int Server::Run(void) { char message[2048]; if (_kbhit()) { } unsigned char packetIdentifier; for (m_packet = m_server->Receive(); m_packet; m_server->DeallocatePacket(m_packet), m_packet = m_server->Receive()) { packetIdentifier = GetPacketIdentifier(m_packet); HandleMessage(packetIdentifier); } return 1; }
_CONSOLE_2_SetSystemProcessParams #endif int main(void) { // Pointers to the interfaces of our server and client. // Note we can easily have both in the same program RakPeerInterface *server=RakNetworkFactory::GetRakPeerInterface(); RakNetStatistics *rss; server->SetIncomingPassword("Rumpelstiltskin", (int)strlen("Rumpelstiltskin")); server->SetTimeoutTime(30000,UNASSIGNED_SYSTEM_ADDRESS); // PacketLogger packetLogger; // server->AttachPlugin(&packetLogger); // Holds packets Packet* p; // GetPacketIdentifier returns this unsigned char packetIdentifier; // Record the first client that connects to us so we can pass it to the ping function SystemAddress clientID=UNASSIGNED_SYSTEM_ADDRESS; // Holds user data char portstring[30]; printf("This is a sample implementation of a text based chat server.\n"); printf("Connect to the project 'Chat Example Client'.\n"); printf("Difficulty: Beginner\n\n"); // A server puts("Enter the server port to listen on"); gets(portstring); if (portstring[0]==0) strcpy(portstring, "1234"); puts("Starting server."); // Starting the server is very simple. 2 players allowed. // 0 means we don't care about a connectionValidationInteger, and false // for low priority threads SocketDescriptor socketDescriptor(atoi(portstring),0); bool b = server->Startup(4, 30, &socketDescriptor, 1 ); server->SetMaximumIncomingConnections(4); if (b) puts("Server started, waiting for connections."); else { puts("Server failed to start. Terminating."); exit(1); } server->SetOccasionalPing(true); server->SetUnreliableTimeout(1000); DataStructures::List<RakNetSmartPtr<RakNetSocket> > sockets; server->GetSockets(sockets); printf("Ports used by RakNet:\n"); for (unsigned int i=0; i < sockets.Size(); i++) { printf("%i. %i\n", i+1, sockets[i]->boundAddress.port); } printf("My IP is %s\n", server->GetLocalIP(0)); printf("My GUID is %s\n", server->GetGuidFromSystemAddress(UNASSIGNED_SYSTEM_ADDRESS).ToString()); puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'ban' to ban an IP from connecting.\n'kick to kick the first connected player.\nType to talk."); char message[2048]; // Loop for input while (1) { // This sleep keeps RakNet responsive RakSleep(30); #ifdef _WIN32 if (kbhit()) { // Notice what is not here: something to keep our network running. It's // fine to block on gets or anything we want // Because the network engine was painstakingly written using threads. gets(message); if (strcmp(message, "quit")==0) { puts("Quitting."); break; } if (strcmp(message, "stat")==0) { rss=server->GetStatistics(server->GetSystemAddressFromIndex(0)); StatisticsToString(rss, message, 2); printf("%s", message); printf("Ping %i\n", server->GetAveragePing(server->GetSystemAddressFromIndex(0))); continue; } if (strcmp(message, "ping")==0) { server->Ping(clientID); continue; } if (strcmp(message, "kick")==0) { server->CloseConnection(clientID, true, 0); continue; } if (strcmp(message, "getconnectionlist")==0) { SystemAddress systems[10]; unsigned short numConnections=10; server->GetConnectionList((SystemAddress*) &systems, &numConnections); for (int i=0; i < numConnections; i++) { printf("%i. %s\n", i+1, systems[i].ToString(true)); } continue; } if (strcmp(message, "ban")==0) { printf("Enter IP to ban. You can use * as a wildcard\n"); gets(message); server->AddToBanList(message); printf("IP %s added to ban list.\n", message); continue; } // Message now holds what we want to broadcast char message2[2048]; // Append Server: to the message so clients know that it ORIGINATED from the server // All messages to all clients come from the server either directly or by being // relayed from other clients message2[0]=0; strcpy(message2, "Server: "); strcat(message2, message); // message2 is the data to send // strlen(message2)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order // We arbitrarily pick 0 for the ordering stream // UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast // true means broadcast the message to everyone connected server->Send(message2, (const int) strlen(message2)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true); } #endif // Get a packet from either the server or the client for (p=server->Receive(); p; server->DeallocatePacket(p), p=server->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));; break; case ID_NEW_INCOMING_CONNECTION: // Somebody connected. We have their IP now printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); clientID=p->systemAddress; // Record the player ID of the client break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_MODIFIED_PACKET: // Cheater! printf("ID_MODIFIED_PACKET\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));; break; default: // The server knows the static data of all clients, so we can prefix the message // With the name data printf("%s\n", p->data); // Relay the message. We prefix the name for other clients. This demonstrates // That messages can be changed on the server before being broadcast // Sending is the same as before sprintf(message, "%s", p->data); server->Send(message, (const int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, p->systemAddress, true); break; } } } server->Shutdown(300); // We're done with the network RakNetworkFactory::DestroyRakPeerInterface(server); return 0; }
