Beispiel #1
0
networkDialog::networkDialog(MainWindow *parent, gpibSocket *gpibSocket) :
    QDialog(parent),
    ui(new Ui::networkDialog)
{
    ui->setupUi(this);
    w=parent;
    this->gpib=gpibSocket;

    connect(ui->lockButton,SIGNAL(toggled(bool)),this,SLOT(lockCurrentServer(bool)));
    connect(ui->searchButton,SIGNAL(clicked()),this,SLOT(searchServers()));
    connect(gpib,SIGNAL(serverFound(QHostAddress)),this,SLOT(serverFound(QHostAddress)));
    connect(this,SIGNAL(accepted()),this,SLOT(setCurrentServer()));
    connect(gpib,SIGNAL(serverIdleRunning(bool)),this,SLOT(setServerStatus(bool)));
    connect(gpib,SIGNAL(serverInterval(int)),this,SLOT(setServerInterval(int)));
    connect(ui->refreshButton,SIGNAL(clicked()),SLOT(refreshButtonClicked()));
    connect(ui->startStopButton,SIGNAL(clicked(bool)),SLOT(startStopButtonClicked(bool)));



    if (!gpib->getServerAddress().isNull()) {
        ui->serversComboBox->insertItem(0,gpib->getServerAddress().toString());
        ui->lockButton->setChecked(true);
        ui->settingsGroupBox->setEnabled(true);
        this->refreshButtonClicked();
    } else {
        gpib->scan();
    }



}
Beispiel #2
0
LANSearchState::LANSearchState()
{
	searchServers();
}
Beispiel #3
0
void NetworkSearchState::step_impl()
{
	packet_ptr packet;

	// set to true to initiate server connection
	bool doEnterServer = false;

	for (ClientList::iterator iter = mQueryClients.begin();
		iter != mQueryClients.end(); ++iter)
	{
		bool skip = false;
		bool skip_iter = false;

		while ((packet = (*iter)->Receive()) && !skip)
		{
			switch(packet->data[0])
			{
				case ID_CONNECTION_REQUEST_ACCEPTED:
				{
					printf("connection accepted from %s:%d\n",
						mPingClient->PlayerIDToDottedIP(
							packet->playerId), packet->playerId.port);

					RakNet::BitStream stream;
					stream.Write((unsigned char)ID_BLOBBY_SERVER_PRESENT);
					stream.Write(BLOBBY_VERSION_MAJOR);
					stream.Write(BLOBBY_VERSION_MINOR);
					(*iter)->Send(&stream, LOW_PRIORITY, RELIABLE_ORDERED, 0);
					break;
				}
				case ID_BLOBBY_SERVER_PRESENT:
				{
					//FIXME: We must copy the needed informations, so that we can call DeallocatePacket(packet)
					//FIXME: The client finds a server at this point, which is not valid
					RakNet::BitStream stream((char*)packet->data, packet->length, false);
					stream.IgnoreBytes(1);	//ID_BLOBBY_SERVER_PRESENT
					ServerInfo info(stream,	(*iter)->PlayerIDToDottedIP(packet->playerId), packet->playerId.port);

					printf("server %s at %s is a blobby server\n", info.name, info.hostname);

					// check that the packet sizes match
					if(packet->length == ServerInfo::BLOBBY_SERVER_PRESENT_PACKET_SIZE)
					{
						if (std::find( mScannedServers.begin(),	mScannedServers.end(), info) == mScannedServers.end() )
						{
							mScannedServers.push_back(info);

							// check whether this was a direct connect server
							if(*iter == mDirectConnectClient)
							{
								mSelectedServer = mScannedServers.size() - 1;
								doEnterServer = true;
							}
						}
						 else
						{
							std::cout << "duplicate server entry\n";
							std::cout << info << "\n";
						}

					}
					 else
					{
						std::cout << " server invalid " << packet->length << " " << ServerInfo::BLOBBY_SERVER_PRESENT_PACKET_SIZE << "\n";
					}
					// the RakClient will be deleted, so
					// we must free the packet here
					packet.reset();
					(*iter)->Disconnect(50);
					delete *iter;
					iter = mQueryClients.erase(iter);
					if (iter == mQueryClients.end())
						skip_iter = true;
					skip = true;

					// if one server is the one this PC is hosting, auto connect
					if( mHostedServer && std::string(info.hostname) == mHostedServer->hostname &&
							info.port == mHostedServer->port)
					{
						switchState(new LobbyState(info,
									dynamic_cast<OnlineSearchState*>(this) == nullptr ? PreviousState::LAN : PreviousState::ONLINE)
									);
						return;
					}
					break;
				}
				case ID_VERSION_MISMATCH:
				{
					// this packet is send when the client is older than the server!
					// so
					RakNet::BitStream stream((char*)packet->data, packet->length, false);
					stream.IgnoreBytes(1);	// ID_VERSION_MISMATCH

