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source: code/branches/ggz2/src/libraries/network/Client.cc @ 6858

Last change on this file since 6858 was 5738, checked in by landauf, 15 years ago

merged libraries2 back to trunk

  • Property svn:eol-style set to native
File size: 4.1 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/Debug.h"
46#include "core/Clock.h"
47#include "synchronisable/Synchronisable.h"
48#include "packet/Chat.h"
49#include "packet/Gamestate.h"
50#include "FunctionCallManager.h"
51
52namespace orxonox
53{
54
55
56  /**
57  * Constructor for the Client class
58  * initializes the address and the port to default localhost:NETWORK_PORT
59  */
60  Client::Client():
61      isSynched_(false),
62      gameStateFailure_(false)
63  {
64  }
65
66  /**
67  * Constructor for the Client class
68  * @param address the server address
69  * @param port port of the application on the server
70  */
71  Client::Client(const std::string& address, int port):
72      isSynched_(false),
73      gameStateFailure_(false)
74  {
75      setPort( port );
76      setServerAddress( address );
77  }
78
79  Client::~Client(){
80    if ( ClientConnection::isConnected() )
81      closeConnection();
82  }
83
84  /**
85  * Establish the Connection to the Server
86  * @return true/false
87  */
88  bool Client::establishConnection(){
89    Synchronisable::setClient(true);
90    return ClientConnection::establishConnection();
91  }
92
93  /**
94  * closes the Connection to the Server
95  * @return true/false
96  */
97  bool Client::closeConnection(){
98    return ClientConnection::closeConnection();
99  }
100
101  bool Client::queuePacket(ENetPacket *packet, int clientID){
102    bool b = ClientConnection::addPacket(packet);
103    assert(b);
104    return b;
105  }
106
107  bool Client::processChat(const std::string& message, unsigned int playerID){
108//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
109    return true;
110  }
111
112  /**
113   * This function implements the method of sending a chat message to the server
114   * @param message message to be sent
115   * @return result(true/false)
116   */
117  bool Client::chat(const std::string& message){
118    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
119    return m->send();
120  }
121
122
123  /**
124   * Processes incoming packets, sends a gamestate to the server and does the cleanup
125   * @param time
126   */
127  void Client::update(const Clock& time){
128    //this steers our network frequency
129    timeSinceLastUpdate_+=time.getDeltaTime();
130    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
131    {
132      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
133      //     COUT(3) << ".";
134      if ( isConnected() && isSynched_ )
135      {
136        COUT(4) << "popping partial gamestate: " << std::endl;
137        packet::Gamestate *gs = gamestate.getGamestate();
138        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
139        if(gs){
140          COUT(4) << "client tick: sending gs " << gs << std::endl;
141          if( !gs->send() )
142            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
143        // gs gets automatically deleted by enet callback
144        }
145        FunctionCallManager::sendCalls();
146      }
147    }
148    sendPackets(); // flush the enet queue
149   
150    Connection::processQueue();
151    if(gamestate.processGamestates())
152    {
153      if(!isSynched_)
154        isSynched_=true;
155    }
156    gamestate.cleanup();
157
158    return;
159  }
160
161}
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