void PktManager::Manage(RakNet::Packet *packet, RakNet::RakPeerInterface *peer) { m_lastGameMessage = GetPacketIdentifier(packet); switch (m_lastGameMessage) { case ID_REMOTE_DISCONNECTION_NOTIFICATION: printf("Another client has disconnected.\n"); break; case ID_REMOTE_CONNECTION_LOST: printf("Another client has lost the connection.\n"); break; case ID_REMOTE_NEW_INCOMING_CONNECTION: printf("Another client has connected.\n"); mParent->AddClient(packet->systemAddress); break; case ID_NEW_INCOMING_CONNECTION: printf("A connection is incoming.\n"); mParent->AddClient(packet->systemAddress); break; case ID_NO_FREE_INCOMING_CONNECTIONS: printf("The server is full.\n"); break; case ID_DISCONNECTION_NOTIFICATION: printf("A client has disconnected.\n"); mParent->RemoveClient(packet->systemAddress); break; case ID_CONNECTION_LOST: printf("A client lost the connection.\n"); mParent->RemoveClient(packet->systemAddress); break; case ID_GAME_MESSAGE_1: { RakNet::RakString rs; //RakNet::Time timeStamp; RakNet::BitStream bsIn(packet->data,packet->length,false); ////Reading the timestamp //bsIn.IgnoreBytes(sizeof(RakNet::MessageID)); //bsIn.Read(timeStamp); //printf("Messaggio inviato halle %i\n: ", timeStamp); //Reading the string bsIn.IgnoreBytes(sizeof(RakNet::MessageID)); bsIn.Read(rs); printf("%s\n", rs.C_String()); } break; case ID_CLIENT_WANNA_PLAY: if(1)//tutti vogliono giocare { char positions []= {'n', 's', 'e', 'o'}; for(int i=0; i<mParent->GetPlayersNumber(); ++i) { printf("Sending ID_START_NEW_GAME to: %s \n", mParent->GetClientAddressAt(i).ToString()); RakNet::BitStream bsOut; bsOut.Write((RakNet::MessageID)ID_START_NEW_GAME); bsOut.Write(mParent->GetPlayersNumber()); bsOut.Write(positions[i]); //There are playersNumber-1 other players int index; for(int j=1; j<mParent->GetPlayersNumber(); ++j) { index = i+j; if(index > 3) index = 0; bsOut.Write(positions[index]); } peer->Send(&bsOut,HIGH_PRIORITY,RELIABLE_ORDERED,0,mParent->GetClientAddressAt(i),false); } } break; default: printf("Message with identifier %i has arrived.\n", packet->data[0]); break; } }
int main(void) { RakNet::RakNetStatistics *rss; // Pointers to the interfaces of our server and client. // Note we can easily have both in the same program RakNet::RakPeerInterface *client=RakNet::RakPeerInterface::GetInstance(); // client->InitializeSecurity(0,0,0,0); //RakNet::PacketLogger packetLogger; //client->AttachPlugin(&packetLogger); // Holds packets RakNet::Packet* p; // GetPacketIdentifier returns this unsigned char packetIdentifier; // Just so we can remember where the packet came from bool isServer; // Record the first client that connects to us so we can pass it to the ping function RakNet::SystemAddress clientID=RakNet::UNASSIGNED_SYSTEM_ADDRESS; // Crude interface // Holds user data char ip[64], serverPort[30]; // A client isServer=false; printf("This is a sample implementation of a text based chat client.\n"); printf("Connect to the project 'Chat Example Server'.\n"); printf("Difficulty: Beginner\n\n"); // Get our input //#if 0 char clientPort[30]; puts("Enter the client port to listen on"); Gets(clientPort,sizeof(clientPort)); if (clientPort[0]==0) strcpy(clientPort, "0"); //#endif puts("Enter IP to connect to"); Gets(ip, sizeof(ip)); client->AllowConnectionResponseIPMigration(false); if (ip[0]==0) strcpy(ip, "127.0.0.1"); // strcpy(ip, "natpunch.jenkinssoftware.com"); puts("Enter the port to connect to"); Gets(serverPort,sizeof(serverPort)); if (serverPort[0]==0) strcpy(serverPort, "1234"); //#if 0 // Connecting the client is very simple. 0 means we don't care about // a connectionValidationInteger, and false for low priority threads RakNet::SocketDescriptor socketDescriptor(atoi(clientPort),0); socketDescriptor.socketFamily=AF_INET; client->Startup(8,&socketDescriptor, 1); client->SetOccasionalPing(true); //#endif #if LIBCAT_SECURITY==1 char public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES]; FILE *fp = fopen("publicKey.dat","rb"); fread(public_key,sizeof(public_key),1,fp); fclose(fp); #endif #if LIBCAT_SECURITY==1 RakNet::PublicKey pk; pk.remoteServerPublicKey=public_key; pk.publicKeyMode=RakNet::PKM_USE_KNOWN_PUBLIC_KEY; bool b = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"), &pk)==RakNet::CONNECTION_ATTEMPT_STARTED; #else RakNet::ConnectionAttemptResult car = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"), 0, 0, 20, 2000); RakAssert(car==RakNet::CONNECTION_ATTEMPT_STARTED); #endif printf("\nMy IP addresses:\n"); unsigned int i; for (i=0; i < client->GetNumberOfAddresses(); i++) { printf("%i. %s\n", i+1, client->GetLocalIP(i)); } printf("My GUID is %s\n", client->GetGuidFromSystemAddress(RakNet::UNASSIGNED_SYSTEM_ADDRESS).ToString()); puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'disconnect' to disconnect. 'connect' to reconnnect. Type to talk."); char message[2048]; // Loop for input while (1) { // This sleep keeps RakNet responsive #ifdef _WIN32 Sleep(30); #else usleep(30 * 1000); #endif if (kbhit()) { // Notice what is not here: something to keep our network running. It's // fine to block on Gets or anything we want // Because the network engine was painstakingly written using threads. Gets(message,sizeof(message)); if (strcmp(message, "quit")==0) { puts("Quitting."); break; } if (strcmp(message, "stat")==0) { rss=client->GetStatistics(client->GetSystemAddressFromIndex(0)); StatisticsToString(rss, message, 2); printf("%s", message); printf("Ping=%i\n", client->GetAveragePing(client->GetSystemAddressFromIndex(0))); continue; } if (strcmp(message, "disconnect")==0) { printf("Enter index to disconnect: "); char str[32]; Gets(str, sizeof(str)); if (str[0]==0) strcpy(str,"0"); int index = atoi(str); client->CloseConnection(client->GetSystemAddressFromIndex(index),false); printf("Disconnecting.