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source: code/branches/weaponsystem/src/network/Client.h @ 3015

Last change on this file since 3015 was 2171, checked in by landauf, 16 years ago

merged revisions 2111-2170 from objecthierarchy branch back to trunk.

  • Property svn:eol-style set to native
File size: 2.3 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++ Interface: 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#ifndef _Client_H__
42#define _Client_H__
43
44#include "NetworkPrereqs.h"
45
46#include <string>
47
48#include "Host.h"
49#include "packet/Chat.h"
50#include "ClientConnection.h"
51#include "GamestateClient.h"
52//#include "NetworkFrameListener.h"
53
54
55
56namespace orxonox
57{
58  /**
59  Client *client;
60  * The network/Client class
61  * This class implements all necessary function for the network communication
62  * It is the root class of the network module
63  *
64  */
65  class _NetworkExport Client : public Host{
66  public:
67    Client();
68    Client(const std::string& address, int port);
69    Client(const char *address, int port);
70    ~Client();
71
72    bool establishConnection();
73    bool closeConnection();
74    bool queuePacket(ENetPacket *packet, int clientID);
75    bool processChat(const std::string& message, unsigned int playerID);
76    virtual bool chat(const std::string& message);
77    virtual bool broadcast(const std::string& message) { return false; }
78    //bool sendChat(packet::Chat *chat);
79
80    void tick(float time);
81
82  private:
83    virtual bool isServer_(){return false;}
84
85    ClientConnection client_connection;
86    GamestateClient gamestate;
87    bool isConnected;
88    bool isSynched_;
89
90    bool gameStateFailure_;
91  };
92
93
94}
95
96#endif /* _Client_H__ */
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