1 | // |
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2 | // C++ Implementation: Client |
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3 | // |
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4 | // Description: |
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5 | // |
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6 | // |
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7 | // Author: Oliver Scheuss, (C) 2007 |
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8 | // |
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9 | // Copyright: See COPYING file that comes with this distribution |
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10 | // |
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11 | // |
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12 | |
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13 | #include "Client.h" |
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14 | |
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15 | namespace network{ |
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16 | |
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17 | /** |
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18 | * Constructor for the Client class |
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19 | * initializes the address and the port to default localhost:NETWORK_PORT |
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20 | */ |
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21 | Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ |
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22 | // set server address to localhost |
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23 | isConnected=false; |
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24 | pck_gen = PacketGenerator(); |
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25 | gamestate = GameStateManager(); |
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26 | } |
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27 | |
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28 | /** |
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29 | * Constructor for the Client class |
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30 | * @param address the server address |
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31 | * @param port port of the application on the server |
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32 | */ |
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33 | Client::Client(std::string address, int port) : client_connection(port, address){ |
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34 | isConnected=false; |
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35 | pck_gen = PacketGenerator(); |
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36 | gamestate = GameStateManager(); |
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37 | } |
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38 | |
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39 | /** |
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40 | * Constructor for the Client class |
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41 | * @param address the server address |
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42 | * @param port port of the application on the server |
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43 | */ |
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44 | Client::Client(const char *address, int port) : client_connection(port, address){ |
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45 | isConnected=false; |
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46 | pck_gen = PacketGenerator(); |
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47 | gamestate = GameStateManager(); |
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48 | } |
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49 | |
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50 | /** |
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51 | * Establish the Connection to the Server |
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52 | * @return true/false |
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53 | */ |
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54 | bool Client::establishConnection(){ |
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55 | isConnected=client_connection.createConnection(); |
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56 | return isConnected; |
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57 | } |
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58 | |
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59 | /** |
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60 | * closes the Connection to the Server |
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61 | * @return true/false |
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62 | */ |
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63 | bool Client::closeConnection(){ |
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64 | isConnected=false; |
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65 | return client_connection.closeConnection(); |
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66 | } |
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67 | |
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68 | /** |
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69 | * submits a MouseAction to the server |
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70 | * @param x x Coordinate |
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71 | * @param y y Coordinate |
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72 | * @return true/false |
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73 | */ |
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74 | bool Client::sendMouse(double x, double y){ |
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75 | ENetEvent event; |
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76 | // generate packet and add it to the queue |
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77 | if(!client_connection.addPacket(pck_gen.mousem(x, y))) |
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78 | return false; |
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79 | // send packets |
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80 | return client_connection.sendPackets(); |
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81 | } |
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82 | |
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83 | /** |
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84 | * submits a Keystrike to the server |
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85 | * @param key_code code to submit |
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86 | * @return true/false |
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87 | */ |
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88 | bool Client::sendKeyboard(char key_code){ |
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89 | ENetEvent event; |
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90 | // generate packet and add it to queue |
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91 | if(!client_connection.addPacket(pck_gen.keystrike(key_code))) |
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92 | return false; |
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93 | // send packets |
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94 | return client_connection.sendPackets(); |
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95 | } |
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96 | |
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97 | /** |
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98 | * Adds a MouseAction to the PacketQueue |
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99 | * @param x x Coordinate |
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100 | * @param y y Coordinate |
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101 | * @return true/false |
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102 | */ |
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103 | bool Client::addMouse(double x, double y){ |
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104 | // generate packet and add it to the queue |
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105 | if(client_connection.addPacket(pck_gen.mousem(x, y))) |
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106 | return true; |
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107 | else |
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108 | return false; |
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109 | } |
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110 | |
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111 | /** |
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112 | * Adds a Keystrike to the PacketQueue |
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113 | * @param key_code |
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114 | * @return true/false |
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115 | */ |
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116 | bool Client::addKeyboard(char key_code){ |
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117 | ENetEvent event; |
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118 | // generate packet and add it to queue |
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119 | if(client_connection.addPacket(pck_gen.keystrike(key_code))) |
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120 | return true; |
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121 | else |
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122 | return false; |
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123 | } |
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124 | |
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125 | /** |
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126 | * Sends out all the packets queued by addXXX |
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127 | */ |
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128 | bool Client::sendPackets(){ |
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129 | ENetEvent event; |
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130 | // send packets |
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131 | client_connection.sendPackets(&event); |
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132 | if(event.type==ENET_EVENT_TYPE_NONE) |
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133 | return true; |
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134 | else |
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135 | return false; |
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136 | } |
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137 | |
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138 | /** |
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139 | * Performs a GameState update |
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140 | */ |
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141 | void Client::update(){ |
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142 | ENetPacket *packet; |
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143 | // stop if the packet queue is empty |
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144 | while(!client_connection.queueEmpty()){ |
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145 | packet = client_connection.getPacket(); |
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146 | elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) |
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147 | } |
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148 | return; |
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149 | } |
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150 | |
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151 | void Client::processGamestate( GameState *data){ |
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152 | gamestate.loadSnapshot( *data ); |
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153 | return; |
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154 | } |
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155 | |
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156 | } |
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