->connection.GetIpAddress().c_str());
}
}
broadcastTempMessage.Clear();
}
}
void SendBuffer()
{
if(bufferedSend.GetSize() > 0)
{
this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
}
void BufferMessage()
{
int errorCode = 0;
if(!this->sendQueue.IsEmpty())
{
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(tempMessage, p);
if(tempMessage.GetSize() > MAX_NETWORK_MESSAGE_SIZE - bufferedSend.GetSize())
{
//Send buffered message
errorCode = this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
bufferedSend += tempMessage;
tempMessage.Clear();
//Debug
numPackages++;
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
if( errorCode == WSAECONNABORTED || errorCode == WSAENOTCONN)
{
CEA parg;
parg.type = CEA::EventType_Disconnect;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
else
{
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
int Send()
{
int errorCode = 0;
@ -96,11 +320,11 @@ struct NetworkClient::PrivateData : public IThreadObject
if(!this->sendQueue.IsEmpty())
{
//printf("\t(%i)\n", this->sendQueue.Size());
OysterByte temp;
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
this->translator.Pack(tempMessage, p);
errorCode = this->connection.Send(tempMessage);
tempMessage.Clear();
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
@ -144,12 +368,12 @@ struct NetworkClient::PrivateData : public IThreadObject
{
int errorCode = -1;
OysterByte temp = OysterByte();
errorCode = this->connection.Recieve(temp);
errorCode = this->connection.Recieve(tempMessage);
if(errorCode == 0 && temp.GetSize())
if(errorCode == 0 && tempMessage.GetSize())
{
HandleRecievedData(temp);
HandleRecievedData(tempMessage);
tempMessage.Clear();
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
@ -312,7 +536,7 @@ bool NetworkClient::Connect(ConnectionInfo& socket)
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(socket, false);
int result = this->privateData->connection.Connect(socket, true);
//Connect has succeeded
if(result != 0) return false;
@ -333,7 +557,7 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
if(!this->privateData)
this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false);
int result = this->privateData->connection.Connect(port, serverIP, true);
//Connect has succeeded
if(result != 0) return false;
@ -381,7 +605,9 @@ void NetworkClient::Disconnect()
{
if(!privateData) return;
privateData->thread.Stop();
SetEvent(privateData->shutdownEvent);
privateData->thread.Wait();
privateData->connection.Disconnect();
this->privateData->sendQueue.Clear();
this->privateData->recieveQueue.Clear();
@ -390,11 +616,13 @@ void NetworkClient::Disconnect()
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->sendQueue.Push(protocol.GetProtocol());
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::Send(CustomNetProtocol& protocol)
{
this->privateData->sendQueue.Push(protocol);
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::SetOwner(NetworkSession* owner)
@ -445,3 +673,85 @@ void NetworkClient::OutputEventData(bool output)
{
this->privateData->outputEvent;
}
bool NetworkClient::StartListeningForBroadcasting(unsigned short port)
{
//Create privateData if it doesn't exists.
if(this->privateData == NULL)
{
privateData = new PrivateData;
}
//Initiate broadcasting only if it's not started.
if(!this->privateData->broadcastingStarted)
{
//Create UDP connection
int result = this->privateData->broadcastConnection.InitiateBroadcastClient(port);
if(result)
{
return false;
}
//Create event for closing the thread.
this->privateData->broadcastShutdownEvent = CreateEvent(NULL, true, false, NULL);
if(this->privateData->broadcastShutdownEvent == NULL)
{
this->privateData->broadcastConnection.Disconnect();
return false;
}
//Creating event for broadcast messages on the UDP connection.
this->privateData->broadcastEvent = WSACreateEvent();
if(this->privateData->broadcastEvent == WSA_INVALID_EVENT)
{
this->privateData->broadcastConnection.Disconnect();
CloseHandle(this->privateData->broadcastShutdownEvent);
return false;
}
//Set the event for only Receiving.
if(WSAEventSelect(this->privateData->broadcastConnection.GetSocket(), this->privateData->broadcastEvent, FD_READ) == SOCKET_ERROR)
{
this->privateData->broadcastConnection.Disconnect();
CloseHandle(this->privateData->broadcastShutdownEvent);
WSACloseEvent(this->privateData->broadcastEvent);
return false;
}
//Start thread receiving broadcast messages.
this->privateData->broadcastThread = thread(&PrivateData::BroadcastThread, this->privateData);
if(!this->privateData->broadcastThread.joinable())
{
this->privateData->broadcastConnection.Disconnect();
CloseHandle(this->privateData->broadcastShutdownEvent);
WSACloseEvent(this->privateData->broadcastEvent);
return false;
}
this->privateData->broadcastingStarted = true;
}
return true;
}
void NetworkClient::StopListeningForBroadcasting()
{
if(this->privateData)
{
if(this->privateData->broadcastingStarted)
{
//Tell the thread to shutdown
WSASetEvent(this->privateData->broadcastShutdownEvent);
//Wait for thread
this->privateData->broadcastThread.join();
WSACloseEvent(this->privateData->broadcastEvent);
CloseHandle(this->privateData->broadcastShutdownEvent);
this->privateData->broadcastConnection.Disconnect();
this->privateData->broadcastingStarted = false;
}
}
}