\n"); continue; } if (strcmp(message, "shutdown")==0) { client->Shutdown(100); printf("Shutdown.\n"); continue; } #if 0 if (strcmp(message, "startup")==0) { bool b = client->Startup(8,&socketDescriptor, 1)==RakNet::RAKNET_STARTED; if (b) printf("Started.\n"); else printf("Startup failed.\n"); continue; } #endif if (strcmp(message, "connect")==0) { printf("Enter server ip: "); Gets(ip, sizeof(ip)); if (ip[0]==0) strcpy(ip, "127.0.0.1"); printf("Enter server port: "); Gets(serverPort,sizeof(serverPort)); if (serverPort[0]==0) strcpy(serverPort, "1234"); #if LIBCAT_SECURITY==1 bool b = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"), &pk)==RakNet::CONNECTION_ATTEMPT_STARTED; #else bool b = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin"))==RakNet::CONNECTION_ATTEMPT_STARTED; #endif if (b) puts("Attempting connection"); else { puts("Bad connection attempt. Terminating."); exit(1); } continue; } if (strcmp(message, "ping")==0) { if (client->GetSystemAddressFromIndex(0)!=RakNet::UNASSIGNED_SYSTEM_ADDRESS) client->Ping(client->GetSystemAddressFromIndex(0)); continue; } if (strcmp(message, "getlastping")==0) { if (client->GetSystemAddressFromIndex(0)!=RakNet::UNASSIGNED_SYSTEM_ADDRESS) printf("Last ping is %i\n", client->GetLastPing(client->GetSystemAddressFromIndex(0))); continue; } // message is the data to send // strlen(message)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order client->Send(message, (int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, RakNet::UNASSIGNED_SYSTEM_ADDRESS, true); } // Get a packet from either the server or the client for (p=client->Receive(); p; client->DeallocatePacket(p), p=client->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION\n"); break; case ID_ALREADY_CONNECTED: // Connection lost normally printf("ID_ALREADY_CONNECTED with guid %" PRINTF_64_BIT_MODIFIER "u\n", p->guid); break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_DISCONNECTION_NOTIFICATION\n"); break; case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_CONNECTION_LOST\n"); break; case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_NEW_INCOMING_CONNECTION\n"); break; case ID_CONNECTION_BANNED: // Banned from this server printf("We are banned from this server.\n"); break; case ID_CONNECTION_ATTEMPT_FAILED: printf("Connection attempt failed\n"); break; case ID_NO_FREE_INCOMING_CONNECTIONS: // Sorry, the server is full. I don't do anything here but // A real app should tell the user printf("ID_NO_FREE_INCOMING_CONNECTIONS\n"); break; case ID_INVALID_PASSWORD: printf("ID_INVALID_PASSWORD\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST\n"); break; case ID_CONNECTION_REQUEST_ACCEPTED: // This tells the client they have connected printf("ID_CONNECTION_REQUEST_ACCEPTED to %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); printf("My external address is %s\n", client->GetExternalID(p->systemAddress).ToString(true)); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; default: // It's a client, so just show the message printf("====== %s\n", p->data); break; } } } // Be nice and let the server know we quit. client->Shutdown(300); // We're done with the network RakNet::RakPeerInterface::DestroyInstance(client); return 0; }
void ServerHost::doTick() { // Get a packet from either the server or the client for (RakNet::Packet* p = m_server->Receive(); p; m_server->DeallocatePacket(p), p=m_server->Receive()) { // We got a packet, get the identifier with our handy function unsigned char packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION\n"); m_peer.initServer(m_server,p->guid,p->systemAddress); onDisconnect(&m_peer); break; case ID_ALREADY_CONNECTED: // Connection lost normally printf("ID_ALREADY_CONNECTED with guid %" PRINTF_64_BIT_MODIFIER "u\n", p->guid); break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_CONNECTION_BANNED: // Banned from this server printf("We are banned from this server.\n"); break; case ID_CONNECTION_ATTEMPT_FAILED: printf("Connection attempt failed\n"); break; case ID_NO_FREE_INCOMING_CONNECTIONS: // Sorry, the server is full. I don't do anything here but // A real app should tell the user printf("ID_NO_FREE_INCOMING_CONNECTIONS\n"); break; case ID_INVALID_PASSWORD: printf("ID_INVALID_PASSWORD\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST\n"); m_peer.initServer(m_server,p->guid,p->systemAddress); onDisconnect(&m_peer); break; case ID_NEW_INCOMING_CONNECTION: // This tells the client they have connected m_peer.initServer(m_server,p->guid,p->systemAddress); onConnect(&m_peer); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; case ID_USER_PACKET_ENUM: { RakNet::RakString rs; RakNet::BitStream bsIn(p->data,p->length,false); bsIn.IgnoreBytes(sizeof(RakNet::MessageID)); bsIn.Read(rs); m_peer.initServer(m_server,p->guid,p->systemAddress); onReceive(&m_peer,rs.C_String(),rs.GetLength()); } break; default: break; } } }
