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source: code/branches/usability/src/libraries/network/Client.cc @ 10169

Last change on this file since 10169 was 7801, checked in by dafrick, 14 years ago

Merging presentation2 branch back to trunk.

  • Property svn:eol-style set to native
File size: 5.9 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 "util/ScopedSingletonManager.h"
48#include "synchronisable/Synchronisable.h"
49#include "packet/Chat.h"
50#include "packet/Gamestate.h"
51#include "FunctionCallManager.h"
52#include "core/CoreIncludes.h"
53#include "core/CommandLineParser.h"
54#include "core/Game.h"
55
56namespace orxonox
57{
58
59  ManageScopedSingleton( Client, ScopeID::Root, true );
60
61  /**
62  * Constructor for the Client class
63  * initializes the address and the port to default localhost:NETWORK_PORT
64  */
65  Client::Client():
66      isSynched_(false),
67      gameStateFailure_(false),
68      timeSinceLastUpdate_(0)
69  {
70    this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") );
71  }
72
73  Client::~Client()
74  {
75    if ( ClientConnection::isConnected() )
76      closeConnection();
77  }
78
79  /**
80  * Establish the Connection to the Server
81  * @return true/false
82  */
83  bool Client::establishConnection()
84  {
85    Synchronisable::setClient(true);
86    if( ClientConnection::establishConnection() )
87    {
88      Host::setActive(true);
89      GamestateManager::addPeer(NETWORK_PEER_ID_SERVER);
90      return true;
91    }
92    else
93      return false;
94  }
95
96  /**
97  * closes the Connection to the Server
98  * @return true/false
99  */
100  bool Client::closeConnection()
101  {
102    Host::setActive(false);
103    GamestateManager::removePeer(NETWORK_PEER_ID_SERVER);
104    return ClientConnection::closeConnection();
105  }
106
107  void Client::setDestination(const std::string& serverAddress, unsigned int port)
108  {
109    ClientConnection::setServerAddress(serverAddress);
110    ClientConnection::setPort(port);
111  }
112
113  void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID)
114  {
115    ClientConnection::addPacket(packet, channelID);
116  }
117
118  bool Client::processChat(const std::string& message, unsigned int playerID)
119  {
120//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
121    return true;
122  }
123
124  void Client::printRTT()
125  {
126    COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
127  }
128
129  /**
130   * This function implements the method of sending a chat message to the server
131   * @param message message to be sent
132   * @return result(true/false)
133   */
134  bool Client::chat(const std::string& message)
135  {
136    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
137    return m->send(static_cast<Host*>(this));
138  }
139
140
141  /**
142   * Processes incoming packets, sends a gamestate to the server and does the cleanup
143   * @param time
144   */
145  void Client::update(const Clock& time)
146  {
147    //this steers our network frequency
148    timeSinceLastUpdate_+=time.getDeltaTime();
149    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
150    {
151      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
152      //     COUT(3) << '.';
153      if ( isConnected() && isSynched_ )
154      {
155        COUT(4) << "popping partial gamestate: " << std::endl;
156//         packet::Gamestate *gs = GamestateClient::getGamestate();
157        GamestateManager::update();
158        std::vector<packet::Gamestate*> gamestates = GamestateManager::getGamestates();
159        std::vector<packet::Gamestate*>::iterator it;
160        for( it = gamestates.begin(); it != gamestates.end(); ++it )
161        {
162          (*it)->send( static_cast<Host*>(this) );
163        }
164        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
165//         if(gs){
166//           COUT(4) << "client tick: sending gs " << gs << std::endl;
167//           if( !gs->send() )
168//             COUT(2) << "Problem adding partial gamestate to queue" << std::endl;
169//         // gs gets automatically deleted by enet callback
170//         }
171        FunctionCallManager::sendCalls(static_cast<Host*>(this));
172      }
173    }
174//     sendPackets(); // flush the enet queue
175
176    Connection::processQueue();
177    if(GamestateManager::processGamestates())
178    {
179      FunctionCallManager::processBufferedFunctionCalls();
180      if(!isSynched_)
181        isSynched_=true;
182    }
183//     GamestateManager::cleanup();;
184//     Connection::sendPackets();
185
186    return;
187  }
188
189  void Client::connectionClosed()
190  {
191    ObjectList<Synchronisable>::iterator it;
192    for(it = ObjectList<Synchronisable>::begin(); it; )
193    {
194      if( it->getSyncMode() != 0x0 )
195        (it++)->destroy();
196      else
197      {
198        ++it;
199      }
200    }
201    Game::getInstance().popState();
202    Game::getInstance().popState();
203  }
204 
205  void Client::processPacket(packet::Packet* packet)
206  {
207    if( packet->isReliable() )
208    {
209      if( this->getLastProcessedGamestateID(packet->getPeerID()) >= packet->getRequiredGamestateID() )
210        packet->process(static_cast<Host*>(this));
211      else
212        this->packetQueue_.push_back(packet);
213    }
214    else
215      packet->process(static_cast<Host*>(this));
216  }
217
218
219
220
221}
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