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source: code/branches/AI_HS15/src/libraries/network/Client.h @ 10980

Last change on this file since 10980 was 8858, checked in by landauf, 13 years ago

merged output branch back to trunk.

Changes:

  • you have to include util/Output.h instead of util/Debug.h
  • COUT(x) is now called orxout(level)
  • output levels are now defined by an enum instead of numbers. see util/Output.h for the definition
  • it's possible to use output contexts with orxout(level, context). see util/Output.h for some common contexts. you can define more contexts
  • you must use 'endl' at the end of an output message, '\n' does not flush the message

Output levels:

  • instead of COUT(0) use orxout()
  • instead of COUT(1) use orxout(user_error) or orxout(internal_error)
  • instead of COUT(2) use orxout(user_warning) or orxout(internal_warning)
  • instead of COUT(3) use orxout(user_status/user_info) or orxout(internal_status/internal_info)
  • instead of COUT(4) use orxout(verbose)
  • instead of COUT(5) use orxout(verbose_more)
  • instead of COUT(6) use orxout(verbose_ultra)

Guidelines:

  • user_* levels are for the user, visible in the console and the log-file
  • internal_* levels are for developers, visible in the log-file
  • verbose_* levels are for debugging, only visible if the context of the output is activated

Usage in C++:

  • orxout() << "message" << endl;
  • orxout(level) << "message" << endl;
  • orxout(level, context) << "message" << endl;

Usage in Lua:

  • orxout("message")
  • orxout(orxonox.level.levelname, "message")
  • orxout(orxonox.level.levelname, "context", "message")

Usage in Tcl (and in the in-game-console):

  • orxout levelname message
  • orxout_context levelname context message
  • shortcuts: log message, error message, warning message, status message, info message, debug message
  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Interface: Client
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#ifndef _Client_H__
42#define _Client_H__
43
44#include "NetworkPrereqs.h"
45
46#include <string>
47#include <deque>
48
49#include "util/UtilPrereqs.h"
50#include "util/Singleton.h"
51#include "ClientConnection.h"
52// #include "GamestateClient.h"
53#include "Host.h"
54#include "LANDiscovery.h"
55#include "packet/ServerInformation.h"
56
57// tolua_begin
58namespace orxonox
59{
60// tolua_end
61  /**
62  Client *client;
63  * The network/Client class
64  * This class implements all necessary function for the network communication
65  * It is the root class of the network module
66  *
67  */
68  class _NetworkExport Client // tolua_export
69    : public Host, protected ClientConnection, public Singleton<Client>
70  { // tolua_export
71  friend class Singleton<Client>;
72  public:
73    Client();
74    ~Client();
75
76    static Client* getInstance(){ return singletonPtr_s; } // tolua_export
77
78    bool establishConnection();
79    void setDestination( const std::string& serverAddress, unsigned int port ); // tolua_export
80    bool closeConnection();
81    void queuePacket(ENetPacket* packet, int clientID, uint8_t channelID);
82    virtual bool sendPacket( packet::Packet* packet ){ return packet->send( static_cast<Host*>(this) ); }
83    virtual void doSendChat(const std::string& message, unsigned int sourceID, unsigned int targetID);
84    virtual void doReceiveChat(const std::string& message, unsigned int sourceID, unsigned int targetID);
85    virtual void printRTT();
86
87    void update(const Clock& time);
88  protected:
89    virtual void connectionClosed();
90  private:
91    Client(const Client& copy); // not used
92    virtual bool isServer_(){return false;}
93    void processPacket(packet::Packet* packet);
94
95    static Client* singletonPtr_s;
96    bool isSynched_;
97    std::deque<packet::Packet*> packetQueue_;
98
99    bool gameStateFailure_;
100    float timeSinceLastUpdate_;
101  }; // tolua_export
102
103
104} // tolua_export
105
106#endif /* _Client_H__ */
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