_CONSOLE_2_SetSystemProcessParams #endif int main(void) { // Pointers to the interfaces of our server and client. // Note we can easily have both in the same program RakNet::RakPeerInterface *server=RakNet::RakPeerInterface::GetInstance(); RakNet::RakNetStatistics *rss; server->SetIncomingPassword("Rumpelstiltskin", (int)strlen("Rumpelstiltskin")); server->SetTimeoutTime(30000,RakNet::UNASSIGNED_SYSTEM_ADDRESS); // RakNet::PacketLogger packetLogger; // server->AttachPlugin(&packetLogger); #if LIBCAT_SECURITY==1 cat::EasyHandshake handshake; char public_key[cat::EasyHandshake::PUBLIC_KEY_BYTES]; char private_key[cat::EasyHandshake::PRIVATE_KEY_BYTES]; handshake.GenerateServerKey(public_key, private_key); server->InitializeSecurity(public_key, private_key, false); FILE *fp = fopen("publicKey.dat","wb"); fwrite(public_key,sizeof(public_key),1,fp); fclose(fp); #endif // Holds packets RakNet::Packet* p; // GetPacketIdentifier returns this unsigned char packetIdentifier; // Record the first client that connects to us so we can pass it to the ping function RakNet::SystemAddress clientID=RakNet::UNASSIGNED_SYSTEM_ADDRESS; // Holds user data char portstring[30]; printf("This is a sample implementation of a text based chat server.\n"); printf("Connect to the project 'Chat Example Client'.\n"); printf("Difficulty: Beginner\n\n"); // A server puts("Enter the server port to listen on"); Gets(portstring,sizeof(portstring)); if (portstring[0]==0) strcpy(portstring, "1234"); puts("Starting server."); // Starting the server is very simple. 2 players allowed. // 0 means we don't care about a connectionValidationInteger, and false // for low priority threads // I am creating two socketDesciptors, to create two sockets. One using IPV6 and the other IPV4 RakNet::SocketDescriptor socketDescriptors[2]; socketDescriptors[0].port=atoi(portstring); socketDescriptors[0].socketFamily=AF_INET; // Test out IPV4 socketDescriptors[1].port=atoi(portstring); socketDescriptors[1].socketFamily=AF_INET6; // Test out IPV6 bool b = server->Startup(4, socketDescriptors, 2 )==RakNet::RAKNET_STARTED; server->SetMaximumIncomingConnections(4); if (!b) { printf("Failed to start dual IPV4 and IPV6 ports. Trying IPV4 only.\n"); // Try again, but leave out IPV6 b = server->Startup(4, socketDescriptors, 1 )==RakNet::RAKNET_STARTED; if (!b) { puts("Server failed to start. Terminating."); exit(1); } } server->SetOccasionalPing(true); server->SetUnreliableTimeout(1000); DataStructures::List< RakNet::RakNetSocket2* > sockets; server->GetSockets(sockets); printf("Socket addresses used by RakNet:\n"); for (unsigned int i=0; i < sockets.Size(); i++) { printf("%i. %s\n", i+1, sockets[i]->GetBoundAddress().ToString(true)); } printf("\nMy IP addresses:\n"); for (unsigned int i=0; i < server->GetNumberOfAddresses(); i++) { RakNet::SystemAddress sa = server->GetInternalID(RakNet::UNASSIGNED_SYSTEM_ADDRESS, i); printf("%i. %s (LAN=%i)\n", i+1, sa.ToString(false), sa.IsLANAddress()); } printf("\nMy GUID is %s\n", server->GetGuidFromSystemAddress(RakNet::UNASSIGNED_SYSTEM_ADDRESS).ToString()); puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'pingip' to ping an ip address\n'ban' to ban an IP from connecting.\n'kick to kick the first connected player.\nType to talk."); char message[2048]; // Loop for input while (1) { // This sleep keeps RakNet responsive RakSleep(30); if (kbhit()) { // Notice what is not here: something to keep our network running. It's // fine to block on gets or anything we want // Because the network engine was painstakingly written using threads. Gets(message,sizeof(message)); if (strcmp(message, "quit")==0) { puts("Quitting."); break; } if (strcmp(message, "stat")==0) { rss=server->GetStatistics(server->GetSystemAddressFromIndex(0)); StatisticsToString(rss, message, 2); printf("%s", message); printf("Ping %i\n", server->GetAveragePing(server->GetSystemAddressFromIndex(0))); continue; } if (strcmp(message, "ping")==0) { server->Ping(clientID); continue; } if (strcmp(message, "pingip")==0) { printf("Enter IP: "); Gets(message,sizeof(message)); printf("Enter port: "); Gets(portstring,sizeof(portstring)); if (portstring[0]==0) strcpy(portstring, "1234"); server->Ping(message, atoi(portstring), false); continue; } if (strcmp(message, "kick")==0) { server->CloseConnection(clientID, true, 0); continue; } if (strcmp(message, "getconnectionlist")==0) { RakNet::SystemAddress systems[10]; unsigned short numConnections=10; server->GetConnectionList((RakNet::SystemAddress*) &systems, &numConnections); for (int i=0; i < numConnections; i++) { printf("%i. %s\n", i+1, systems[i].ToString(true)); } continue; } if (strcmp(message, "ban")==0) { printf("Enter IP to ban. You can use * as a wildcard\n"); Gets(message,sizeof(message)); server->AddToBanList(message); printf("IP %s added to ban list.\n", message); continue; } // Message now holds what we want to broadcast char message2[2048]; // Append Server: to the message so clients know that it ORIGINATED from the server // All messages to all clients come from the server either directly or by being // relayed from other clients message2[0]=0; strcpy(message2, "Server: "); strcat(message2, message); // message2 is the data to send // strlen(message2)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order // We arbitrarily pick 0 for the ordering stream // RakNet::UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast // true means broadcast the message to everyone connected server->Send(message2, (const int) strlen(message2)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, RakNet::UNASSIGNED_SYSTEM_ADDRESS, true); } // Get a packet from either the server or the client for (p=server->Receive(); p; server->DeallocatePacket(p), p=server->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));; break; case ID_NEW_INCOMING_CONNECTION: // Somebody connected. We have their IP now printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); clientID=p->systemAddress; // Record the player ID of the client printf("Remote internal IDs:\n"); for (int index=0; index < MAXIMUM_NUMBER_OF_INTERNAL_IDS; index++) { RakNet::SystemAddress internalId = server->GetInternalID(p->systemAddress, index); if (internalId!=RakNet::UNASSIGNED_SYSTEM_ADDRESS) { printf("%i. %s\n", index+1, internalId.ToString(true)); } } break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));; break; default: // The server knows the static data of all clients, so we can prefix the message // With the name data printf("%s\n", p->data); // Relay the message. We prefix the name for other clients. This demonstrates // That messages can be changed on the server before being broadcast // Sending is the same as before sprintf(message, "%s", p->data); server->Send(message, (const int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, p->systemAddress, true); break; } } } server->Shutdown(300); // We're done with the network RakNet::RakPeerInterface::DestroyInstance(server); return 0; }
