/* * 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, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Client.h" #include "Synchronisable.h" #include "core/CoreIncludes.h" namespace network { Client* Client::_sClient = 0; Client* Client::createSingleton(){ if(!_sClient){ _sClient = new Client(); } return _sClient; } Client* Client::createSingleton(std::string address, int port){ if(!_sClient) _sClient = new Client(address, port); return _sClient; } Client* Client::createSingleton(const char *address, int port){ if(!_sClient) _sClient = new Client(address, port); return _sClient; } void Client::destroySingleton(){ if(_sClient){ delete _sClient; _sClient = 0; } } Client* Client::getSingleton(){ return _sClient; } /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ // set server address to localhost isConnected=false; isSynched_=false; gameStateFailure_=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(std::string address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const char *address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; } Client::~Client(){ if(isConnected) closeConnection(); } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection(){ Synchronisable::setClient(true); isConnected=client_connection.createConnection(); if(isConnected){ // COUT(3) << "sending connectrequest" << std::endl; // if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets()) // COUT(1) << "could not send connection request !!!!!!!!!" << std::endl; }else COUT(1) << "could not create connection laber" << std::endl; return isConnected; } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection(){ isConnected=false; return client_connection.closeConnection(); } /** * submits a chat message to the server * @param message message to send * @return true/false */ bool Client::sendChat( std::string message ){ // generate packet and add it to queue if(!isConnected) return false; return client_connection.addPacket(pck_gen.chatMessage( message.c_str() )); //return client_connection.sendPackets(); // send packets return false; } /** * Performs a GameState update */ void Client::tick(float time){ // COUT(3) << "."; if(client_connection.isConnected() && isSynched_){ COUT(4) << "popping partial gamestate: " << std::endl; GameStateCompressed *gs = gamestate.popPartialGameState(); if(gs){ COUT(4) << "client tick: sending gs " << gs << std::endl; ENetPacket *packet = pck_gen.gstate(gs); if( packet == NULL || !client_connection.addPacket(packet)) COUT(3) << "Problem adding partial gamestate to queue" << std::endl; // now delete it to save memory delete[] gs->data; delete gs; } } ENetEvent *event; // stop if the packet queue is empty while(!(client_connection.queueEmpty())){ event = client_connection.getEvent(); COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) } int gameStateID = gamestate.processGameState(); if(gameStateID==GAMESTATEID_INITIAL) if(gameStateFailure_){ if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL))) COUT(3) << "could not (negatively) ack gamestate" << std::endl; else COUT(4) << "negatively acked a gamestate" << std::endl; } else gameStateFailure_=true; else if(gameStateID!=0){ // ack gamestate and set synched if(!isSynched_) isSynched_=true; gameStateFailure_=false; if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID))) COUT(3) << "could not ack gamestate" << std::endl; }// otherwise we had no gamestate to load gamestate.cleanup(); /*if(!client_connection.sendPackets()) COUT(3) << "Problem sending packets to server" << std::endl;*/ return; } void Client::processGamestate( GameStateCompressed *data, int clientID){ COUT(5) << "received gamestate id: " << data->id << std::endl; gamestate.addGameState(data); } void Client::processClassid(classid *clid){ orxonox::Identifier *id; id=ID(std::string(clid->message)); if(id!=NULL) id->setNetworkID(clid->clid); COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl; COUT(4) << "id(classid)->getName " << ID((unsigned int)clid->clid)->getName() << std::endl; delete clid; return; } void Client::processChat( chat *data){ COUT(0) << "Server: " << data->message << std::endl; delete[] data->message; delete data; } bool Client::processWelcome( welcome *w ){ COUT(4) << "processing welcome message" << std::endl; clientID_ = w->clientID; shipID_ = w->shipID; delete w; return true; } }