1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss, (C) 2007 |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | // |
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30 | // C++ Implementation: Client |
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31 | // |
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32 | // Description: |
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33 | // |
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34 | // |
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35 | // Author: Oliver Scheuss, (C) 2007 |
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36 | // |
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37 | // Copyright: See COPYING file that comes with this distribution |
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38 | // |
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39 | // |
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40 | |
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41 | #include "Client.h" |
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42 | #include "Synchronisable.h" |
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43 | #include "core/CoreIncludes.h" |
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44 | |
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45 | namespace network |
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46 | { |
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47 | Client* Client::_sClient = 0; |
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48 | |
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49 | Client* Client::createSingleton(){ |
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50 | if(!_sClient){ |
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51 | _sClient = new Client(); |
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52 | } |
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53 | return _sClient; |
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54 | } |
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55 | |
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56 | Client* Client::createSingleton(std::string address, int port){ |
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57 | if(!_sClient) |
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58 | _sClient = new Client(address, port); |
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59 | return _sClient; |
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60 | } |
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61 | |
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62 | Client* Client::createSingleton(const char *address, int port){ |
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63 | if(!_sClient) |
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64 | _sClient = new Client(address, port); |
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65 | return _sClient; |
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66 | } |
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67 | |
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68 | void Client::destroySingleton(){ |
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69 | if(_sClient){ |
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70 | delete _sClient; |
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71 | _sClient = 0; |
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72 | } |
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73 | } |
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74 | |
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75 | Client* Client::getSingleton(){ |
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76 | return _sClient; |
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77 | } |
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78 | |
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79 | /** |
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80 | * Constructor for the Client class |
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81 | * initializes the address and the port to default localhost:NETWORK_PORT |
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82 | */ |
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83 | Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ |
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84 | // set server address to localhost |
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85 | isConnected=false; |
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86 | isSynched_=false; |
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87 | gameStateFailure_=false; |
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88 | } |
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89 | |
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90 | /** |
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91 | * Constructor for the Client class |
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92 | * @param address the server address |
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93 | * @param port port of the application on the server |
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94 | */ |
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95 | Client::Client(std::string address, int port) : client_connection(port, address){ |
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96 | isConnected=false; |
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97 | isSynched_=false; |
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98 | gameStateFailure_=false; |
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99 | } |
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100 | |
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101 | /** |
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102 | * Constructor for the Client class |
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103 | * @param address the server address |
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104 | * @param port port of the application on the server |
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105 | */ |
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106 | Client::Client(const char *address, int port) : client_connection(port, address){ |
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107 | isConnected=false; |
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108 | isSynched_=false; |
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109 | gameStateFailure_=false; |
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110 | } |
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111 | |
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112 | Client::~Client(){ |
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113 | if(isConnected) |
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114 | closeConnection(); |
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115 | } |
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116 | |
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117 | /** |
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118 | * Establish the Connection to the Server |
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119 | * @return true/false |
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120 | */ |
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121 | bool Client::establishConnection(){ |
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122 | Synchronisable::setClient(true); |
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123 | isConnected=client_connection.createConnection(); |
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124 | if(isConnected){ |
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125 | // COUT(3) << "sending connectrequest" << std::endl; |
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126 | // if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets()) |
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127 | // COUT(1) << "could not send connection request !!!!!!!!!" << std::endl; |
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128 | }else |
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129 | COUT(1) << "could not create connection laber" << std::endl; |
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130 | return isConnected; |
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131 | } |
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132 | |
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133 | /** |
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134 | * closes the Connection to the Server |
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135 | * @return true/false |
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136 | */ |
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137 | bool Client::closeConnection(){ |
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138 | isConnected=false; |
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139 | return client_connection.closeConnection(); |
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140 | } |
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141 | |
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142 | |
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143 | |
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144 | |
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145 | |
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146 | /** |
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147 | * submits a chat message to the server |
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148 | * @param message message to send |
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149 | * @return true/false |
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150 | */ |
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151 | bool Client::sendChat( std::string message ){ |
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152 | // generate packet and add it to queue |
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153 | if(!isConnected) |
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154 | return false; |
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155 | return client_connection.addPacket(pck_gen.chatMessage( message.c_str() )); |
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156 | //return client_connection.sendPackets(); |
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157 | // send packets |
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158 | return false; |
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159 | } |
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160 | |
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161 | /** |
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162 | * Performs a GameState update |
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163 | */ |
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164 | void Client::tick(float time){ |
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165 | // COUT(3) << "."; |
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166 | if(client_connection.isConnected() && isSynched_){ |
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167 | COUT(4) << "popping partial gamestate: " << std::endl; |
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168 | GameStateCompressed *gs = gamestate.popPartialGameState(); |
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169 | if(gs){ |
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170 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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171 | ENetPacket *packet = pck_gen.gstate(gs); |
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172 | if( packet == NULL || !client_connection.addPacket(packet)) |
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173 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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174 | // now delete it to save memory |
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175 | delete[] gs->data; |
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176 | delete gs; |
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177 | } |
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178 | } |
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179 | ENetEvent *event; |
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180 | // stop if the packet queue is empty |
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181 | while(!(client_connection.queueEmpty())){ |
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182 | event = client_connection.getEvent(); |
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183 | COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; |
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184 | elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) |
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185 | } |
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186 | int gameStateID = gamestate.processGameState(); |
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187 | if(gameStateID==GAMESTATEID_INITIAL) |
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188 | if(gameStateFailure_){ |
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189 | if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL))) |
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190 | COUT(3) << "could not (negatively) ack gamestate" << std::endl; |
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191 | else |
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192 | COUT(4) << "negatively acked a gamestate" << std::endl; |
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193 | } |
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194 | else |
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195 | gameStateFailure_=true; |
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196 | else if(gameStateID!=0){ |
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197 | // ack gamestate and set synched |
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198 | if(!isSynched_) |
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199 | isSynched_=true; |
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200 | gameStateFailure_=false; |
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201 | if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID))) |
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202 | COUT(3) << "could not ack gamestate" << std::endl; |
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203 | }// otherwise we had no gamestate to load |
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204 | gamestate.cleanup(); |
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205 | /*if(!client_connection.sendPackets()) |
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206 | COUT(3) << "Problem sending packets to server" << std::endl;*/ |
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207 | return; |
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208 | } |
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209 | |
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210 | void Client::processGamestate( GameStateCompressed *data, int clientID){ |
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211 | COUT(5) << "received gamestate id: " << data->id << std::endl; |
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212 | gamestate.addGameState(data); |
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213 | } |
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214 | |
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215 | void Client::processClassid(classid *clid){ |
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216 | orxonox::Identifier *id; |
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217 | id=ID(std::string(clid->message)); |
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218 | if(id!=NULL) |
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219 | id->setNetworkID(clid->clid); |
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220 | COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl; |
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221 | COUT(4) << "id(classid)->getName " << ID((unsigned int)clid->clid)->getName() << std::endl; |
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222 | delete clid; |
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223 | return; |
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224 | } |
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225 | |
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226 | void Client::processChat( chat *data){ |
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227 | COUT(0) << "Server: " << data->message << std::endl; |
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228 | delete[] data->message; |
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229 | delete data; |
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230 | } |
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231 | |
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232 | bool Client::processWelcome( welcome *w ){ |
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233 | COUT(4) << "processing welcome message" << std::endl; |
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234 | clientID_ = w->clientID; |
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235 | shipID_ = w->shipID; |
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236 | delete w; |
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237 | return true; |
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238 | } |
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239 | |
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240 | } |
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