void TetrisClient::Loop() { // Get a packet from either the server or the client RakNet::RakPeerInterface *client = RakNet::RakPeerInterface::GetInstance(); // GetPacketIdentifier returns this unsigned char packetIdentifier; for (p = m_interface->Receive(); p; m_interface->DeallocatePacket(p), p = m_interface->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION\n"); break; case ID_ALREADY_CONNECTED: // Connection lost normally printf("ID_ALREADY_CONNECTED with guid %" PRINTF_64_BIT_MODIFIER "u\n", p->guid); break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_DISCONNECTION_NOTIFICATION\n"); break; case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_CONNECTION_LOST\n"); break; case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_NEW_INCOMING_CONNECTION\n"); break; case ID_CONNECTION_BANNED: // Banned from this server printf("We are banned from this server.\n"); break; case ID_CONNECTION_ATTEMPT_FAILED: printf("Connection attempt failed\n"); break; case ID_NO_FREE_INCOMING_CONNECTIONS: // Sorry, the server is full. I don't do anything here but // A real app should tell the user printf("ID_NO_FREE_INCOMING_CONNECTIONS\n"); break; case ID_INVALID_PASSWORD: printf("ID_INVALID_PASSWORD\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST\n"); break; case ID_CONNECTION_REQUEST_ACCEPTED: // This tells the client they have connected printf("ID_CONNECTION_REQUEST_ACCEPTED to %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); printf("My external address is %s\n", m_interface->GetExternalID(p->systemAddress).ToString(true)); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; default: // It's a client, so just show the message printf("%s\n", p->data); break; } } }
void TetrisServer::Loop() { // This sleep keeps RakNet responsive RakSleep(16); // GetPacketIdentifier returns this unsigned char packetIdentifier; for (p = m_interface->Receive(); p; m_interface->DeallocatePacket(p), p = m_interface->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));; break; case ID_NEW_INCOMING_CONNECTION: // Somebody connected. We have their IP now printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); m_clientID = p->systemAddress; // Record the player ID of the client printf("Remote internal IDs:\n"); for (int index = 0; index < MAXIMUM_NUMBER_OF_INTERNAL_IDS; index++) { RakNet::SystemAddress internalId = m_interface->GetInternalID(p->systemAddress, index); if (internalId != RakNet::UNASSIGNED_SYSTEM_ADDRESS) { printf("%i. %s\n", index + 1, internalId.ToString(true)); } } break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));; break; default: break; } } if (sf::Keyboard::isKeyPressed(sf::Keyboard::B)) { // Message now holds what we want to broadcast char message[2048] = "Hello!"; // message2 is the data to send // strlen(message2)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order // We arbitrarily pick 0 for the ordering stream // RakNet::UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast // true means broadcast the message to everyone connected m_interface->Send(message, (const int)strlen(message) + 1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, RakNet::UNASSIGNED_SYSTEM_ADDRESS, true); } }
int main(void) { RakNetStatistics *rss; // Pointers to the interfaces of our server and client. // Note we can easily have both in the same program RakPeerInterface *client=RakNetworkFactory::GetRakPeerInterface(); // client->InitializeSecurity(0,0,0,0); // Holds packets Packet* p; // GetPacketIdentifier returns this unsigned char packetIdentifier; // Just so we can remember where the packet came from bool isServer; // Record the first client that connects to us so we can pass it to the ping function SystemAddress clientID=UNASSIGNED_SYSTEM_ADDRESS; // Crude interface // Holds user data char ip[30], serverPort[30], clientPort[30]; // A client isServer=false; printf("This is a sample implementation of a text based chat client.\n"); printf("Connect to the project 'Chat Example Server'.\n"); printf("Difficulty: Beginner\n\n"); // Get our input puts("Enter the client port to listen on"); gets(clientPort); if (clientPort[0]==0) strcpy(clientPort, "0"); puts("Enter IP to connect to"); gets(ip); client->AllowConnectionResponseIPMigration(false); if (ip[0]==0) strcpy(ip, "127.0.0.1"); puts("Enter the port to connect to"); gets(serverPort); if (serverPort[0]==0) strcpy(serverPort, "1234"); // Connecting the client is very simple. 0 means we don't care about // a connectionValidationInteger, and false for low priority threads SocketDescriptor socketDescriptor(atoi(clientPort),0); client->Startup(1,30,&socketDescriptor, 1); client->SetOccasionalPing(true); bool b = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin")); if (b) puts("Attempting connection"); else { puts("Bad connection attempt. Terminating."); exit(1); } printf("My IP is %s\n", client->GetLocalIP(0)); printf("My GUID is %s\n", client->GetGuidFromSystemAddress(UNASSIGNED_SYSTEM_ADDRESS).ToString()); puts("'quit' to quit. 'stat' to show stats. 'ping' to ping.\n'disconnect' to disconnect. 