1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Oliver Scheuss |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | // |
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30 | // C++ Implementation: Client |
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31 | // |
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32 | // Description: |
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33 | // |
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34 | // |
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35 | // Author: Oliver Scheuss, (C) 2007 |
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36 | // |
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37 | // Copyright: See COPYING file that comes with this distribution |
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38 | // |
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39 | // |
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40 | |
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41 | #include "Client.h" |
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42 | |
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43 | #include <cassert> |
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44 | |
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45 | #include "util/Clock.h" |
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46 | #include "util/Debug.h" |
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47 | #include "util/ScopedSingletonManager.h" |
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48 | #include "synchronisable/Synchronisable.h" |
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49 | #include "packet/Chat.h" |
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50 | #include "packet/Gamestate.h" |
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51 | #include "FunctionCallManager.h" |
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52 | #include "core/CoreIncludes.h" |
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53 | #include "core/CommandLineParser.h" |
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54 | #include "core/Game.h" |
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55 | |
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56 | namespace orxonox |
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57 | { |
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58 | |
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59 | ManageScopedSingleton( Client, ScopeID::Root, true ); |
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60 | |
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61 | /** |
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62 | * Constructor for the Client class |
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63 | * initializes the address and the port to default localhost:NETWORK_PORT |
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64 | */ |
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65 | Client::Client(): |
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66 | gamestate(0), |
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67 | isSynched_(false), |
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68 | gameStateFailure_(false), |
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69 | timeSinceLastUpdate_(0) |
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70 | { |
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71 | this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") ); |
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72 | } |
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73 | |
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74 | Client::~Client() |
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75 | { |
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76 | if ( ClientConnection::isConnected() ) |
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77 | closeConnection(); |
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78 | } |
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79 | |
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80 | /** |
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81 | * Establish the Connection to the Server |
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82 | * @return true/false |
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83 | */ |
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84 | bool Client::establishConnection() |
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85 | { |
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86 | Synchronisable::setClient(true); |
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87 | this->gamestate = new GamestateClient(); |
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88 | if( ClientConnection::establishConnection() ) |
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89 | { |
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90 | Host::setActive(true); |
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91 | return true; |
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92 | } |
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93 | else |
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94 | return false; |
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95 | } |
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96 | |
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97 | /** |
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98 | * closes the Connection to the Server |
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99 | * @return true/false |
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100 | */ |
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101 | bool Client::closeConnection() |
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102 | { |
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103 | assert(this->gamestate); |
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104 | delete this->gamestate; |
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105 | this->gamestate = 0; |
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106 | Host::setActive(false); |
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107 | return ClientConnection::closeConnection(); |
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108 | } |
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109 | |
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110 | void Client::setDestination(const std::string& serverAddress, unsigned int port) |
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111 | { |
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112 | ClientConnection::setServerAddress(serverAddress); |
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113 | ClientConnection::setPort(port); |
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114 | } |
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115 | |
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116 | bool Client::queuePacket(ENetPacket *packet, int clientID) |
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117 | { |
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118 | bool b = ClientConnection::addPacket(packet); |
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119 | assert(b); |
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120 | return b; |
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121 | } |
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122 | |
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123 | bool Client::processChat(const std::string& message, unsigned int playerID) |
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124 | { |
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125 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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126 | return true; |
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127 | } |
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128 | |
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129 | void Client::printRTT() |
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130 | { |
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131 | COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; |
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132 | } |
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133 | |
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134 | /** |
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135 | * This function implements the method of sending a chat message to the server |
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136 | * @param message message to be sent |
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137 | * @return result(true/false) |
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138 | */ |
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139 | bool Client::chat(const std::string& message) |
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140 | { |
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141 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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142 | return m->send(); |
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143 | } |
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144 | |
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145 | |
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146 | /** |
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147 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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148 | * @param time |
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149 | */ |
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150 | void Client::update(const Clock& time) |
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151 | { |
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152 | //this steers our network frequency |
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153 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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154 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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155 | { |
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156 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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157 | // COUT(3) << '.'; |
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158 | if ( isConnected() && isSynched_ ) |
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159 | { |
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160 | COUT(4) << "popping partial gamestate: " << std::endl; |
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161 | packet::Gamestate *gs = gamestate->getGamestate(); |
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162 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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163 | if(gs){ |
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164 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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165 | if( !gs->send() ) |
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166 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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167 | // gs gets automatically deleted by enet callback |
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168 | } |
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169 | FunctionCallManager::sendCalls(); |
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170 | } |
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171 | } |
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172 | sendPackets(); // flush the enet queue |
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173 | |
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174 | Connection::processQueue(); |
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175 | if(gamestate->processGamestates()) |
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176 | { |
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177 | if(!isSynched_) |
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178 | isSynched_=true; |
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179 | } |
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180 | gamestate->cleanup(); |
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181 | Connection::sendPackets(); |
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182 | |
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183 | return; |
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184 | } |
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185 | |
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186 | void Client::connectionClosed() |
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187 | { |
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188 | ObjectList<Synchronisable>::iterator it; |
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189 | for(it = ObjectList<Synchronisable>::begin(); it; ) |
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190 | { |
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191 | if( it->getSyncMode() != 0x0 ) |
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192 | (it++)->destroy(); |
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193 | else |
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194 | { |
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195 | ++it; |
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196 | } |
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197 | } |
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198 | Game::getInstance().popState(); |
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199 | Game::getInstance().popState(); |
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200 | } |
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201 | |
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202 | |
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203 | |
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204 | } |
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