void sendCreateObject( Client * client) const;
void sendUpdateToAll(unsigned char type, bool reliable) const;
virtual void updatePacket(ClientFramework * f, char updatetype, ClientPacket * packet);
/// @cond EXCLUDEDTESTSOURCES /*************************************************************************** * The contents of this file are subject to the Mozilla Public * * License Version 1.1 (the "License"); you may not use this file * * except in compliance with the License. You may obtain a copy of * * the License at http://www.mozilla.org/MPL/ * * * * Software distributed under the License is distributed on an "AS * * IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or * * implied. See the License for the specific language governing * * rights and limitations under the License. * * * * The Original Code is Game Network Framework (GaNeF). * * * * The Initial Developers of the Original Code are * * Lars Langer and Emanuel Greisen * * Copyright (C) 2005. Lars Langer & Emanuel Greisen * * All Rights Reserved. * * * * Contributor(s): * * none yet.... * * * ***************************************************************************/ #include <iostream> #include <cstdlib> #include "../Ganef/client/clientframework.h" #include "../Ganef/client/clientdata.h" class MyClientData : public ClientData { private: int x,y; std::string name; public: MyClientData(ClientFramework * f, ClientPacket * p) : ClientData(f,p),x(0),y(0) { name = p->readString(); x = p->readInt32(); y = p->readInt32(); std::cout << "Constructed a new object of class: MyClientData" << std::endl; std::cout << " - The new object has ID: " << getFrameworkId() << std::endl; std::cout << " - And (x:"<<x<<",y:"<<y<<")" << std::endl; } virtual void updatePacket(ClientFramework * f, unsigned char updatetype, ClientPacket * p) { switch(updatetype) { case 42: // This is the only kind of update we expect x = p->readInt32(); y = p->readInt32(); break; } } void print() const { std::cout << "MyClientData["<<name<<"](x:"<<x<<",y:"<<y<<")" << std::endl; } static ClientData * constructMyClientData(ClientFramework * f, ClientPacket * p) { return new MyClientData(f,p); } }; /** * This is just a test-client-framework. * @author Lars Langer and Emanuel Greisen */ class TestClientFramework : public ClientFramework { private: bool is_running; std::string server_hostname; public: TestClientFramework(const std::string & server_hostname) : ClientFramework(int(0)),server_hostname(server_hostname) { // Notice how the constructor is registered, now all we need is the // server sending a packet telling us to construct an object of // class with id: 0x424242 registerConstructor(0x424242, MyClientData::constructMyClientData); } ~TestClientFramework() { }; protected: // These must be implemented in a derived class virtual void writeHandshakeInitMessage( ClientPacket * fp ){} virtual void onHandshakingDiscontinue( ClientPacket * fp ){} virtual bool onHandshakeDescription( ClientPacket * fp, ClientPacket * reply ) { return true; } virtual void onDisconnect( ) { std::cout << "Disconnected\n"; } virtual void onConnect( ){ std::cout << "Connected\n"; } public: void mainLoop( ) { std::cout << "Connecting to: " << server_hostname <<":"<< 8000<< std::endl; initServerConnection(server_hostname, 8000); is_running = true; while(is_running) { // Get/handle Packets from the framework keepAlive(); // Here we iterate over all data-objects in the framework // Please note: the typecast here is DANGEROUS, the only reason // we can do it is that we KNOW FOR SURE that all objects are of // class MyClientData std::map<unsigned int, ClientData *>::const_iterator it; for(it = getClientDataObjects().begin(); it != getClientDataObjects().end(); ++it) { MyClientData * dataobj = dynamic_cast<MyClientData *>(it->second); if(dataobj) { dataobj->print(); } } // Then we sleep to let the CPU live psleep(50); } } }; int main(int argc, char *argv[]) { std::string server_host("localhost"); if(argc > 1) server_host = argv[1]; TestClientFramework app(server_host); // Start the Application app.mainLoop(); } /// @endcond
virtual void fillUpdatePacket(ServerPacket * packet, unsigned char type) const;