'connect' to reconnnect. Type to talk."); char message[2048]; // Loop for input while (1) { // This sleep keeps RakNet responsive #ifdef _WIN32 Sleep(30); #else usleep(30 * 1000); #endif if (kbhit()) { // Notice what is not here: something to keep our network running. It's // fine to block on gets or anything we want // Because the network engine was painstakingly written using threads. gets(message); if (strcmp(message, "quit")==0) { puts("Quitting."); break; } if (strcmp(message, "stat")==0) { rss=client->GetStatistics(client->GetSystemAddressFromIndex(0)); StatisticsToString(rss, message, 2); printf("%s", message); printf("Ping=%i\n", client->GetAveragePing(client->GetSystemAddressFromIndex(0))); continue; } if (strcmp(message, "disconnect")==0) { client->CloseConnection(client->GetSystemAddressFromIndex(0),true,0); printf("Disconnecting.\n"); continue; } if (strcmp(message, "connect")==0) { bool b = client->Connect(ip, atoi(serverPort), "Rumpelstiltskin", (int) strlen("Rumpelstiltskin")); if (b) puts("Attempting connection"); else { puts("Bad connection attempt. Terminating."); exit(1); } continue; } if (strcmp(message, "ping")==0) { if (client->GetSystemAddressFromIndex(0)!=UNASSIGNED_SYSTEM_ADDRESS) client->Ping(client->GetSystemAddressFromIndex(0)); continue; } // message is the data to send // strlen(message)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order client->Send(message, (int) strlen(message)+1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, UNASSIGNED_SYSTEM_ADDRESS, true); } // Get a packet from either the server or the client p = client->Receive(); if (p==0) continue; // Didn't get any packets // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION\n"); break; case ID_ALREADY_CONNECTED: // Connection lost normally printf("ID_ALREADY_CONNECTED\n"); break; case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_DISCONNECTION_NOTIFICATION\n"); break; case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_CONNECTION_LOST\n"); break; case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want. printf("ID_REMOTE_NEW_INCOMING_CONNECTION\n"); break; case ID_CONNECTION_BANNED: // Banned from this server printf("We are banned from this server.\n"); break; case ID_CONNECTION_ATTEMPT_FAILED: printf("Connection attempt failed\n"); break; case ID_NO_FREE_INCOMING_CONNECTIONS: // Sorry, the server is full. I don't do anything here but // A real app should tell the user printf("ID_NO_FREE_INCOMING_CONNECTIONS\n"); break; case ID_MODIFIED_PACKET: // Cheater! printf("ID_MODIFIED_PACKET\n"); break; case ID_INVALID_PASSWORD: printf("ID_INVALID_PASSWORD\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST\n"); break; case ID_CONNECTION_REQUEST_ACCEPTED: // This tells the client they have connected printf("ID_CONNECTION_REQUEST_ACCEPTED to %s with GUID %s\n", p->systemAddress.ToString(), p->guid.ToString()); break; default: // It's a client, so just show the message printf("%s\n", p->data); break; } // We're done with the packet client->DeallocatePacket(p); } // Be nice and let the server know we quit. client->Shutdown(300); // We're done with the network RakNetworkFactory::DestroyRakPeerInterface(client); return 0; }
void Server::update(running_machine *machine) { for( map<RakNet::RakNetGUID,vector< string > >::iterator it = unknownPeerInputs.begin(); it != unknownPeerInputs.end(); ) { cout << "GOT UNKNOWN PEER INPUT\n"; if(peerIDs.find(it->first)!=peerIDs.end()) { int ID = peerIDs[it->first]; for(int a=0;a<it->second.size();a++) { peerInputs[ID].push_back(it->second[a]); } map<RakNet::RakNetGUID,vector< string > >::iterator itold = it; it++; unknownPeerInputs.erase(itold); } else { it++; } } //cout << "SERVER TIME: " << RakNet::GetTimeMS()/1000.0f/60.0f << endl; //printf("Updating server\n"); RakNet::Packet *p; for (p=rakInterface->Receive(); p; rakInterface->DeallocatePacket(p), p=rakInterface->Receive()) { // We got a packet, get the identifier with our handy function unsigned char packetIdentifier = GetPacketIdentifier(p); //printf("GOT PACKET %d\n",int(packetIdentifier)); // Check if this is a network message packet switch (packetIdentifier) { case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true)); removePeer(p->guid,machine); break; case ID_NEW_INCOMING_CONNECTION: // Somebody connected. We have their IP now printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); if(syncHappend) { //Sorry, too late //rakInterface->CloseConnection(p->systemAddress,true); } break; case ID_CLIENT_INFO: cout << "GOT ID_CLIENT_INFO\n"; //This client is requesting candidacy, set their info { char buf[4096]; strcpy(buf,(char*)(p->data+1)); candidateNames[p->systemAddress] = buf; } //Find a session index for the player { char buf[4096]; buf[0] = ID_SETTINGS; memcpy(buf+1,&secondsBetweenSync,sizeof(int)); strcpy(buf+1+sizeof(int),username.c_str()); rakInterface->Send( buf, 1+sizeof(int)+username.length()+1, HIGH_PRIORITY, RELIABLE_ORDERED, ORDERING_CHANNEL_SYNC, p->guid, false ); } if(acceptedPeers.size()>=maxPeerID-1) { //Sorry, no room rakInterface->CloseConnection(p->systemAddress,true); } else if(acceptedPeers.size()) { printf("Asking other peers to accept %s\n",p->systemAddress.ToString()); waitingForAcceptFrom[p->systemAddress] = std::vector<RakNet::RakNetGUID>(); for(int a=0; a<acceptedPeers.size(); a++) { RakNet::RakNetGUID guid = acceptedPeers[a]; waitingForAcceptFrom[p->systemAddress].push_back(guid); cout << "SENDING ADVERTIZE TO " << guid.ToString() << endl; char buf[4096]; buf[0] = ID_ADVERTISE_SYSTEM; strcpy(buf+1,p->systemAddress.ToString(true)); rakInterface->Send(buf,1+strlen(p->systemAddress.ToString(true))+1,HIGH_PRIORITY,RELIABLE_ORDERED,ORDERING_CHANNEL_SYNC,guid,false); } printf("Asking other peers to accept\n"); } else { //First