					// default values if server does not send versions.
					// thats the 0.9 behaviour
					int smajor = 0, sminor = 9;
					stream.Read(smajor);	// load server version information
					stream.Read(sminor);
					printf("found blobby server with version %d.%d\n", smajor, sminor);

					mDisplayUpdateNotification = true;

					// the RakClient will be deleted, so
					// we must free the packet here
					packet.reset();
					(*iter)->Disconnect(50);
					delete *iter;
					iter = mQueryClients.erase(iter);
					if (iter == mQueryClients.end())
						skip_iter = true;
					skip = true;
					break;
				}
				default:
					break;
			}

			if (skip)
				break;
		}
		if (skip_iter)
			break;
	}
	while (packet = mPingClient->Receive())
	{
		switch (packet->data[0])
		{
			case ID_PONG:
			{
				std::string hostname = mPingClient->PlayerIDToDottedIP(packet->playerId);
				printf("got ping response by \"%s:%d\", trying to connect\n", hostname.c_str(), packet->playerId.port);
				RakClient* newClient = new RakClient;
				newClient->Connect(
					hostname.c_str(), packet->playerId.port, 0, 0, RAKNET_THREAD_SLEEP_TIME);
				mQueryClients.push_back(newClient);
			}
			default:
				break;
		}
	}

	IMGUI& imgui = IMGUI::getSingleton();

	imgui.doCursor();
	imgui.doImage(GEN_ID, Vector2(400.0, 300.0), "background");
	imgui.doOverlay(GEN_ID, Vector2(0.0, 0.0), Vector2(800.0, 600.0));
	imgui.doInactiveMode(false);

	if (mDisplayInfo || mEnteringServer)
	{
		imgui.doInactiveMode(true);
	}

	if (imgui.doButton(GEN_ID, Vector2(10, 20), TextManager::NET_SERVER_SCAN))
		searchServers();

	if (imgui.doButton(GEN_ID, Vector2(420, 20), TextManager::NET_DIRECT_CONNECT) &&
			!mEnteringServer)
	{
		mEnteringServer = true;
		imgui.resetSelection();
		mEnteredServer = "";
		mServerBoxPosition = 0;
	}

	std::vector<std::string> servernames;
	for (unsigned int i = 0; i < mScannedServers.size(); i++)
	{
		servernames.push_back(std::string(mScannedServers[i].name) + " (" + boost::lexical_cast<std::string>(mScannedServers[i].waitingplayers) + ")" );
	}

	if( imgui.doSelectbox(GEN_ID, Vector2(25.0, 60.0), Vector2(775.0, 470.0), servernames, mSelectedServer) == SBA_DBL_CLICK )
	{
		doEnterServer = true;
	}

	if (imgui.doButton(GEN_ID, Vector2(50, 480), TextManager::NET_SERVER_INFO) &&
			!mDisplayInfo && !mScannedServers.empty())
	{
		mDisplayInfo = true;
		imgui.resetSelection();
	}

	if (mEnteringServer)
	{
		imgui.doInactiveMode(false);
		imgui.doOverlay(GEN_ID, Vector2(100.0, 200.0), Vector2(650.0, 400.0));
		// Game crashes if the mEnteredServer is not a possible input
		imgui.doEditbox(GEN_ID, Vector2(130.0, 210.0), 20, mEnteredServer, mServerBoxPosition);
		if (imgui.doButton(GEN_ID, Vector2(270.0, 300.0), TextManager::LBL_OK))
		{
			/// \todo adapt direct connect
			std::string server = mEnteredServer;
			int port = BLOBBY_PORT;
			std::size_t found = mEnteredServer.find(':');
			if (found != std::string::npos) {
				server = mEnteredServer.substr(0, found);

				try
				{
					port = boost::lexical_cast<int>(mEnteredServer.substr(found+1));
				}
				catch (boost::bad_lexical_cast)
				{
					/// \todo inform the user that default port was selected

