[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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[3214] | 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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[5929] | 45 | #include "util/Clock.h" |
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[3214] | 46 | #include "util/Debug.h" |
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[2662] | 47 | #include "synchronisable/Synchronisable.h" |
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[3214] | 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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[5929] | 51 | #include "core/CoreIncludes.h" |
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| 52 | #include "core/Game.h" |
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[2087] | 53 | |
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[2171] | 54 | namespace orxonox |
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[1502] | 55 | { |
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[1752] | 56 | |
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| 57 | |
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[1502] | 58 | /** |
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| 59 | * Constructor for the Client class |
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| 60 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 61 | */ |
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[3214] | 62 | Client::Client(): |
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| 63 | isSynched_(false), |
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[6134] | 64 | gameStateFailure_(false), |
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| 65 | timeSinceLastUpdate_(0) |
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[3214] | 66 | { |
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[1502] | 67 | } |
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| 68 | |
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| 69 | /** |
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| 70 | * Constructor for the Client class |
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| 71 | * @param address the server address |
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| 72 | * @param port port of the application on the server |
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| 73 | */ |
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[3214] | 74 | Client::Client(const std::string& address, int port): |
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| 75 | isSynched_(false), |
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[6134] | 76 | gameStateFailure_(false), |
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| 77 | timeSinceLastUpdate_(0) |
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[3214] | 78 | { |
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| 79 | setPort( port ); |
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| 80 | setServerAddress( address ); |
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[1502] | 81 | } |
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| 82 | |
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| 83 | Client::~Client(){ |
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[3214] | 84 | if ( ClientConnection::isConnected() ) |
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[1502] | 85 | closeConnection(); |
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| 86 | } |
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[1752] | 87 | |
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[1502] | 88 | /** |
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| 89 | * Establish the Connection to the Server |
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| 90 | * @return true/false |
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| 91 | */ |
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| 92 | bool Client::establishConnection(){ |
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| 93 | Synchronisable::setClient(true); |
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[3214] | 94 | return ClientConnection::establishConnection(); |
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[1502] | 95 | } |
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| 96 | |
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| 97 | /** |
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| 98 | * closes the Connection to the Server |
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| 99 | * @return true/false |
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| 100 | */ |
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| 101 | bool Client::closeConnection(){ |
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[3214] | 102 | return ClientConnection::closeConnection(); |
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[1502] | 103 | } |
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| 104 | |
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[1735] | 105 | bool Client::queuePacket(ENetPacket *packet, int clientID){ |
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[3214] | 106 | bool b = ClientConnection::addPacket(packet); |
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| 107 | assert(b); |
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| 108 | return b; |
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[1735] | 109 | } |
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[1752] | 110 | |
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[2087] | 111 | bool Client::processChat(const std::string& message, unsigned int playerID){ |
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| 112 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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[1907] | 113 | return true; |
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[1534] | 114 | } |
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[6387] | 115 | |
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[5961] | 116 | void Client::printRTT(){ |
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| 117 | COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; |
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| 118 | } |
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[2087] | 119 | |
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[1502] | 120 | /** |
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[1907] | 121 | * This function implements the method of sending a chat message to the server |
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[2087] | 122 | * @param message message to be sent |
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[1907] | 123 | * @return result(true/false) |
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| 124 | */ |
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[2087] | 125 | bool Client::chat(const std::string& message){ |
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[1907] | 126 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 127 | return m->send(); |
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[1502] | 128 | } |
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| 129 | |
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[1907] | 130 | |
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[1502] | 131 | /** |
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[1907] | 132 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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[2087] | 133 | * @param time |
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[1907] | 134 | */ |
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[2896] | 135 | void Client::update(const Clock& time){ |
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[3084] | 136 | //this steers our network frequency |
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| 137 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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[3214] | 138 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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| 139 | { |
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[3084] | 140 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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| 141 | // COUT(3) << "."; |
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[3214] | 142 | if ( isConnected() && isSynched_ ) |
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| 143 | { |
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[3084] | 144 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| 145 | packet::Gamestate *gs = gamestate.getGamestate(); |
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| 146 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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| 147 | if(gs){ |
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| 148 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 149 | if( !gs->send() ) |
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| 150 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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[1735] | 151 | // gs gets automatically deleted by enet callback |
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[3084] | 152 | } |
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| 153 | FunctionCallManager::sendCalls(); |
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[1751] | 154 | } |
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[1502] | 155 | } |
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[3214] | 156 | sendPackets(); // flush the enet queue |
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[6387] | 157 | |
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[3214] | 158 | Connection::processQueue(); |
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[1769] | 159 | if(gamestate.processGamestates()) |
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| 160 | { |
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[1502] | 161 | if(!isSynched_) |
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| 162 | isSynched_=true; |
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[1907] | 163 | } |
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[1502] | 164 | gamestate.cleanup(); |
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[5965] | 165 | Connection::sendPackets(); |
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[3084] | 166 | |
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[1502] | 167 | return; |
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| 168 | } |
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[6387] | 169 | |
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[5929] | 170 | void Client::connectionClosed() |
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| 171 | { |
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| 172 | ObjectList<Synchronisable>::iterator it; |
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| 173 | for(it = ObjectList<Synchronisable>::begin(); it; ) |
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| 174 | { |
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| 175 | if( it->getSyncMode() != 0x0 ) |
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| 176 | (it++)->destroy(); |
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| 177 | else |
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| 178 | { |
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| 179 | ++it; |
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| 180 | } |
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| 181 | } |
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| 182 | Game::getInstance().popState(); |
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| 183 | Game::getInstance().popState(); |
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| 184 | } |
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[1502] | 185 | |
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| 186 | } |
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