[1502] | 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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[3084] | 23 | * Oliver Scheuss |
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[1502] | 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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[3209] | 41 | #include "Client.h" |
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| 42 | |
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[2087] | 43 | #include <cassert> |
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| 44 | |
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[3209] | 45 | #include "util/Debug.h" |
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| 46 | #include "core/Clock.h" |
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[2662] | 47 | #include "synchronisable/Synchronisable.h" |
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[3209] | 48 | #include "packet/Chat.h" |
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| 49 | #include "packet/Gamestate.h" |
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[3084] | 50 | #include "FunctionCallManager.h" |
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[2087] | 51 | |
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[2171] | 52 | namespace orxonox |
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[1502] | 53 | { |
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[1752] | 54 | |
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| 55 | |
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[1502] | 56 | /** |
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| 57 | * Constructor for the Client class |
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| 58 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 59 | */ |
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[3202] | 60 | Client::Client(): |
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| 61 | isSynched_(false), |
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| 62 | gameStateFailure_(false) |
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| 63 | { |
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[1502] | 64 | } |
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| 65 | |
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| 66 | /** |
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| 67 | * Constructor for the Client class |
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| 68 | * @param address the server address |
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| 69 | * @param port port of the application on the server |
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| 70 | */ |
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[3202] | 71 | Client::Client(const std::string& address, int port): |
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| 72 | isSynched_(false), |
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| 73 | gameStateFailure_(false) |
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| 74 | { |
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[3206] | 75 | setPort( port ); |
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| 76 | setServerAddress( address ); |
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[1502] | 77 | } |
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| 78 | |
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| 79 | Client::~Client(){ |
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[3202] | 80 | if ( ClientConnection::isConnected() ) |
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[1502] | 81 | closeConnection(); |
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| 82 | } |
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[1752] | 83 | |
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[1502] | 84 | /** |
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| 85 | * Establish the Connection to the Server |
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| 86 | * @return true/false |
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| 87 | */ |
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| 88 | bool Client::establishConnection(){ |
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| 89 | Synchronisable::setClient(true); |
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[3202] | 90 | return ClientConnection::establishConnection(); |
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[1502] | 91 | } |
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| 92 | |
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| 93 | /** |
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| 94 | * closes the Connection to the Server |
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| 95 | * @return true/false |
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| 96 | */ |
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| 97 | bool Client::closeConnection(){ |
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[3202] | 98 | return ClientConnection::closeConnection(); |
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[1502] | 99 | } |
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| 100 | |
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[1735] | 101 | bool Client::queuePacket(ENetPacket *packet, int clientID){ |
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[3202] | 102 | bool b = ClientConnection::addPacket(packet); |
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| 103 | assert(b); |
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| 104 | return b; |
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[1735] | 105 | } |
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[1752] | 106 | |
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[2087] | 107 | bool Client::processChat(const std::string& message, unsigned int playerID){ |
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| 108 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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[1907] | 109 | return true; |
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[1534] | 110 | } |
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[2087] | 111 | |
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[1502] | 112 | /** |
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[1907] | 113 | * This function implements the method of sending a chat message to the server |
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[2087] | 114 | * @param message message to be sent |
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[1907] | 115 | * @return result(true/false) |
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| 116 | */ |
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[2087] | 117 | bool Client::chat(const std::string& message){ |
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[1907] | 118 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 119 | return m->send(); |
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[1502] | 120 | } |
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| 121 | |
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[1907] | 122 | |
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[1502] | 123 | /** |
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[1907] | 124 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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[2087] | 125 | * @param time |
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[1907] | 126 | */ |
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[2896] | 127 | void Client::update(const Clock& time){ |
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[3084] | 128 | //this steers our network frequency |
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| 129 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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[3202] | 130 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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| 131 | { |
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[3084] | 132 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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| 133 | // COUT(3) << "."; |
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[3202] | 134 | if ( isConnected() && isSynched_ ) |
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| 135 | { |
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[3084] | 136 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| 137 | packet::Gamestate *gs = gamestate.getGamestate(); |
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| 138 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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| 139 | if(gs){ |
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| 140 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 141 | if( !gs->send() ) |
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| 142 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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[1735] | 143 | // gs gets automatically deleted by enet callback |
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[3084] | 144 | } |
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| 145 | FunctionCallManager::sendCalls(); |
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[1751] | 146 | } |
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[1502] | 147 | } |
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[3202] | 148 | sendPackets(); // flush the enet queue |
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[3084] | 149 | |
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[3202] | 150 | Connection::processQueue(); |
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[1769] | 151 | if(gamestate.processGamestates()) |
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| 152 | { |
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[1502] | 153 | if(!isSynched_) |
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| 154 | isSynched_=true; |
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[1907] | 155 | } |
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[1502] | 156 | gamestate.cleanup(); |
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[3084] | 157 | |
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[1502] | 158 | return; |
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| 159 | } |
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| 160 | |
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| 161 | } |
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