				}
				if ((port <= 0) || (port > 65535))
					port = BLOBBY_PORT;
			}

			// add this address / port info as client
			mDirectConnectClient = new RakClient;
			mDirectConnectClient->Connect(server.c_str(), port, 0, 0, RAKNET_THREAD_SLEEP_TIME);
			mQueryClients.push_back( mDirectConnectClient );
			mEnteringServer = false;
			imgui.resetSelection();
		}
		if (imgui.doButton(GEN_ID, Vector2(370.0, 300.0), TextManager::LBL_CANCEL))
		{
			mEnteringServer = false;
			imgui.resetSelection();
		}
		imgui.doInactiveMode(true);
	}

	if (mDisplayInfo)
	{
		imgui.doInactiveMode(false);
		imgui.doOverlay(GEN_ID, Vector2(40.0, 80.0), Vector2(760.0, 440.0), Color(0,0,0), 1.0);
		imgui.doText(GEN_ID, Vector2(50, 100), mScannedServers[mSelectedServer].name);
		imgui.doText(GEN_ID, Vector2(50, 130), mScannedServers[mSelectedServer].hostname);

		std::stringstream activegames;
		activegames << TextManager::getSingleton()->getString(TextManager::NET_ACTIVE_GAMES)
					<< mScannedServers[mSelectedServer].activegames;
		imgui.doText(GEN_ID, Vector2(50, 160), activegames.str());
		std::stringstream waitingplayer;
		waitingplayer << TextManager::getSingleton()->getString(TextManager::NET_WAITING_PLAYER)
					  << mScannedServers[mSelectedServer].waitingplayers;
		imgui.doText(GEN_ID, Vector2(50, 190), waitingplayer.str());
		std::string description = mScannedServers[mSelectedServer].description;
		for (unsigned int i = 0; i < description.length(); i += 29)
		{
			imgui.doText(GEN_ID, Vector2(50, 250 + i / 29 * 30),
					description.substr(i, 29));
		}

		if (imgui.doButton(GEN_ID, Vector2(410, 405), TextManager::LBL_OK))
		{
			mDisplayInfo = false;
			imgui.resetSelection();
		}
		imgui.doInactiveMode(true);
	}

	if (imgui.doButton(GEN_ID, Vector2(450, 480), TextManager::NET_HOST_GAME) &&
			!mDisplayInfo)
	{
		auto server_func = []()
		{
			// read config
			/// \todo we need read-only access here!
			UserConfig config;
			config.loadFile("config.xml");
			PlayerSide localSide = (PlayerSide)config.getInteger("network_side");

			PlayerIdentity local_player = config.loadPlayerIdentity(localSide, true);
			ServerInfo info( local_player.getName().c_str());
			std::vector<std::string> rule_vec{config.getString("rules")};


			DedicatedServer server(info, rule_vec, std::vector<float>{ SpeedController::getMainInstance()->getGameSpeed() }, 4, true);
			SpeedController scontroller( 10 );
			gKillHostThread = false;
			while(!gKillHostThread)
			{
				// now run the server
				if(server.hasActiveGame())
				{
					server.allowNewPlayers(false);
				}

				server.processPackets();
				server.updateGames();
				scontroller.update();
			}
		};

		gKillHostThread = true;
		gHostedServerThread = boost::make_shared<std::thread>(server_func);
		SDL_Delay(100); // give the server some time to start up.
		// might cause a slight visible delay, but I think we can
		// live with that right now.
		searchServers();

		// getting the server info
		UserConfig config;
		config.loadFile("config.xml");

		PlayerIdentity local_player = config.loadPlayerIdentity((PlayerSide)config.getInteger("network_side"), true);
		mHostedServer.reset(new ServerInfo( local_player.getName().c_str()));
		std::strncpy(mHostedServer->hostname,
					mPingClient->PlayerIDToDottedIP(mPingClient->GetInternalID()),
					sizeof(mHostedServer->hostname));
	}

	if ((imgui.doButton(GEN_ID, Vector2(230, 530), TextManager::LBL_OK) && !mScannedServers.empty())
			|| doEnterServer)
	{
		ServerInfo server = mScannedServers[mSelectedServer];
		switchState(new LobbyState(server, dynamic_cast<OnlineSearchState*>(this) == nullptr ? PreviousState::LAN : PreviousState::ONLINE));
	}
	if (imgui.doButton(GEN_ID, Vector2(480, 530), TextManager::LBL_CANCEL))
	{
		switchState(new MainMenuState);
	}

	if(mDisplayUpdateNotification)
	{
		imgui.doOverlay(GEN_ID, Vector2(71, 572), Vector2(729, 590), Color(128, 0, 0));
		imgui.doText(GEN_ID, Vector2(85, 577), TextManager::UPDATE_NOTIFICATION, TF_SMALL_FONT);
	}
}
Beispiel #4
0
// the different networkmodi classes (online/LAN)
OnlineSearchState::OnlineSearchState()
{
	searchServers();
}