/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include #include "Client.h" #include "Host.h" #include "synchronisable/Synchronisable.h" #include "core/CoreIncludes.h" #include "packet/Packet.h" // #include "packet/Acknowledgement.h" namespace orxonox { // SetConsoleCommandShortcut(Client, chat); /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ // set server address to localhost isConnected=false; isSynched_=false; gameStateFailure_=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const std::string& address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const char *address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; } Client::~Client(){ if(isConnected) closeConnection(); } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection(){ Synchronisable::setClient(true); isConnected=client_connection.createConnection(); if(!isConnected) COUT(1) << "could not create connection laber" << std::endl; return isConnected; } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection(){ isConnected=false; return client_connection.closeConnection(); } bool Client::queuePacket(ENetPacket *packet, int clientID){ return client_connection.addPacket(packet); } bool Client::processChat(const std::string& message, unsigned int playerID){ // COUT(1) << "Player " << playerID << ": " << message << std::endl; return true; } /** * This function implements the method of sending a chat message to the server * @param message message to be sent * @return result(true/false) */ bool Client::chat(const std::string& message){ packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); return m->send(); } /** * Processes incoming packets, sends a gamestate to the server and does the cleanup * @param time */ void Client::tick(float time){ // COUT(3) << "."; if(client_connection.isConnected() && isSynched_){ COUT(4) << "popping partial gamestate: " << std::endl; packet::Gamestate *gs = gamestate.getGamestate(); if(gs){ COUT(4) << "client tick: sending gs " << gs << std::endl; if( !gs->send() ) COUT(3) << "Problem adding partial gamestate to queue" << std::endl; // gs gets automatically deleted by enet callback } } ENetEvent *event; // stop if the packet queue is empty while(!(client_connection.queueEmpty())){ event = client_connection.getEvent(); COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer); // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler bool b = packet->process(); assert(b); } if(gamestate.processGamestates()) { if(!isSynched_) isSynched_=true; } gamestate.cleanup(); return; } }