/// @cond EXCLUDEDTESTSOURCES /*************************************************************************** * The contents of this file are subject to the Mozilla Public * * License Version 1.1 (the "License"); you may not use this file * * except in compliance with the License. You may obtain a copy of * * the License at http://www.mozilla.org/MPL/ * * * * Software distributed under the License is distributed on an "AS * * IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or * * implied. See the License for the specific language governing * * rights and limitations under the License. * * * * The Original Code is Game Network Framework (GaNeF). * * * * The Initial Developers of the Original Code are * * Lars Langer and Emanuel Greisen * * Copyright (C) 2005. Lars Langer & Emanuel Greisen * * All Rights Reserved. * * * * Contributor(s): * * none yet.... * * * ***************************************************************************/ #include <iostream> #include <cstdlib> #include <vector> #include "../Ganef/server/serverframework.h" class MyServerData : public ServerData { private: int x,y; std::string name; public: // The two last parameters for ServerData is the priority of its updatepackets // and wether they should be sent reliable. MyServerData(ServerFramework * fw, const std::string & name) : ServerData(fw, 10, false),name(name) { x = 0; y = 0; }; public: /// This must produce a unique id for this class, it will be used on the client side to construct new objects. virtual const unsigned int getClassId() const { return 0x424242; }; /// Here the data-class should fill in data according to update type `type`. virtual void fillUpdatePacket(ServerPacket * packet, unsigned char type) const { switch(type) { case 42: // This is the only update we send in this test packet->writeInt32(x); packet->writeInt32(y); break; } } /// Here the data-class should fill in all data required by the constructor on the client side. virtual void fillCreateObjectPacket(ServerPacket * packet) const { // Here we supply enough data to create the client-version of this object // Remember to make absolutely sure that what you write here is exactly the // same as the client version reads in its constructor. packet->writeString(name); packet->writeInt32(x); packet->writeInt32(y); } /// Called when ever we receive a packet for this object from a client. virtual void clientPacket(Client * client, unsigned char type, ServerPacket * packet) { // We do not receive any actions from the client in this test. } void move(int dx, int dy) { x += dx; y += dy; } }; /** * This is just a test server-framework; * @author Lars Langer and Emanuel Greisen */ class TestServerFramework : public ServerFramework { public: TestServerFramework() : ServerFramework(8000) { } ~TestServerFramework() { } protected: // These method should be implemented on the GameServer virtual bool onInitialHandshake(ServerPacket * handshake, ServerPacket * reply) { return true; // Accept all clients. } virtual void onClientConnected(Client * client) { std::cout << "Client: " << client->getId() << " connected\n"; } virtual void onClientDisconnected(Client * client) { std::cout << "Client: " << client->getId() << " disconnected\n"; } virtual Client * createClient(const ipaddress &addr, int port) { Client * client = new Client(this, addr, port); // Here we send the construction packages for all Framework Data std::map<unsigned int, ServerData *>::const_iterator it; for(it = getServerDataObjects().begin(); it != getServerDataObjects().end(); ++it) { ServerData * s_data = it->second; s_data->sendCreateObject(client); } return client; } public: void mainLoop() { std::cout << "TestServerFramework: Running\n"; MyServerData mydata1(this, "MyData1"); MyServerData mydata2(this, "MyData2"); MyServerData mydata3(this, "MyData3"); while(true) { // Get all incomming messages keepAlive(); mydata1.move(2,1); mydata2.move(1,4); mydata3.move(3,2); // The update type matches the expected update type on the client side // and we don't need this periodic updates to be sent reliable. mydata1.sendUpdateToAll(42, false); mydata2.sendUpdateToAll(42, false); mydata3.sendUpdateToAll(42, false); // Sleep a little psleep(100); } } }; int main(int argc, char *argv[]) { try { // Create a framework TestServerFramework framework; // Start the framework framework.start(); // GameLoop framework.mainLoop(); } catch(FrameworkError *err) { std::cout << "FrameworkError:" << err->msg << std::endl; } catch(PacketError *err) { std::cout << "PacketError:" << err->msg << std::endl; } return EXIT_SUCCESS; } /// @endcond