/* * 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: * Reto Grieder * Co-authors: * Fabian 'x3n' Landau * */ #include "OrxonoxStableHeaders.h" #include "GSDedicated.h" #include "core/ConsoleCommand.h" #include "core/CommandLine.h" #include "core/Loader.h" #include "network/Server.h" #include "objects/Tickable.h" #include "GraphicsEngine.h" #include "Settings.h" namespace orxonox { GSDedicated::GSDedicated() : GameState("dedicated") , timeFactor_(0) , server_(0) , sceneManager_(0) , startLevel_(0) { } GSDedicated::~GSDedicated() { } void GSDedicated::enter() { // create Ogre SceneManager for the level this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager"); COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl; // temporary hack GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_); // reset game speed to normal timeFactor_ = 1.0f; int serverPort = CommandLine::getArgument("port")->getValue(); this->server_ = network::Server::createSingleton(serverPort); // call the loader COUT(0) << "Loading level..." << std::endl; startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw"); Loader::open(startLevel_); server_->open(); // add console commands FunctorMember01* functor = createFunctor(&GSDedicated::setTimeFactor); functor->setObject(this); CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")); } void GSDedicated::leave() { // TODO: Remove and destroy console command Loader::unload(startLevel_); delete this->startLevel_; this->server_->close(); // TODO: destroy server Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_); } void GSDedicated::ticked(const Clock& time) { // Call those objects that need the real time for (Iterator it = ObjectList::start(); it; ++it) it->tick(time.getDeltaTime()); // Call the scene objects for (Iterator it = ObjectList::start(); it; ++it) it->tick(time.getDeltaTime() * this->timeFactor_); server_->tick(time.getDeltaTime()); this->tickChild(time); } /** @brief Changes the speed of Orxonox */ void GSDedicated::setTimeFactor(float factor) { this->timeFactor_ = factor; } }