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source: code/branches/menuanimations/src/libraries/network/Client.cc @ 6445

Last change on this file since 6445 was 5929, checked in by rgrieder, 15 years ago

Merged core5 branch back to the trunk.
Key features include clean level unloading and an extended XML event system.

Two important notes:
Delete your keybindings.ini files! * or you will still get parser errors when loading the key bindings.
Delete build_dir/lib/modules/libgamestates.module! * or orxonox won't start.
Best thing to do is to delete the build folder ;)

  • Property svn:eol-style set to native
File size: 4.5 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  {
66  }
67
68  /**
69  * Constructor for the Client class
70  * @param address the server address
71  * @param port port of the application on the server
72  */
73  Client::Client(const std::string& address, int port):
74      isSynched_(false),
75      gameStateFailure_(false)
76  {
77      setPort( port );
78      setServerAddress( address );
79  }
80
81  Client::~Client(){
82    if ( ClientConnection::isConnected() )
83      closeConnection();
84  }
85
86  /**
87  * Establish the Connection to the Server
88  * @return true/false
89  */
90  bool Client::establishConnection(){
91    Synchronisable::setClient(true);
92    return ClientConnection::establishConnection();
93  }
94
95  /**
96  * closes the Connection to the Server
97  * @return true/false
98  */
99  bool Client::closeConnection(){
100    return ClientConnection::closeConnection();
101  }
102
103  bool Client::queuePacket(ENetPacket *packet, int clientID){
104    bool b = ClientConnection::addPacket(packet);
105    assert(b);
106    return b;
107  }
108
109  bool Client::processChat(const std::string& message, unsigned int playerID){
110//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
111    return true;
112  }
113
114  /**
115   * This function implements the method of sending a chat message to the server
116   * @param message message to be sent
117   * @return result(true/false)
118   */
119  bool Client::chat(const std::string& message){
120    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
121    return m->send();
122  }
123
124
125  /**
126   * Processes incoming packets, sends a gamestate to the server and does the cleanup
127   * @param time
128   */
129  void Client::update(const Clock& time){
130    //this steers our network frequency
131    timeSinceLastUpdate_+=time.getDeltaTime();
132    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
133    {
134      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
135      //     COUT(3) << ".";
136      if ( isConnected() && isSynched_ )
137      {
138        COUT(4) << "popping partial gamestate: " << std::endl;
139        packet::Gamestate *gs = gamestate.getGamestate();
140        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
141        if(gs){
142          COUT(4) << "client tick: sending gs " << gs << std::endl;
143          if( !gs->send() )
144            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
145        // gs gets automatically deleted by enet callback
146        }
147        FunctionCallManager::sendCalls();
148      }
149    }
150    sendPackets(); // flush the enet queue
151   
152    Connection::processQueue();
153    if(gamestate.processGamestates())
154    {
155      if(!isSynched_)
156        isSynched_=true;
157    }
158    gamestate.cleanup();
159
160    return;
161  }
162 
163  void Client::connectionClosed()
164  {
165    ObjectList<Synchronisable>::iterator it;
166    for(it = ObjectList<Synchronisable>::begin(); it; )
167    {
168      if( it->getSyncMode() != 0x0 )
169        (it++)->destroy();
170      else
171      {
172        ++it;
173      }
174    }
175    Game::getInstance().popState();
176    Game::getInstance().popState();
177  }
178
179}
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