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source: code/branches/gui/src/network/Client.cc @ 1645

Last change on this file since 1645 was 1638, checked in by rgrieder, 16 years ago

merged input branch into gui test branch (was about time)
svn save (it's still a mess and CMLs haven't been updated)
I'll have to create a special project to create the tolua_bind files for tolua itself anyway..

  • Property svn:eol-style set to native
File size: 7.1 KB
RevLine 
[1502]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, (C) 2007
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#include "Synchronisable.h"
43#include "core/CoreIncludes.h"
[1534]44#include "core/ConsoleCommand.h"
45#include "Server.h"
[1502]46
47namespace network
48{
[1534]49  SetConsoleCommandShortcut(Client, Chat);
50 
[1502]51  Client* Client::_sClient = 0;
52 
53  Client* Client::createSingleton(){
54    if(!_sClient){
55      _sClient = new Client();
56    }
57    return _sClient;
58  }
59 
60  Client* Client::createSingleton(std::string address, int port){
61    if(!_sClient)
62      _sClient = new Client(address, port);
63    return _sClient;
64  }
65 
66  Client* Client::createSingleton(const char *address, int port){
67    if(!_sClient)
68      _sClient = new Client(address, port);
69    return _sClient;
70  }
71 
72  void Client::destroySingleton(){
73    if(_sClient){
74      delete _sClient;
75      _sClient = 0;
76    }
77  }
78 
79  Client* Client::getSingleton(){
80    return _sClient; 
81  }
82 
83  /**
84  * Constructor for the Client class
85  * initializes the address and the port to default localhost:NETWORK_PORT
86  */
87  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
88    // set server address to localhost
89    isConnected=false;
90    isSynched_=false;
91    gameStateFailure_=false;
92  }
93
94  /**
95  * Constructor for the Client class
96  * @param address the server address
97  * @param port port of the application on the server
98  */
99  Client::Client(std::string address, int port) : client_connection(port, address){
100    isConnected=false;
101    isSynched_=false;
102    gameStateFailure_=false;
103  }
104
105  /**
106  * Constructor for the Client class
107  * @param address the server address
108  * @param port port of the application on the server
109  */
110  Client::Client(const char *address, int port) : client_connection(port, address){
111    isConnected=false;
112    isSynched_=false;
113    gameStateFailure_=false;
114  }
115
116  Client::~Client(){
117    if(isConnected)
118      closeConnection();
119  }
120 
121  /**
122  * Establish the Connection to the Server
123  * @return true/false
124  */
125  bool Client::establishConnection(){
126    Synchronisable::setClient(true);
127    isConnected=client_connection.createConnection();
128    if(isConnected){
129//       COUT(3) << "sending connectrequest" << std::endl;
130//       if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets())
131//         COUT(1) << "could not send connection request !!!!!!!!!" << std::endl;
132    }else
133      COUT(1) << "could not create connection laber" << std::endl;
134    return isConnected;
135  }
136
137  /**
138  * closes the Connection to the Server
139  * @return true/false
140  */
141  bool Client::closeConnection(){
142    isConnected=false;
143    return client_connection.closeConnection();
144  }
145
146 
147
[1534]148  void Client::Chat( std::string message ){
149    if(Client::getSingleton())
150      Client::getSingleton()->sendChat(message);
151    else if(Server::getSingleton())
152      Server::getSingleton()->sendChat(message);
153    else
154      COUT(1) << "do you want to monologize ??" << std::endl;
155  }
[1502]156 
157
158  /**
159  * submits a chat message to the server
160  * @param message message to send
161  * @return true/false
162  */
163  bool Client::sendChat( std::string message ){
164    // generate packet and add it to queue
165    if(!isConnected)
166      return false;
167    return client_connection.addPacket(pck_gen.chatMessage( message.c_str() ));
168      //return client_connection.sendPackets();
169    // send packets
170    return false;
171  }
172
173  /**
174  * Performs a GameState update
175  */
176  void Client::tick(float time){
177//     COUT(3) << ".";
178    if(client_connection.isConnected() && isSynched_){
179      COUT(4) << "popping partial gamestate: " << std::endl;
180      GameStateCompressed *gs = gamestate.popPartialGameState();
181      if(gs){
182        COUT(4) << "client tick: sending gs " << gs << std::endl;
183        ENetPacket *packet = pck_gen.gstate(gs);
184        if( packet == NULL || !client_connection.addPacket(packet))
185          COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
186        // now delete it to save memory
187        delete[] gs->data;
188        delete gs;
189      }
190    }
191    ENetEvent *event;
192    // stop if the packet queue is empty
193    while(!(client_connection.queueEmpty())){
194      event = client_connection.getEvent();
195      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
196      elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server)
197    }
198    int gameStateID = gamestate.processGameState();
199    if(gameStateID==GAMESTATEID_INITIAL)
200      if(gameStateFailure_){
201        if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL)))
202          COUT(3) << "could not (negatively) ack gamestate" << std::endl;
203        else 
204          COUT(4) << "negatively acked a gamestate" << std::endl;
205        }
206      else
207        gameStateFailure_=true;
208    else if(gameStateID!=0){
209      // ack gamestate and set synched
210      if(!isSynched_)
211        isSynched_=true;
212      gameStateFailure_=false;
213      if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID)))
214        COUT(3) << "could not ack gamestate" << std::endl;
215    }// otherwise we had no gamestate to load
216    gamestate.cleanup();
217    /*if(!client_connection.sendPackets())
218      COUT(3) << "Problem sending packets to server" << std::endl;*/
219    return;
220  }
221
222  void Client::processGamestate( GameStateCompressed *data, int clientID){
223    COUT(5) << "received gamestate id: " << data->id << std::endl;
224    gamestate.addGameState(data);
225  }
226
227  void Client::processClassid(classid *clid){
228    orxonox::Identifier *id;
[1638]229    id=GetIdentifier(std::string(clid->message));
[1502]230    if(id!=NULL)
231      id->setNetworkID(clid->clid);
232    COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl;
[1638]233    COUT(4) << "id(classid)->getName " << GetIdentifier((unsigned int)clid->clid)->getName() << std::endl;
[1502]234    delete clid;
235    return;
236  }
237
[1534]238  void Client::processChat( chat *data, int clientId){
239    COUT(1) << data->message << std::endl;
[1502]240    delete[] data->message;
241    delete data;
242  }
243 
244  bool Client::processWelcome( welcome *w ){
245    COUT(4) << "processing welcome message" << std::endl;
246    clientID_ = w->clientID;
247    shipID_ = w->shipID;
248    delete w;
249    return true;
250  }
251
252}
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