client, automatically accept acceptPeer(p->systemAddress,machine); } break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_ACCEPT_NEW_HOST: { printf("Accepting new host\n"); RakNet::SystemAddress saToAccept; saToAccept.SetBinaryAddress(((char*)p->data)+1); for(int a=0; a<waitingForAcceptFrom[saToAccept].size(); a++) { if(waitingForAcceptFrom[saToAccept][a]==p->guid) { waitingForAcceptFrom[saToAccept].erase(waitingForAcceptFrom[saToAccept].begin()+a); break; } } if(waitingForAcceptFrom[saToAccept].empty()) { cout << "Accepting: " << saToAccept.ToString() << endl; waitingForAcceptFrom.erase(waitingForAcceptFrom.find(saToAccept)); acceptPeer(saToAccept,machine); } } break; case ID_REJECT_NEW_HOST: { RakNet::SystemAddress saToReject; saToReject.SetBinaryAddress(((char*)p->data)+1); printf("Rejecting new client\n"); cout << p->guid.ToString() << " REJECTS " << saToReject.ToString() << endl; if(waitingForAcceptFrom.find(saToReject)==waitingForAcceptFrom.end()) printf("Could not find waitingForAcceptFrom for this GUID, weird"); else waitingForAcceptFrom.erase(waitingForAcceptFrom.find(saToReject)); rakInterface->CloseConnection(saToReject,true); } break; case ID_CLIENT_INPUTS: if(peerIDs.find(p->guid)==peerIDs.end() || peerInputs.find(peerIDs[p->guid])==peerInputs.end()) { cout << __FILE__ << ":" << __LINE__ << " OOPS!!!!\n"; } //cout << "GOT CLIENT INPUTS\n"; peerInputs[peerIDs[p->guid]].push_back(string((char*)GetPacketData(p),(int)GetPacketSize(p))); break; default: printf("UNEXPECTED PACKET ID: %d\n",int(packetIdentifier)); break; } } }
int main(int argc, char** argv) { RakNet::RakPeerInterface *server = RakNet::RakPeerInterface::GetInstance(); RakNet::Packet* p; unsigned char packetIdentifier; RakNet::SystemAddress clientID = RakNet::UNASSIGNED_SYSTEM_ADDRESS; RakNet::RakNetStatistics *rss; RakNet::SocketDescriptor socketDescriptors[2]; char portstring[30]; socketDescriptors[0].port = SERVER_PORT; socketDescriptors[0].socketFamily = AF_INET; // Test out IPV4 socketDescriptors[1].port = SERVER_PORT; socketDescriptors[1].socketFamily = AF_INET6; // Test out IPV6 if (server->Startup(4, socketDescriptors, 2) != RakNet::RAKNET_STARTED) { std::cout << "IPV6 not supported, starting with IPV4-only interface..." << std::endl; if (server->Startup(4, socketDescriptors, 1) != RakNet::RAKNET_STARTED) { std::cerr << "Error creating server, exiting..." << std::endl; exit(-1); } } std::cout << "Server started successfully. Listening on port " << SERVER_PORT << std::endl; server->SetMaximumIncomingConnections(20); server->SetOccasionalPing(true); server->SetUnreliableTimeout(1000); DataStructures::List<RakNet::RakNetSocket2*> sockets; server->GetSockets(sockets); std::cout << "Socket addresses used by RakNet:" << std::endl; for (unsigned int i = 0; i < sockets.Size(); i++) { printf("%i. %s\n", i + 1, sockets[i]->GetBoundAddress().ToString(true)); } char message[2048]; // Loop for input while (1) { // This sleep keeps RakNet responsive RakSleep(30); if (kbhit()) { // Notice what is not here: something to keep our network running. It's // fine to block on gets or anything we want // Because the network engine was painstakingly written using threads. Gets(message, sizeof(message)); if (strcmp(message, "quit") == 0) { puts("Quitting."); break; } if (strcmp(message, "stat") == 0) { rss = server->GetStatistics(server->GetSystemAddressFromIndex(0)); StatisticsToString(rss, message, 2); printf("%s", message); printf("Ping %i\n", server->GetAveragePing(server->GetSystemAddressFromIndex(0))); continue; } if (strcmp(message, "ping") == 0) { server->Ping(clientID); continue; } if (strcmp(message, "pingip") == 0) { printf("Enter IP: "); Gets(message, sizeof(message)); printf("Enter port: "); Gets(portstring, sizeof(portstring)); if (portstring[0] == 0) strcpy(portstring, "1234"); server->Ping(message, atoi(portstring), false); continue; } if (strcmp(message, "kick") == 0) { server->CloseConnection(clientID, true, 0); continue; } if (strcmp(message, "getconnectionlist") == 0) { printf("Connections:\n"); RakNet::SystemAddress systems[10]; unsigned short numConnections = 10; server->GetConnectionList((RakNet::SystemAddress*) &systems, &numConnections); for (int i = 0; i < numConnections; i++) { printf("%i. %s\n", i + 1, systems[i].ToString(true)); } continue; } if (strcmp(message, "ban") == 0) { printf("Enter IP to ban. You can use * as a wildcard\n"); Gets(message, sizeof(message)); server->AddToBanList(message); printf("IP %s added to ban list.\n", message); continue; } // Message now holds what we want to broadcast char message2[2048]; // Append Server: to the message so clients know that it ORIGINATED from the server // All messages to all clients come from the server either directly or by being // relayed from other clients message2[0] = 0; const static char prefix[] = "Server: "; strncpy(message2, prefix, sizeof(message2)); strncat(message2, message, sizeof(message2) - strlen(prefix) - 1); // message2 is the data to send // strlen(message2)+1 is to send the null terminator // HIGH_PRIORITY doesn't actually matter here because we don't use any other priority // RELIABLE_ORDERED means make sure the message arrives in the right order // We arbitrarily pick 0 for the ordering stream // RakNet::UNASSIGNED_SYSTEM_ADDRESS means don't exclude anyone from the broadcast // true means broadcast the message to everyone connected server->Send(message2, (const int)strlen(message2) + 1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, RakNet::UNASSIGNED_SYSTEM_ADDRESS, true); } // Get a packet from either the server or the client for (p = server->Receive(); p; server->DeallocatePacket(p), p = server->Receive()) { // We