/* NetworkThing.hpp Copyright (C) 2007 Poul Sander This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Poul Sander R�veh�jvej 36, V. 1111 2800 Kgs. Lyngby DENMARK blockattack@poulsander.com */ #if NETWORK //The network interface class NetworkThing { private: ENetAddress address; ENetHost * server; ENetHost * client; ENetPeer *peer; BlockGame *bgHome, *bgAway; //Pointers to the two games, so we can call the procedures bool weAreAServer, weAreAClient; bool weAreConnected; bool enemyIsReady; bool enemyHasStarted; //If we should have a ready button bool gameHasStarted; //If the player is GameOver it might just be because the game hasn't started yet... not if this is true! public: Uint32 theSeed; NetworkThing() { weAreAServer = false; weAreAClient = false; weAreConnected = false; enemyIsReady = false; enemyHasStarted = false; gameHasStarted = false; if (enet_initialize () != 0) { fprintf (stderr, "An error occurred while initializing ENet.\n"); } else { cout << "Network is working!" << endl; } //atexit (enet_deinitialize); in deconstructor } //This function couses us to remove the connection to the other peer, plus destroying servers void ntDisconnect() { strcpy(bgAway->name,player2name); if (weAreConnected || weAreAClient || weAreAServer) { if (weAreAClient) { enet_peer_disconnect (peer,0); SDL_Delay(20); enet_host_destroy(client); weAreAClient = false; weAreConnected = false; enemyHasStarted = false; } if (weAreAServer) { enet_host_destroy(server); weAreAServer = false; weAreConnected = false; enemyHasStarted = false; } //If the game is running then we disconnect, we are considered the looser! if ((!bgHome->bGameOver)&&(!bgAway->bGameOver)) { bgAway->setPlayerWon(); bgHome->SetGameOver(); } gameHasStarted = false; } }; //Lets disconnect before we close... ~NetworkThing() { cout << "Network system is going down" << endl; ntDisconnect(); enet_deinitialize(); cout << "Network system went down" << endl; } void theGameHasStarted() { gameHasStarted = true; } //The NetworkThing needs to be able to call the models... here the pointers are set void setBGpointers(BlockGame *bg1, BlockGame *bg2) { bgHome = bg1; bgAway = bg2; } //Starts a server instance void startServer() { if (!weAreAServer) { ntDisconnect(); /* Bind the server to the default localhost. */ /* A specific host address can be specified by */ /* enet_address_set_host (& address, "x.x.x.x"); */ address.host = ENET_HOST_ANY; /* Bind the server to port SERVERPORT. */ address.port = SERVERPORT; server = enet_host_create (& address /* the address to bind the server host to */, 1 /* allow up to 1 clients and/or outgoing connections */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); if (server == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet server host.\n"); } else { weAreAServer = true; enemyIsReady = false; gameHasStarted = false; cout << "Server is listening on port " << SERVERPORT << endl; } } } void connectToServer(string server) { ENetAddress address; ENetEvent event; enet_address_set_host (& address, server.c_str()); address.port = SERVERPORT; ntDisconnect(); client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 0 /* Unlimited downstream bandwidth */, 0 /* Unlimted upstream bandwidth */); if (client == NULL) { cout << "An error occurred while trying to create an ENet client host." << endl; } else { /* Initiate the connection, allocating the four channels 0 and 1 and 2 and 3. */ peer = enet_host_connect (client, & address, 4); if (peer == NULL) { cout << "No available peers for initiating an ENet connection." << endl; } else if (enet_host_service (client, & event, 2000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { cout << "We are connected!" << endl; enemyIsReady = false; weAreAClient = true; weAreConnected = true; gameHasStarted = false; } else { cout << "Server didn't answer in time" << endl; } } } bool isConnected() { return (weAreConnected||weAreAServer); } bool isConnectedToPeer() { return weAreConnected; } //This function must be called in the game loop: void updateNetwork() { //Now we must send our own board: if (weAreConnected) { //cout << "Creating package" << endl; boardPackage boardpack = bgHome->getPackage(); ENetPacket * packet = enet_packet_create (&boardpack, sizeof(boardPackage), 0); //Now lets send the package if (weAreAServer) enet_host_broadcast (server, 0, packet); else