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source: code/branches/audio/src/network/Client.cc @ 311

Last change on this file since 311 was 285, checked in by nicolasc, 17 years ago

cleaned up network, builds with CML

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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    //server_address="127.0.0.1";
24    //port = NETWORK_PORT;
25    isConnected=false;
26  }
27
28  /**
29   * Constructor for the Client class
30   * @param address the server address
31   * @param port port of the application on the server
32   */
33  Client::Client(std::string address, int port) : client_connection(port, address){
34    //server_address=address.c_str();
35    //this->port = port;
36    isConnected=false;
37  }
38
39  /**
40   * Constructor for the Client class
41   * @param address the server address
42   * @param port port of the application on the server
43   */
44  Client::Client(const char *address, int port) : client_connection(port, address){
45    //server_address = address;
46    //this->port = port;
47    isConnected=false;
48  }
49
50  /**
51   * Establish the Connection to the Server
52   * @return true/false
53   */
54  bool Client::establishConnection(){
55    isConnected=client_connection.createConnection();
56    return isConnected;
57  }
58
59  /**
60   * closes the Connection to the Server
61   * @return true/false
62   */
63  bool Client::closeConnection(){
64    isConnected=false;
65    return client_connection.closeConnection();
66  }
67
68  /**
69   * submits a MouseAction to the server
70   * @param x x Coordinate
71   * @param y y Coordinate
72   * @return true/false
73   */
74  bool Client::sendMouse(double x, double y){
75    ENetEvent event;
76    // generate packet and add it to the queue
77    if(!client_connection.addPacket(pck_gen.mousem(x, y)))
78        return false;
79    // send packets
80    client_connection.sendPackets(&event);
81    if(event.type==ENET_EVENT_TYPE_NONE)
82      return true;
83    else
84      return false;
85  }
86
87  /**
88   * submits a Keystrike to the server
89   * @param key_code code to submit
90   * @return true/false
91   */
92  bool Client::sendKeyboard(char key_code){
93    ENetEvent event;
94    // generate packet and add it to queue
95    if(!client_connection.addPacket(pck_gen.keystrike(key_code)))
96        return false;
97    // send packets
98    client_connection.sendPackets(&event);
99    if(event.type==ENET_EVENT_TYPE_NONE)
100      return true;
101    else
102      return false;
103  }
104
105  /**
106   * Adds a MouseAction to the PacketQueue
107   * @param x x Coordinate
108   * @param y y Coordinate
109   * @return true/false
110   */
111  bool Client::addMouse(double x, double y){
112    // generate packet and add it to the queue
113    if(client_connection.addPacket(pck_gen.mousem(x, y)))
114      return true;
115    else
116      return false;
117  }
118
119  /**
120   * Adds a Keystrike to the PacketQueue
121   * @param key_code
122   * @return true/false
123   */
124  bool Client::addKeyboard(char key_code){
125    ENetEvent event;
126    // generate packet and add it to queue
127    if(client_connection.addPacket(pck_gen.keystrike(key_code)))
128      return true;
129    else
130      return false;
131  }
132
133  /**
134   * Performs a GameState update
135   */
136  void Client::update(){
137    // to be implemented ==================
138
139
140  }
141
142}
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