got a packet, get the identifier with our handy function packetIdentifier = GetPacketIdentifier(p); // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally printf("ID_DISCONNECTION_NOTIFICATION from %s\n", p->systemAddress.ToString(true));; break; case ID_NEW_INCOMING_CONNECTION: // Somebody connected. We have their IP now printf("ID_NEW_INCOMING_CONNECTION from %s with GUID %s\n", p->systemAddress.ToString(true), p->guid.ToString()); clientID = p->systemAddress; // Record the player ID of the client printf("Remote internal IDs:\n"); for (int index = 0; index < MAXIMUM_NUMBER_OF_INTERNAL_IDS; index++) { RakNet::SystemAddress internalId = server->GetInternalID(p->systemAddress, index); if (internalId != RakNet::UNASSIGNED_SYSTEM_ADDRESS) { printf("%i. %s\n", index + 1, internalId.ToString(true)); } } break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: printf("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_CONNECTED_PING: case ID_UNCONNECTED_PING: printf("Ping from %s\n", p->systemAddress.ToString(true)); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated printf("ID_CONNECTION_LOST from %s\n", p->systemAddress.ToString(true));; break; default: // The server knows the static data of all clients, so we can prefix the message // With the name data printf("%s\n", p->data); // Relay the message. We prefix the name for other clients. This demonstrates // That messages can be changed on the server before being broadcast // Sending is the same as before sprintf(message, "%s", p->data); server->Send(message, (const int)strlen(message) + 1, HIGH_PRIORITY, RELIABLE_ORDERED, 0, p->systemAddress, true); break; } } } server->Shutdown(300); // We're done with the network RakNet::RakPeerInterface::DestroyInstance(server); }
void MyGameManager::OnHandleCallback(IVisCallbackDataObject_cl *pData) { if (pData->m_pSender == &Vision::Callbacks.OnUpdateSceneBegin) { //This callback will be triggered at the beginning of every frame //You can add your own per frame logic here // [...] if (m_bPlayingTheGame) { Vision::Message.Print(1, 200, 100, "The game is running"); } return; } if (pData->m_pSender == &Vision::Callbacks.OnEditorModeChanged) { // when vForge switches back from EDITORMODE_PLAYING_IN_GAME, turn off our play the game mode if (((VisEditorModeChangedDataObject_cl *) pData)->m_eNewMode != VisEditorManager_cl::EDITORMODE_PLAYING_IN_GAME) SetPlayTheGame(false); return; } if (pData->m_pSender == &Vision::Callbacks.OnBeforeSceneLoaded) { //here you can add you specific code before the scene is loaded return; } if (pData->m_pSender == &Vision::Callbacks.OnAfterSceneLoaded) { //gets triggered when the play-the-game vForge is started or outside vForge after loading the scene if (Vision::Editor.IsPlayingTheGame()) SetPlayTheGame(true); /* spGUIContext = new VGUIMainContext(NULL); // Load some default resource (like the image for our cursor) VGUIManager::GlobalManager().LoadResourceFile("Dialogs\\MenuSystem.xml"); spGUIContext->SetActivate(true); spMainDlg = spGUIContext->ShowDialog("Dialogs\\MainMenu.xml"); VASSERT(spMainDlg); */ return; } if (pData->m_pSender == &Vision::Callbacks.OnWorldDeInit) { // this is important when running outside vForge SetPlayTheGame(false); return; } if (pData->m_pSender == &Vision::Callbacks.OnBeforeSceneUnloaded) { /* spMainDlg = NULL; // destroy the MainDlg Object spGUIContext->SetActivate(false); // Don't forget to deinit the GUI context spGUIContext = NULL; // destroy the GUI context */ return; } if (pData->m_pSender == &Vision::Callbacks.OnFrameUpdatePreRender) { // Holds packets RakNet::Packet* p; for (p=client->Receive(); p; client->DeallocatePacket(p), p=client->Receive()) { // We got a packet, get the identifier with our handy function auto packetIdentifier = GetPacketIdentifier(p); VString str; // Check if this is a network message packet switch (packetIdentifier) { case ID_DISCONNECTION_NOTIFICATION: // Connection lost normally Vision::Message.Add("ID_DISCONNECTION_NOTIFICATION\n"); break; case ID_INCOMPATIBLE_PROTOCOL_VERSION: Vision::Message.Add("ID_INCOMPATIBLE_PROTOCOL_VERSION\n"); break; case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want. Vision::Message.Add("ID_REMOTE_DISCONNECTION_NOTIFICATION\n"); break; case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want. Vision::Message.Add("ID_REMOTE_CONNECTION_LOST\n"); break; case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want. Vision::Message.Add("ID_REMOTE_NEW_INCOMING_CONNECTION\n"); break; case ID_CONNECTION_BANNED: // Banned from this server Vision::Message.Add("We are banned from this server.\n"); break; case ID_CONNECTION_ATTEMPT_FAILED: Vision::Message.Add("Connection attempt failed\n"); break; case ID_NO_FREE_INCOMING_CONNECTIONS: // Sorry, the server is full. I don't do anything here but // A real app should tell the user Vision::Message.Add("ID_NO_FREE_INCOMING_CONNECTIONS\n"); break; case ID_INVALID_PASSWORD: Vision::Message.Add("ID_INVALID_PASSWORD\n"); break; case ID_CONNECTION_LOST: // Couldn't deliver a reliable packet - i.e. the other system was abnormally // terminated Vision::Message.Add("ID_CONNECTION_LOST\n"); break; case ID_CONNECTION_REQUEST_ACCEPTED: // This tells the client they have connected str.Format("ID_CONNECTION_REQUEST_ACCEPTED to %s with GUID %s\n",p->systemAddress.ToString(true), p->guid.ToString()); Vision::Message.Add(str); str.Format("My external address is %s\n", client->GetExternalID(p->systemAddress).ToString(true)); Vision::Message.Add(str); break; default: // It's a client, so just show the message //printf("%s\n", p->data); str.Format("Incoming message: %s",p->data); Vision::Message.Add(str); break; } } return; } }