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source: code/branches/questsystem5/src/network/Client.cc @ 3003

Last change on this file since 3003 was 2908, checked in by dafrick, 16 years ago

Reverted to revision 2906 (because I'm too stupid to merge correctly, 2nd try will follow shortly. ;))

  • Property svn:eol-style set to native
File size: 4.6 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#include <enet/enet.h>
43
44#include "Client.h"
45#include "Host.h"
46#include "synchronisable/Synchronisable.h"
47#include "core/CoreIncludes.h"
48#include "packet/Packet.h"
49
50// #include "packet/Acknowledgement.h"
51
52namespace orxonox
53{
54//   SetConsoleCommandShortcut(Client, chat);
55
56
57  /**
58  * Constructor for the Client class
59  * initializes the address and the port to default localhost:NETWORK_PORT
60  */
61  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
62    // set server address to localhost
63    isConnected=false;
64    isSynched_=false;
65    gameStateFailure_=false;
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) : client_connection(port, address){
74    isConnected=false;
75    isSynched_=false;
76    gameStateFailure_=false;
77  }
78
79  /**
80  * Constructor for the Client class
81  * @param address the server address
82  * @param port port of the application on the server
83  */
84  Client::Client(const char *address, int port) : client_connection(port, address){
85    isConnected=false;
86    isSynched_=false;
87    gameStateFailure_=false;
88  }
89
90  Client::~Client(){
91    if(isConnected)
92      closeConnection();
93  }
94
95  /**
96  * Establish the Connection to the Server
97  * @return true/false
98  */
99  bool Client::establishConnection(){
100    Synchronisable::setClient(true);
101    isConnected=client_connection.createConnection();
102    if(!isConnected)
103      COUT(1) << "could not create connection laber" << std::endl;
104    return isConnected;
105  }
106
107  /**
108  * closes the Connection to the Server
109  * @return true/false
110  */
111  bool Client::closeConnection(){
112    isConnected=false;
113    return client_connection.closeConnection();
114  }
115
116  bool Client::queuePacket(ENetPacket *packet, int clientID){
117    return client_connection.addPacket(packet);
118  }
119
120  bool Client::processChat(const std::string& message, unsigned int playerID){
121//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
122    return true;
123  }
124
125  /**
126   * This function implements the method of sending a chat message to the server
127   * @param message message to be sent
128   * @return result(true/false)
129   */
130  bool Client::chat(const std::string& message){
131    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
132    return m->send();
133  }
134
135
136  /**
137   * Processes incoming packets, sends a gamestate to the server and does the cleanup
138   * @param time
139   */
140  void Client::tick(float time){
141//     COUT(3) << ".";
142    if(client_connection.isConnected() && isSynched_){
143      COUT(4) << "popping partial gamestate: " << std::endl;
144      packet::Gamestate *gs = gamestate.getGamestate();
145      if(gs){
146        COUT(4) << "client tick: sending gs " << gs << std::endl;
147        if( !gs->send() )
148          COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
149        // gs gets automatically deleted by enet callback
150      }
151    }
152    ENetEvent *event;
153    // stop if the packet queue is empty
154    while(!(client_connection.queueEmpty())){
155      event = client_connection.getEvent();
156      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
157      packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
158      // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler
159      bool b = packet->process();
160      assert(b);
161    }
162    if(gamestate.processGamestates())
163    {
164      if(!isSynched_)
165        isSynched_=true;
166    }
167    gamestate.cleanup();
168    return;
169  }
170
171}
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