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source: code/branches/objecthierarchy/src/network/Client.cc @ 1952

Last change on this file since 1952 was 1917, checked in by landauf, 16 years ago

added some includes

  • 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, (C) 2007
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 <cassert>
42
43#include "Client.h"
44#include "Host.h"
45#include "Synchronisable.h"
46#include "core/CoreIncludes.h"
47#include "packet/Packet.h"
48// #include "packet/Acknowledgement.h"
49
50namespace network
51{
52//   SetConsoleCommandShortcut(Client, chat);
53
54
55  /**
56  * Constructor for the Client class
57  * initializes the address and the port to default localhost:NETWORK_PORT
58  */
59  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
60    // set server address to localhost
61    isConnected=false;
62    isSynched_=false;
63    gameStateFailure_=false;
64  }
65
66  /**
67  * Constructor for the Client class
68  * @param address the server address
69  * @param port port of the application on the server
70  */
71  Client::Client(std::string address, int port) : client_connection(port, address){
72    isConnected=false;
73    isSynched_=false;
74    gameStateFailure_=false;
75  }
76
77  /**
78  * Constructor for the Client class
79  * @param address the server address
80  * @param port port of the application on the server
81  */
82  Client::Client(const char *address, int port) : client_connection(port, address){
83    isConnected=false;
84    isSynched_=false;
85    gameStateFailure_=false;
86  }
87
88  Client::~Client(){
89    if(isConnected)
90      closeConnection();
91  }
92
93  /**
94  * Establish the Connection to the Server
95  * @return true/false
96  */
97  bool Client::establishConnection(){
98    Synchronisable::setClient(true);
99    isConnected=client_connection.createConnection();
100    if(!isConnected)
101      COUT(1) << "could not create connection laber" << std::endl;
102    return isConnected;
103  }
104
105  /**
106  * closes the Connection to the Server
107  * @return true/false
108  */
109  bool Client::closeConnection(){
110    isConnected=false;
111    return client_connection.closeConnection();
112  }
113
114  bool Client::queuePacket(ENetPacket *packet, int clientID){
115    return client_connection.addPacket(packet);
116  }
117
118  bool Client::processChat(std::string message, unsigned int playerID){
119    COUT(1) << "Player " << playerID << ": " << message << std::endl;
120    return true;
121  }
122 
123  /**
124   * This function implements the method of sending a chat message to the server
125   * @param message message to be sent
126   * @return result(true/false)
127   */
128  bool Client::chat(std::string message){
129    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
130    return m->send();
131  }
132
133
134  /**
135   * Processes incoming packets, sends a gamestate to the server and does the cleanup
136   * @param time
137   */
138  void Client::tick(float time){
139//     COUT(3) << ".";
140    if(client_connection.isConnected() && isSynched_){
141      COUT(4) << "popping partial gamestate: " << std::endl;
142      packet::Gamestate *gs = gamestate.getGamestate();
143      if(gs){
144        COUT(4) << "client tick: sending gs " << gs << std::endl;
145        if( !gs->send() )
146          COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
147        // gs gets automatically deleted by enet callback
148      }
149    }
150    ENetEvent *event;
151    // stop if the packet queue is empty
152    while(!(client_connection.queueEmpty())){
153      event = client_connection.getEvent();
154      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
155      packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
156      bool b = packet->process();
157      assert(b);
158    }
159    if(gamestate.processGamestates())
160    {
161      if(!isSynched_)
162        isSynched_=true;
163    }
164    gamestate.cleanup();
165    return;
166  }
167
168}
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