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source: code/branches/fps/src/libraries/network/Client.cc @ 6688

Last change on this file since 6688 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 4.7 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/Debug.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
54namespace orxonox
55{
56
57
58  /**
59  * Constructor for the Client class
60  * initializes the address and the port to default localhost:NETWORK_PORT
61  */
62  Client::Client():
63      isSynched_(false),
64      gameStateFailure_(false),
65      timeSinceLastUpdate_(0)
66  {
67  }
68
69  /**
70  * Constructor for the Client class
71  * @param address the server address
72  * @param port port of the application on the server
73  */
74  Client::Client(const std::string& address, int port):
75      isSynched_(false),
76      gameStateFailure_(false),
77      timeSinceLastUpdate_(0)
78  {
79      setPort( port );
80      setServerAddress( address );
81  }
82
83  Client::~Client(){
84    if ( ClientConnection::isConnected() )
85      closeConnection();
86  }
87
88  /**
89  * Establish the Connection to the Server
90  * @return true/false
91  */
92  bool Client::establishConnection(){
93    Synchronisable::setClient(true);
94    return ClientConnection::establishConnection();
95  }
96
97  /**
98  * closes the Connection to the Server
99  * @return true/false
100  */
101  bool Client::closeConnection(){
102    return ClientConnection::closeConnection();
103  }
104
105  bool Client::queuePacket(ENetPacket *packet, int clientID){
106    bool b = ClientConnection::addPacket(packet);
107    assert(b);
108    return b;
109  }
110
111  bool Client::processChat(const std::string& message, unsigned int playerID){
112//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
113    return true;
114  }
115
116  void Client::printRTT(){
117    COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
118  }
119
120  /**
121   * This function implements the method of sending a chat message to the server
122   * @param message message to be sent
123   * @return result(true/false)
124   */
125  bool Client::chat(const std::string& message){
126    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
127    return m->send();
128  }
129
130
131  /**
132   * Processes incoming packets, sends a gamestate to the server and does the cleanup
133   * @param time
134   */
135  void Client::update(const Clock& time){
136    //this steers our network frequency
137    timeSinceLastUpdate_+=time.getDeltaTime();
138    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
139    {
140      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
141      //     COUT(3) << '.';
142      if ( isConnected() && isSynched_ )
143      {
144        COUT(4) << "popping partial gamestate: " << std::endl;
145        packet::Gamestate *gs = gamestate.getGamestate();
146        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
147        if(gs){
148          COUT(4) << "client tick: sending gs " << gs << std::endl;
149          if( !gs->send() )
150            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
151        // gs gets automatically deleted by enet callback
152        }
153        FunctionCallManager::sendCalls();
154      }
155    }
156    sendPackets(); // flush the enet queue
157
158    Connection::processQueue();
159    if(gamestate.processGamestates())
160    {
161      if(!isSynched_)
162        isSynched_=true;
163    }
164    gamestate.cleanup();
165    Connection::sendPackets();
166
167    return;
168  }
169
170  void Client::connectionClosed()
171  {
172    ObjectList<Synchronisable>::iterator it;
173    for(it = ObjectList<Synchronisable>::begin(); it; )
174    {
175      if( it->getSyncMode() != 0x0 )
176        (it++)->destroy();
177      else
178      {
179        ++it;
180      }
181    }
182    Game::getInstance().popState();
183    Game::getInstance().popState();
184  }
185
186}
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