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source: code/branches/network5/src/libraries/network/Client.cc @ 7773

Last change on this file since 7773 was 7772, checked in by scheusso, 14 years ago

network is now multithreaded again
further testing needed

  • Property svn:eol-style set to native
File size: 5.1 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 "util/ScopedSingletonManager.h"
48#include "synchronisable/Synchronisable.h"
49#include "packet/Chat.h"
50#include "packet/Gamestate.h"
51#include "FunctionCallManager.h"
52#include "core/CoreIncludes.h"
53#include "core/CommandLineParser.h"
54#include "core/Game.h"
55
56namespace orxonox
57{
58
59  ManageScopedSingleton( Client, ScopeID::Root, true );
60
61  /**
62  * Constructor for the Client class
63  * initializes the address and the port to default localhost:NETWORK_PORT
64  */
65  Client::Client():
66      gamestate(0),
67      isSynched_(false),
68      gameStateFailure_(false),
69      timeSinceLastUpdate_(0)
70  {
71    this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") );
72  }
73
74  Client::~Client()
75  {
76    if ( ClientConnection::isConnected() )
77      closeConnection();
78  }
79
80  /**
81  * Establish the Connection to the Server
82  * @return true/false
83  */
84  bool Client::establishConnection()
85  {
86    Synchronisable::setClient(true);
87    this->gamestate = new GamestateClient();
88    if( ClientConnection::establishConnection() )
89    {
90      Host::setActive(true);
91      return true;
92    }
93    else
94      return false;
95  }
96
97  /**
98  * closes the Connection to the Server
99  * @return true/false
100  */
101  bool Client::closeConnection()
102  {
103    assert(this->gamestate);
104    delete this->gamestate;
105    this->gamestate = 0;
106    Host::setActive(false);
107    return ClientConnection::closeConnection();
108  }
109
110  void Client::setDestination(const std::string& serverAddress, unsigned int port)
111  {
112    ClientConnection::setServerAddress(serverAddress);
113    ClientConnection::setPort(port);
114  }
115
116  void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID)
117  {
118    ClientConnection::addPacket(packet, channelID);
119  }
120
121  bool Client::processChat(const std::string& message, unsigned int playerID)
122  {
123//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
124    return true;
125  }
126
127  void Client::printRTT()
128  {
129    COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
130  }
131
132  /**
133   * This function implements the method of sending a chat message to the server
134   * @param message message to be sent
135   * @return result(true/false)
136   */
137  bool Client::chat(const std::string& message)
138  {
139    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
140    return m->send();
141  }
142
143
144  /**
145   * Processes incoming packets, sends a gamestate to the server and does the cleanup
146   * @param time
147   */
148  void Client::update(const Clock& time)
149  {
150    //this steers our network frequency
151    timeSinceLastUpdate_+=time.getDeltaTime();
152    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
153    {
154      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
155      //     COUT(3) << '.';
156      if ( isConnected() && isSynched_ )
157      {
158        COUT(4) << "popping partial gamestate: " << std::endl;
159        packet::Gamestate *gs = gamestate->getGamestate();
160        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
161        if(gs){
162          COUT(4) << "client tick: sending gs " << gs << std::endl;
163          if( !gs->send() )
164            COUT(2) << "Problem adding partial gamestate to queue" << std::endl;
165        // gs gets automatically deleted by enet callback
166        }
167        FunctionCallManager::sendCalls();
168      }
169    }
170//     sendPackets(); // flush the enet queue
171
172    Connection::processQueue();
173    if(gamestate->processGamestates())
174    {
175      FunctionCallManager::processBufferedFunctionCalls();
176      if(!isSynched_)
177        isSynched_=true;
178    }
179    gamestate->cleanup();
180//     Connection::sendPackets();
181
182    return;
183  }
184
185  void Client::connectionClosed()
186  {
187    ObjectList<Synchronisable>::iterator it;
188    for(it = ObjectList<Synchronisable>::begin(); it; )
189    {
190      if( it->getSyncMode() != 0x0 )
191        (it++)->destroy();
192      else
193      {
194        ++it;
195      }
196    }
197    Game::getInstance().popState();
198    Game::getInstance().popState();
199  }
200
201
202
203}
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