View File

@ -153,6 +153,19 @@ namespace Oyster
*/
void SetOutputEventDataStream(FILE out);
/** Starts a seperate thread for listening to broadcast messages.
* @param port: The port to listen for messages on.
* @return Returns true if broadcasting is already started or if it started now.
Returns false if it failed to start broadcasting.
*/
bool StartListeningForBroadcasting(unsigned short port);
/** Stops the seperate thread for broadcast messages.
*
*/
void StopListeningForBroadcasting();
private:
NetworkClient(const NetworkClient& obj);
NetworkClient& operator =(const NetworkClient& obj);

View File

@ -10,6 +10,8 @@
#include "NetworkServer.h"
#include "Translator.h"
#include "../NetworkDependencies/ConnectionUDP.h"
#include "../NetworkDependencies/Listener.h"
#include "../NetworkDependencies/PostBox.h"
#include "../NetworkDependencies/WinsockFunctions.h"
@ -18,6 +20,7 @@
#include "Thread/OysterThread.h"
#include "WinTimer.h"
#include <mutex>
using namespace Oyster::Network;
using namespace Utility::DynamicMemory;
@ -81,7 +84,15 @@ public:
, port(-1)
, broadcast(0)
, broadcastTime(1.0f, 0.0f)
{ }
, broadcastMutex(new std::mutex)
{
InitWinSock();
serverOptions.broadcastOptions.broadcastInterval = 1.0f;
serverOptions.broadcastOptions.broadcast = true;
broadcastMessage.Resize(MAX_NETWORK_MESSAGE_SIZE);
broadcastConnection.InitiateBroadcastServer(15151, "255.255.255.255");
}
~PrivateData()
{
if(listener)
@ -106,6 +117,12 @@ public:
int port;
bool broadcast;
ServerOptions serverOptions;
SmartPointer<std::mutex> broadcastMutex;
ConnectionUDP broadcastConnection;
OysterByte broadcastMessage;
TimeInstance broadcastTime;
Utility::WinTimer serverTimer;
@ -113,11 +130,18 @@ public:
bool NetworkServer::PrivateData::DoWork()
{
if(broadcast)
if(serverOptions.broadcastOptions.broadcast)
{
if( (this->serverTimer.getElapsedSeconds() - this->broadcastTime.previous) >= this->broadcastTime.length )
if( (this->serverTimer.getElapsedSeconds() - this->broadcastTime.previous) >= this->serverOptions.broadcastOptions.broadcastInterval )
{
Broadcast();
//broadcastMessage.Clear();
//Translator t;
//t.Pack(broadcastMessage, serverOptions.broadcastOptions.broadcastMessage);
serverTimer.reset();
broadcastMutex->lock();
broadcastConnection.Send(broadcastMessage);
broadcastMutex->unlock();
}
}
@ -197,6 +221,8 @@ NetworkServer::ServerReturnCode NetworkServer::Init(ServerOptions& options)
return NetworkServer::ServerReturnCode_Error;
}
this->privateData->serverOptions.broadcastOptions = options.broadcastOptions;
this->privateData->isInitiated = true;
this->privateData->isReleased = false;
return NetworkServer::ServerReturnCode_Sucess;
@ -319,6 +345,47 @@ int NetworkServer::GetPort()
return this->privateData->port;
}
/***************************************
Broadcast functions
***************************************/
//Set broadcast settings.
void NetworkServer::SetBroadcast(CustomNetProtocol& broadcastMessage, float interval, bool enable)
{
this->privateData->broadcastMutex->lock();
this->privateData->serverOptions.broadcastOptions.broadcast = enable;
this->privateData->serverOptions.broadcastOptions.broadcastMessage = broadcastMessage;
this->privateData->serverOptions.broadcastOptions.broadcastInterval = interval;
this->privateData->broadcastMessage.Clear();
Translator t;
t.Pack(this->privateData->broadcastMessage, broadcastMessage);
this->privateData->broadcastMutex->unlock();
}
//Set broadcast settings.
void NetworkServer::SetBroadcastMessage(CustomNetProtocol& broadcastMessage)
{
this->privateData->broadcastMutex->lock();
this->privateData->serverOptions.broadcastOptions.broadcastMessage = broadcastMessage;
this->privateData->broadcastMessage.Clear();
Translator t;
t.Pack(this->privateData->broadcastMessage, broadcastMessage);
this->privateData->broadcastMutex->unlock();
}
//Enable/disable broadcast.
void NetworkServer::SetBroadcast(bool enable)
{
this->privateData->broadcastMutex->lock();
this->privateData->serverOptions.broadcastOptions.broadcast = enable;
this->privateData->broadcastMutex->unlock();
}
//Set interval between each broadcast message in seconds.
void NetworkServer::SetBroadcastInterval(float interval)
{
this->privateData->broadcastMutex->lock();
this->privateData->serverOptions.broadcastOptions.broadcastInterval = interval;
this->privateData->broadcastMutex->unlock();
}

