/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss * Co-authors: * ... * */ // // C++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Client.h" #include #include "util/Clock.h" #include "util/Output.h" #include "util/ScopedSingletonManager.h" #include "synchronisable/Synchronisable.h" #include "packet/Chat.h" #include "packet/Gamestate.h" #include "FunctionCallManager.h" #include "core/CoreIncludes.h" #include "core/CommandLineParser.h" #include "core/Game.h" namespace orxonox { ManageScopedSingleton( Client, ScopeID::Root, true ); /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): isSynched_(false), gameStateFailure_(false), timeSinceLastUpdate_(0) { this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") ); } Client::~Client() { if ( ClientConnection::isConnected() ) closeConnection(); } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection() { Synchronisable::setClient(true); if( ClientConnection::establishConnection() ) { Host::setActive(true); GamestateManager::addPeer(NETWORK_PEER_ID_SERVER); return true; } else return false; } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection() { Host::setActive(false); GamestateManager::removePeer(NETWORK_PEER_ID_SERVER); return ClientConnection::closeConnection(); } void Client::setDestination(const std::string& serverAddress, unsigned int port) { ClientConnection::setServerAddress(serverAddress); ClientConnection::setPort(port); } void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID) { ClientConnection::addPacket(packet, channelID); } bool Client::processChat(const std::string& message, unsigned int playerID) { // COUT(1) << "Player " << playerID << ": " << message << std::endl; return true; } void Client::printRTT() { COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; } /** * This function implements the method of sending a chat message to the server * @param message message to be sent * @return result(true/false) */ bool Client::chat(const std::string& message) { packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); return m->send(static_cast(this)); } /** * Processes incoming packets, sends a gamestate to the server and does the cleanup * @param time */ void Client::update(const Clock& time) { //this steers our network frequency timeSinceLastUpdate_+=time.getDeltaTime(); if(timeSinceLastUpdate_>=NETWORK_PERIOD) { timeSinceLastUpdate_ -= static_cast( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; // COUT(3) << '.'; if ( isConnected() && isSynched_ ) { COUT(4) << "popping partial gamestate: " << std::endl; // packet::Gamestate *gs = GamestateClient::getGamestate(); if( GamestateManager::update() ) { std::vector gamestates = GamestateManager::getGamestates(); std::vector::iterator it; for( it = gamestates.begin(); it != gamestates.end(); ++it ) { (*it)->send( static_cast(this) ); } } //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now // if(gs){ // COUT(4) << "client tick: sending gs " << gs << std::endl; // if( !gs->send() ) // COUT(2) << "Problem adding partial gamestate to queue" << std::endl; // // gs gets automatically deleted by enet callback // } FunctionCallManager::sendCalls(static_cast(this)); } } // sendPackets(); // flush the enet queue Connection::processQueue(); if(GamestateManager::processGamestates()) { FunctionCallManager::processBufferedFunctionCalls(); if(!isSynched_) isSynched_=true; } // GamestateManager::cleanup();; // Connection::sendPackets(); return; } void Client::connectionClosed() { ObjectList::iterator it; for(it = ObjectList::begin(); it; ) { if( it->getSyncMode() != 0x0 ) (it++)->destroy(); else { ++it; } } Game::getInstance().popState(); Game::getInstance().popState(); } void Client::processPacket(packet::Packet* packet) { if( packet->isReliable() ) { if( this->getLastReceivedGamestateID(packet->getPeerID()) >= packet->getRequiredGamestateID() ) packet->process(static_cast(this)); else this->packetQueue_.push_back(packet); } else packet->process(static_cast(this)); } }