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source: code/branches/pickup/src/libraries/network/Client.cc @ 6150

Last change on this file since 6150 was 5935, checked in by dafrick, 15 years ago

Hopefully merged trunk successfully into pickup branch.

  • 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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