View File

@ -188,8 +188,8 @@ int Connection::Recieve(OysterByte &bytes)
if(this->closed) return -1;
int nBytes;
bytes.Resize(1000);
nBytes = recv(this->socket, bytes, 1000, 0);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recv(this->socket, bytes, MAX_NETWORK_MESSAGE_SIZE, 0);
if(nBytes == SOCKET_ERROR)
{
bytes.SetSize(0);
@ -263,6 +263,11 @@ std::string Connection::GetIpAddress()
return this->addr;
}
int Connection::GetSocket()
{
return socket;
}
///////////////////////////////////////
//Private functions
///////////////////////////////////////

View File

@ -39,6 +39,8 @@ namespace Oyster
int SetBlockingMode( bool blocking );
std::string GetIpAddress();
int GetSocket();
private:
int InitiateSocket();

View File

@ -41,8 +41,24 @@ int ConnectionUDP::Connect(unsigned short port, const char serverName[])
}
//this->Address = htonl(0xffffffff);
this->Address = *(unsigned long*)hostEnt->h_addr;
this->port = htons(this->port);
if(this->Address == 0)
{
sockaddr_in addr;
addr.sin_addr.s_addr = INADDR_ANY;
addr.sin_family = AF_INET;
addr.sin_port = this->port;
int result = bind(socket, (const sockaddr*)&addr, sizeof(addr));
if(result)
{
int a = 0;
}
}
return 0;
}
@ -89,19 +105,46 @@ int ConnectionUDP::InitiateClient()
return InitiateSocket();
}
int ConnectionUDP::InitiateBroadcast(unsigned short port)
int ConnectionUDP::InitiateBroadcastServer(unsigned short port, const char serverName[])
{
int result = InitiateSocket();
int flag = 1;
result = setsockopt(this->socket, /* socket affected */
SOL_SOCKET, /* set option at TCP level */
SO_BROADCAST, /* name of option */
(char *) &flag, /* the cast is historical cruft */
sizeof(flag)); /* length of option value */
result = setsockopt(this->socket, SOL_SOCKET, SO_BROADCAST, (char *) &flag, sizeof(flag));
if (result < 0)
return -1;
closed = false;
stillSending = true;
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
{
return SOCKET_ERROR;
}
this->Address = *(unsigned long*)hostEnt->h_addr;
this->port = htons(port);
return 0;
}
int ConnectionUDP::InitiateBroadcastClient(unsigned short port)
{
int result = InitiateSocket();
struct sockaddr_in recvAddr;
recvAddr.sin_family = AF_INET;
recvAddr.sin_addr.s_addr = INADDR_ANY;
recvAddr.sin_port = htons(port);
if(bind(this->socket, (sockaddr*)&recvAddr, sizeof(recvAddr)) == SOCKET_ERROR)
{
closesocket(this->socket);
return SOCKET_ERROR;
}
return result;
}
int ConnectionUDP::Send(OysterByte &bytes)
@ -135,10 +178,10 @@ int ConnectionUDP::Recieve(OysterByte &bytes)
sockaddr_in from;
int fromLength = sizeof( from );
bytes.Resize(1000);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recvfrom(this->socket,
bytes,
1000,
MAX_NETWORK_MESSAGE_SIZE,
0,
(sockaddr*)&from,
&fromLength
@ -201,6 +244,12 @@ int ConnectionUDP::SetBlockingMode( bool blocking )
//Success
return 0;
}
int ConnectionUDP::GetSocket()
{
return socket;
}
//////////////////////////////////////
// Private Methods
//////////////////////////////////////

View File

@ -22,18 +22,23 @@ namespace Oyster
virtual int InitiateServer( unsigned short port );
virtual int InitiateClient();
virtual int InitiateBroadcast(unsigned short port);
virtual int InitiateBroadcastServer(unsigned short port, const char serverName[]);
virtual int InitiateBroadcastClient(unsigned short port);
virtual int Send ( OysterByte &byte );
virtual int Recieve( OysterByte &byte );
virtual int Connect( unsigned short port, const char serverName[] );
//Doesn't do anything now.
virtual int Reconnect() { return 0; }
virtual int Disconnect();
bool IsSending();
bool IsConnected();
int GetIpSize();
int GetSocket();
int SetBlockingMode( bool blocking );

View File

@ -11,6 +11,8 @@ namespace Oyster
{
namespace Network
{
const int MAX_NETWORK_MESSAGE_SIZE = 1400;
struct ConnectionInfo
{
int socket;
@ -44,6 +46,8 @@ namespace Oyster
//Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0;
virtual int GetSocket() { return -1; };
};
}
}