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source: code/branches/cegui0.8_ogre1.9/src/libraries/network/Client.cc @ 11832

Last change on this file since 11832 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 6.0 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++ Implementation: 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#include "Client.h"
42
43#include <cassert>
44
45#include "util/Clock.h"
46#include "util/Output.h"
47#include "synchronisable/Synchronisable.h"
48#include "packet/Chat.h"
49#include "packet/Gamestate.h"
50#include "FunctionCallManager.h"
51#include "core/CoreIncludes.h"
52#include "core/Game.h"
53#include "core/commandline/CommandLineParser.h"
54#include "core/singleton/ScopedSingletonIncludes.h"
55
56namespace orxonox
57{
58
59  ManageScopedSingleton( Client, ScopeID::ROOT, false );
60
61  /**
62  * Constructor for the Client class
63  * initializes the address and the port to default localhost:NETWORK_PORT
64  */
65  Client::Client():
66      isSynched_(false),
67      gameStateFailure_(false),
68      timeSinceLastUpdate_(0)
69  {
70    this->setDestination( CommandLineParser::getValue("dest").get<std::string>(), CommandLineParser::getValue("port") );
71  }
72
73  Client::~Client()
74  {
75    if ( ClientConnection::isConnected() )
76      closeConnection();
77  }
78
79  /**
80  * Establish the Connection to the Server
81  * @return true/false
82  */
83  bool Client::establishConnection()
84  {
85    Synchronisable::setClient(true);
86    if( ClientConnection::establishConnection() )
87    {
88      Host::setActive(true);
89      GamestateManager::addPeer(NETWORK_PEER_ID_SERVER);
90      return true;
91    }
92    else
93      return false;
94  }
95
96  /**
97  * closes the Connection to the Server
98  * @return true/false
99  */
100  bool Client::closeConnection()
101  {
102    Host::setActive(false);
103    GamestateManager::removePeer(NETWORK_PEER_ID_SERVER);
104    return ClientConnection::closeConnection();
105  }
106
107  void Client::setDestination(const std::string& serverAddress, unsigned int port)
108  {
109    ClientConnection::setServerAddress(serverAddress);
110    ClientConnection::setPort(port);
111  }
112
113  void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID)
114  {
115    ClientConnection::addPacket(packet, channelID);
116  }
117
118  void Client::printRTT()
119  {
120    orxout(message) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
121  }
122
123  /**
124   * @brief Sends a chat message to the server.
125   * @param message message to be sent
126   * @param sourceID the ID of the sender
127   * @param targetID the ID of the receiver
128   */
129  void Client::doSendChat(const std::string& message, unsigned int sourceID, unsigned int targetID)
130  {
131    // send the message to the server
132    packet::Chat* packet = new packet::Chat(message, sourceID, targetID);
133    packet->send(static_cast<Host*>(this));
134  }
135
136  /**
137   * @brief Gets called if a packet::Chat packet is received. Calls the parent function which passes the message to the listeners.
138   */
139  void Client::doReceiveChat(const std::string& message, unsigned int sourceID, unsigned int targetID)
140  {
141    // call the parent function which passes the message to the listeners
142    Host::doReceiveChat(message, sourceID, targetID);
143  }
144
145  /**
146   * Processes incoming packets, sends a gamestate to the server and does the cleanup
147   * @param time
148   */
149  void Client::update(const Clock& time)
150  {
151    //this steers our network frequency
152    timeSinceLastUpdate_+=time.getDeltaTime();
153    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
154    {
155      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
156      if ( isConnected() && isSynched_ )
157      {
158        orxout(verbose, context::network) << "popping partial gamestate: " << endl;
159//         packet::Gamestate *gs = GamestateClient::getGamestate();
160        if( GamestateManager::update() )
161        {
162          std::vector<packet::Gamestate*> gamestates = GamestateManager::getGamestates();
163          for( packet::Gamestate* gamestate : gamestates )
164          {
165            gamestate->send( static_cast<Host*>(this) );
166          }
167        }
168        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
169//         if(gs){
170//           orxout(verbose, context::network) << "client tick: sending gs " << gs << endl;
171//           if( !gs->send() )
172//             orxout(internal_warning, context::network) << "Problem adding partial gamestate to queue" << endl;
173//         // gs gets automatically deleted by enet callback
174//         }
175        FunctionCallManager::sendCalls(static_cast<Host*>(this));
176      }
177    }
178//     sendPackets(); // flush the enet queue
179
180    Connection::processQueue();
181    if(GamestateManager::processGamestates())
182    {
183      FunctionCallManager::processBufferedFunctionCalls();
184      if(!isSynched_)
185        isSynched_=true;
186    }
187//     GamestateManager::cleanup();;
188//     Connection::sendPackets();
189
190    return;
191  }
192
193  void Client::connectionClosed()
194  {
195    Game::getInstance().popState();
196    Game::getInstance().popState();
197  }
198
199  void Client::processPacket(packet::Packet* packet)
200  {
201    if( packet->isReliable() )
202    {
203      if( this->getLastReceivedGamestateID(packet->getPeerID()) >= packet->getRequiredGamestateID() )
204        packet->process(static_cast<Host*>(this));
205      else
206        this->packetQueue_.push_back(packet);
207    }
208    else
209      packet->process(static_cast<Host*>(this));
210  }
211}
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