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#ifndef __GAME_SERVER_H__
#define __GAME_SERVER_H__
#include <boost/thread/recursive_mutex.hpp>
#include <boost/thread/thread.hpp>
#include <boost/scoped_ptr.hpp>
#include <string>
#include <map>
#include <deque>
#include <set>
#include <vector>
#include <list>
#include "GameData.h"
#include "Sim/Misc/TeamBase.h"
#include "UnsyncedRNG.h"
#include "float3.h"
#include "System/myTime.h"
namespace netcode
{
class RawPacket;
class CConnection;
class UDPListener;
}
class CDemoReader;
class Action;
class CDemoRecorder;
class AutohostInterface;
class CGameSetup;
class ClientSetup;
class ChatMessage;
class GameParticipant;
class GameSkirmishAI;
/**
* When the Server generates a message,
* this value is used as the sending player-number.
*/
const unsigned SERVER_PLAYER = 255;
const unsigned numCommands = 19;
extern const std::string commands[numCommands];
class GameTeam : public TeamBase
{
public:
GameTeam() : active(false) {};
bool active;
void operator=(const TeamBase& base) { TeamBase::operator=(base); };
};
/**
* @brief Server class for game handling
* This class represents a gameserver. It is responsible for recieving,
* checking and forwarding gamedata to the clients. It keeps track of the sync,
* cpu and other stats and informs all clients about events.
*/
class CGameServer
{
friend class CLoadSaveHandler; //For initialize server state after load
public:
CGameServer(const ClientSetup* settings, bool onlyLocal, const GameData* const gameData, const CGameSetup* const setup);
~CGameServer();
void AddLocalClient(const std::string& myName, const std::string& myVersion);
void AddAutohostInterface(const std::string& autohostip, const int remotePort);
/**
* @brief Set frame after loading
* WARNING! No checks are done, so be carefull
*/
void PostLoad(unsigned lastTick, int serverframenum);
void CreateNewFrame(bool fromServerThread, bool fixedFrameTime);
bool WaitsOnCon() const;
bool GameHasStarted() const;
void SetGamePausable(const bool arg);
bool HasDemo() const { return (demoReader != NULL); }
/// Is the server still running?
bool HasFinished() const;
private:
/**
* @brief relay chat messages to players / autohost
*/
void GotChatMessage(const ChatMessage& msg);
/// Execute textual messages received from clients
void PushAction(const Action& action);
/**
* @brief kick the specified player from the battle
*/
void KickPlayer(const int playerNum);
unsigned BindConnection(std::string name, const std::string& passwd, const std::string& version, bool isLocal, boost::shared_ptr<netcode::CConnection> link);
void CheckForGameStart(bool forced=false);
void StartGame();
void UpdateLoop();
void Update();
void ProcessPacket(const unsigned playernum, boost::shared_ptr<const netcode::RawPacket> packet);
void CheckSync();
void ServerReadNet();
void CheckForGameEnd();
/** @brief Generate a unique game identifier and sent it to all clients. */
void GenerateAndSendGameID();
std::string GetPlayerNames(const std::vector<int>& indices) const;
/// read data from demo and send it to clients
void SendDemoData(const bool skipping=false);
void Broadcast(boost::shared_ptr<const netcode::RawPacket> packet);
/**
* @brief skip frames
*
* If you are watching a demo, this will push out all data until
* targetframe to all clients
*/
void SkipTo(int targetframe);
void Message(const std::string& message, bool broadcast=true);
void PrivateMessage(int playernum, const std::string& message);
/////////////////// game status variables ///////////////////
volatile bool quitServer;
int serverframenum;
spring_time serverStartTime;
spring_time readyTime;
spring_time gameStartTime;
spring_time gameEndTime; ///< Tick when game end was detected
bool sentGameOverMsg;
spring_time lastTick;
float timeLeft;
spring_time lastPlayerInfo;
spring_time lastUpdate;
float modGameTime;
bool isPaused;
float userSpeedFactor;
float internalSpeed;
bool cheating;
// Ugly hax for letting the script define initial team->isAI and team->leader for AI teams
friend class CSkirmishAITestScript;
std::vector<GameParticipant> players;
size_t ReserveNextAvailableSkirmishAIId();
std::map<size_t, GameSkirmishAI> ais;
std::list<size_t> usedSkirmishAIIds;
void FreeSkirmishAIId(const size_t skirmishAIId);
std::vector<GameTeam> teams;
float medianCpu;
int medianPing;
int enforceSpeed;
/////////////////// game settings ///////////////////
boost::scoped_ptr<const CGameSetup> setup;
boost::scoped_ptr<const GameData> gameData;
/// Wheter the game is pausable for others than the host
bool gamePausable;
/// The maximum speed users are allowed to set
float maxUserSpeed;
/// The minimum speed users are allowed to set (actual speed can be lower due to high cpu usage)
float minUserSpeed;
bool noHelperAIs;
bool allowSpecDraw;
bool allowAdditionalPlayers;
std::list< boost::shared_ptr<const netcode::RawPacket> > packetCache; //waaa, the overhead
/////////////////// sync stuff ///////////////////
#ifdef SYNCCHECK
std::deque<int> outstandingSyncFrames;
#endif
int syncErrorFrame;
int syncWarningFrame;
///////////////// internal stuff //////////////////
void InternalSpeedChange(float newSpeed);
void UserSpeedChange(float newSpeed, int player);
bool hasLocalClient;
unsigned localClientNumber;
/// If the server receives a command, it will forward it to clients if it is not in this set
std::set<std::string> commandBlacklist;
boost::scoped_ptr<netcode::UDPListener> UDPNet;
boost::scoped_ptr<CDemoReader> demoReader;
#ifdef DEDICATED
boost::scoped_ptr<CDemoRecorder> demoRecorder;
#endif
boost::scoped_ptr<AutohostInterface> hostif;
UnsyncedRNG rng;
boost::thread* thread;
mutable boost::recursive_mutex gameServerMutex;
typedef std::set<unsigned char> PlayersToForwardMsgvec;
typedef std::map<unsigned char, PlayersToForwardMsgvec> MsgToForwardMap;
MsgToForwardMap relayingMessagesMap;
};
extern CGameServer* gameServer;
#endif // __GAME_SERVER_H__
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