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source: code/branches/weapons/src/network/Client.cc @ 2898

Last change on this file since 2898 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 4.7 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/Clock.h"
48#include "core/CoreIncludes.h"
49#include "packet/Packet.h"
50
51// #include "packet/Acknowledgement.h"
52
53namespace orxonox
54{
55//   SetConsoleCommandShortcut(Client, chat);
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(): client_connection(NETWORK_PORT,"127.0.0.1"){
63    // set server address to localhost
64    isConnected=false;
65    isSynched_=false;
66    gameStateFailure_=false;
67  }
68
69  /**
70  * Constructor for the Client class
71  * @param address the server address
72  * @param port port of the application on the server
73  */
74  Client::Client(const std::string& address, int port) : client_connection(port, address){
75    isConnected=false;
76    isSynched_=false;
77    gameStateFailure_=false;
78  }
79
80  /**
81  * Constructor for the Client class
82  * @param address the server address
83  * @param port port of the application on the server
84  */
85  Client::Client(const char *address, int port) : client_connection(port, address){
86    isConnected=false;
87    isSynched_=false;
88    gameStateFailure_=false;
89  }
90
91  Client::~Client(){
92    if(isConnected)
93      closeConnection();
94  }
95
96  /**
97  * Establish the Connection to the Server
98  * @return true/false
99  */
100  bool Client::establishConnection(){
101    Synchronisable::setClient(true);
102    isConnected=client_connection.createConnection();
103    if(!isConnected)
104      COUT(1) << "could not create connection laber" << std::endl;
105    return isConnected;
106  }
107
108  /**
109  * closes the Connection to the Server
110  * @return true/false
111  */
112  bool Client::closeConnection(){
113    isConnected=false;
114    return client_connection.closeConnection();
115  }
116
117  bool Client::queuePacket(ENetPacket *packet, int clientID){
118    return client_connection.addPacket(packet);
119  }
120
121  bool Client::processChat(const std::string& message, unsigned int playerID){
122//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
123    return true;
124  }
125
126  /**
127   * This function implements the method of sending a chat message to the server
128   * @param message message to be sent
129   * @return result(true/false)
130   */
131  bool Client::chat(const std::string& message){
132    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
133    return m->send();
134  }
135
136
137  /**
138   * Processes incoming packets, sends a gamestate to the server and does the cleanup
139   * @param time
140   */
141  void Client::update(const Clock& time){
142//     COUT(3) << ".";
143    if(client_connection.isConnected() && isSynched_){
144      COUT(4) << "popping partial gamestate: " << std::endl;
145      packet::Gamestate *gs = gamestate.getGamestate();
146      if(gs){
147        COUT(4) << "client tick: sending gs " << gs << std::endl;
148        if( !gs->send() )
149          COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
150        // gs gets automatically deleted by enet callback
151      }
152    }
153    ENetEvent *event;
154    // stop if the packet queue is empty
155    while(!(client_connection.queueEmpty())){
156      event = client_connection.getEvent();
157      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
158      packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
159      // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler
160      bool b = packet->process();
161      assert(b);
162    }
163    if(gamestate.processGamestates())
164    {
165      if(!isSynched_)
166        isSynched_=true;
167    }
168    gamestate.cleanup();
169    return;
170  }
171
172}
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