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source: code/branches/FICN/src/network/Client.cc @ 490

Last change on this file since 490 was 459, checked in by scheusso, 17 years ago

preparing clone mode for game (one server steers, all clients view ;) )

File size: 4.3 KB
Line 
1//
2// C++ Implementation: Client
3//
4// Description:
5//
6//
7// Author:  Oliver Scheuss, (C) 2007
8//
9// Copyright: See COPYING file that comes with this distribution
10//
11//
12
13#include "Client.h"
14
15namespace network{
16
17  /**
18   * Constructor for the Client class
19   * initializes the address and the port to default localhost:NETWORK_PORT
20   */
21  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
22    // set server address to localhost
23    isConnected=false;
24  }
25
26  /**
27   * Constructor for the Client class
28   * @param address the server address
29   * @param port port of the application on the server
30   */
31  Client::Client(std::string address, int port) : client_connection(port, address){
32    isConnected=false;
33  }
34
35  /**
36   * Constructor for the Client class
37   * @param address the server address
38   * @param port port of the application on the server
39   */
40  Client::Client(const char *address, int port) : client_connection(port, address){
41    isConnected=false;
42  }
43
44  /**
45   * Establish the Connection to the Server
46   * @return true/false
47   */
48  bool Client::establishConnection(){
49    isConnected=client_connection.createConnection();
50    return isConnected;
51  }
52
53  /**
54   * closes the Connection to the Server
55   * @return true/false
56   */
57  bool Client::closeConnection(){
58    isConnected=false;
59    return client_connection.closeConnection();
60  }
61
62  /**
63   * submits a MouseAction to the server
64   * @param x x Coordinate
65   * @param y y Coordinate
66   * @return true/false
67   */
68  bool Client::sendMouse(double x, double y){
69    // generate packet and add it to the queue
70    if(!isConnected)
71      return false;
72    if(!client_connection.addPacket(pck_gen.mousem(x, y)))
73        return false;
74    // send packets
75    return client_connection.sendPackets();
76  }
77
78  /**
79   * submits a Keystrike to the server
80   * @param key_code code to submit
81   * @return true/false
82   */
83  bool Client::sendKeyboard(char key_code){
84    // generate packet and add it to queue
85    if(!isConnected)
86      return false;
87    if(!client_connection.addPacket(pck_gen.keystrike(key_code)))
88        return false;
89    // send packets
90    return client_connection.sendPackets();
91  }
92 
93  /**
94   * submits a chat message to the server
95   * @param message message to send
96   * @return true/false
97   */
98  bool Client::sendChat( std::string message ){
99    // generate packet and add it to queue
100    if(!isConnected)
101      return false;
102    if(client_connection.addPacket(pck_gen.chatMessage( message.c_str() )));
103      return client_connection.sendPackets();
104    // send packets
105    return false;
106  }
107
108  /**
109   * Adds a MouseAction to the PacketQueue
110   * @param x x Coordinate
111   * @param y y Coordinate
112   * @return true/false
113   */
114  bool Client::addMouse(double x, double y){
115    // generate packet and add it to the queue
116    if(client_connection.addPacket(pck_gen.mousem(x, y)))
117      return true;
118    else
119      return false;
120  }
121
122  /**
123   * Adds a Keystrike to the PacketQueue
124   * @param key_code
125   * @return true/false
126   */
127  bool Client::addKeyboard(char key_code){
128    // generate packet and add it to queue
129    if(client_connection.addPacket(pck_gen.keystrike(key_code)))
130      return true;
131    else
132      return false;
133  }
134
135  /**
136   * Sends out all the packets queued by addXXX
137   */
138  bool Client::sendPackets(){
139    if(!isConnected)
140      return false;
141    ENetEvent event;
142    // send packets
143    client_connection.sendPackets(&event);
144    if(event.type==ENET_EVENT_TYPE_NONE)
145      return true;
146    else
147      return false;
148  }
149 
150  /**
151   * Performs a GameState update
152   */
153  void Client::tick(float time){
154    ENetPacket *packet;
155    // stop if the packet queue is empty
156    while(!client_connection.queueEmpty()){
157      packet = client_connection.getPacket();
158      elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server)
159    }
160    return;
161  }
162 
163  void Client::processGamestate( GameStateCompressed *data){
164    gamestate.pushGameState(*data);
165    client_connection.addPacket(pck_gen.acknowledgement(data->id));
166    client_connection.sendPackets();
167    return;
168  }
169 
170  void Client::processClassid(classid *clid){
171    orxonox::Identifier *id;
172    id=orxonox::ID(std::string(clid->message));
173    if(id!=NULL)
174      id->setNetworkID(clid->clid);
175    return;
176  }
177 
178  void Client::processChat( chat *data){
179    std::cout << "Server: " << data->message << std::endl;
180  }
181 
182}
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