if (weAreAClient) enet_peer_send (peer, 0, packet); //cout << "Package sent" << endl; //See if we are game over and in that case notify the other player if ((gameHasStarted)&&(bgHome->bGameOver)) { ENetPacket * packet = enet_packet_create("G",2,ENET_PACKET_FLAG_RELIABLE); if (weAreAServer) enet_host_broadcast (server, 1, packet); else if (weAreAClient) enet_peer_send (peer, 1, packet); gameHasStarted=false; } //Now lets see if we have something to throw at the opponent. Uint8 x,y,type; if (gameHasStarted) while (bgAway->popGarbage(&x,&y,&type)) { //if there are garbage to drop if (type==1) { x=255; y=255; } Uint16 g = ((Uint16)x)*256+(Uint16)y; //A 16-bit int containing everything ENetPacket * packet = enet_packet_create(&g,2,ENET_PACKET_FLAG_RELIABLE); if (weAreAServer) enet_host_broadcast (server, 2, packet); else if (weAreAClient) enet_peer_send (peer, 2, packet); cout << "We send a garbage block: " << (int)x << "," << (int)y << "==" << g << endl; } } ENetEvent event; /* Wait up to 0 milliseconds for an event. */ while (((weAreAClient)&&(enet_host_service (client, & event, 0) > 0))||((weAreAServer)&&(enet_host_service (server, & event, 0) > 0))) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); weAreConnected = true; /* Store any relevant client information here. */ //event.peer -> data = "Client"; { ENetPacket * namePacket = enet_packet_create(bgHome->name,sizeof(char[30]),ENET_PACKET_FLAG_RELIABLE); //if(weAreAServer) enet_host_broadcast (server, 3, namePacket); ENetPacket * answerPacket = enet_packet_create("version2",sizeof("version2"),ENET_PACKET_FLAG_RELIABLE); enet_host_broadcast (server, 3, answerPacket); theSeed = time(0)/4; bgHome->putStartBlocks(theSeed); ENetPacket * timePacket = enet_packet_create(&theSeed,sizeof(theSeed),ENET_PACKET_FLAG_RELIABLE); enet_host_broadcast (server, 3, timePacket); cout << "We send the seed: " << theSeed << endl; } break; case ENET_EVENT_TYPE_RECEIVE: /*printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID);*/ //cout << "Package recieved" << endl; if (event.channelID==0) //Unreliable (only boardPacks) { boardPackage bpack; //cout << "Package size: "<< event.packet->dataLength << " should be: " << sizeof(boardPackage) << endl; memcpy(&bpack,(const char*)event.packet->data,sizeof(boardPackage)); bgAway->setBoard(bpack); } if (event.channelID==1) //reliable (used for GameOver notifications only!) { if ((bgHome->bGameOver)&&(!bgHome->hasWonTheGame)&&(gameHasStarted)) { bgHome->setDraw(); bgAway->setDraw(); } else { bgHome->setPlayerWon(); bgAway->SetGameOver(); } gameHasStarted=false; } if (event.channelID==2) //reliable (used for Garbage only!) { Uint16 g; memcpy(&g,event.packet->data,sizeof(Uint16)); Uint8 x = (g/256); Uint8 y = (g%256); cout << "Recieved Garbage: " << (int)x << "," << (int)y << endl; if ((x==255)&&(y==255)) bgHome->CreateGreyGarbage(); else bgHome->CreateGarbage(x,y); } if (event.channelID==3) //We have reacieved a name or a version number { if (event.packet->dataLength==sizeof(char[30])) //We have reveived a name { strcpy(bgAway->name,(const char*)event.packet->data); cout << "The enemy name is: " << bgAway->name << " Length: " << sizeof(char[30])<< endl; if (weAreAClient) //We have just recieved the servers name and must send our own { ENetPacket * answerPacket = enet_packet_create(bgHome->name,sizeof(char[30]),ENET_PACKET_FLAG_RELIABLE); enet_peer_send (peer, 3, answerPacket); } } else if (event.packet->dataLength==sizeof("2")) //We have recieved aversion number { if (0!=strcmp((const char*)event.packet->data,"version2")) { cout << "Incompatible version: " << event.packet->data << "!=" << "version2" << endl; ntDisconnect(); } if (weAreAClient) //We will send our version number { ENetPacket * answerPacket = enet_packet_create("version2",sizeof("version2"),ENET_PACKET_FLAG_RELIABLE); enet_peer_send (peer, 3, answerPacket); } } else if (event.packet->dataLength==sizeof(Uint32)) //We have recieved a seed { memcpy(&theSeed,event.packet->data,sizeof(Uint32)); bgHome->putStartBlocks(theSeed); cout << "We recieved a seed: " << theSeed << endl; } } /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; //weAreConnected = false; if ((!bgHome->bGameOver)&&(!bgAway->bGameOver)) { bgHome->setPlayerWon(); bgAway->SetGameOver(); } ntDisconnect(); //When we will disconnect! } } } }; //NetworkThing #endif