Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/trunk/src/libraries/network/Client.cc @ 11139

Last change on this file since 11139 was 11071, checked in by landauf, 9 years ago

merged branch cpp11_v3 back to trunk

  • Property svn:eol-style set to native
File size: 6.0 KB
RevLine 
[1502]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:
[3084]23 *      Oliver Scheuss
[1502]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
[3214]41#include "Client.h"
42
[2087]43#include <cassert>
44
[5929]45#include "util/Clock.h"
[8858]46#include "util/Output.h"
[2662]47#include "synchronisable/Synchronisable.h"
[3214]48#include "packet/Chat.h"
49#include "packet/Gamestate.h"
[3084]50#include "FunctionCallManager.h"
[5929]51#include "core/CoreIncludes.h"
52#include "core/Game.h"
[10624]53#include "core/commandline/CommandLineParser.h"
54#include "core/singleton/ScopedSingletonIncludes.h"
[2087]55
[2171]56namespace orxonox
[1502]57{
[1752]58
[10624]59  ManageScopedSingleton( Client, ScopeID::ROOT, false );
[1752]60
[1502]61  /**
62  * Constructor for the Client class
63  * initializes the address and the port to default localhost:NETWORK_PORT
64  */
[3214]65  Client::Client():
66      isSynched_(false),
[6417]67      gameStateFailure_(false),
68      timeSinceLastUpdate_(0)
[3214]69  {
[9550]70    this->setDestination( CommandLineParser::getValue("dest").get<std::string>(), CommandLineParser::getValue("port") );
[1502]71  }
72
[7163]73  Client::~Client()
[3214]74  {
75    if ( ClientConnection::isConnected() )
[1502]76      closeConnection();
77  }
[1752]78
[1502]79  /**
80  * Establish the Connection to the Server
81  * @return true/false
82  */
[7163]83  bool Client::establishConnection()
84  {
[1502]85    Synchronisable::setClient(true);
[7163]86    if( ClientConnection::establishConnection() )
87    {
88      Host::setActive(true);
[7801]89      GamestateManager::addPeer(NETWORK_PEER_ID_SERVER);
[7163]90      return true;
91    }
92    else
93      return false;
[1502]94  }
95
96  /**
97  * closes the Connection to the Server
98  * @return true/false
99  */
[7163]100  bool Client::closeConnection()
101  {
102    Host::setActive(false);
[7801]103    GamestateManager::removePeer(NETWORK_PEER_ID_SERVER);
[3214]104    return ClientConnection::closeConnection();
[1502]105  }
[7284]106
[7163]107  void Client::setDestination(const std::string& serverAddress, unsigned int port)
108  {
109    ClientConnection::setServerAddress(serverAddress);
110    ClientConnection::setPort(port);
111  }
[1502]112
[7801]113  void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID)
[7163]114  {
[7801]115    ClientConnection::addPacket(packet, channelID);
[1735]116  }
[1752]117
[8858]118  void Client::printRTT()
[7163]119  {
[8858]120    orxout(message) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
[1534]121  }
[6417]122
[8858]123  /**
124   * @brief Sends a chat message to the server.
125   * @param message message to be sent
126   * @param sourceID the ID of the sender
127   * @param targetID the ID of the receiver
128   */
129  void Client::doSendChat(const std::string& message, unsigned int sourceID, unsigned int targetID)
[7163]130  {
[8858]131    // send the message to the server
132    packet::Chat* packet = new packet::Chat(message, sourceID, targetID);
133    packet->send(static_cast<Host*>(this));
[5961]134  }
[2087]135
[1502]136  /**
[8858]137   * @brief Gets called if a packet::Chat packet is received. Calls the parent function which passes the message to the listeners.
[1907]138   */
[8858]139  void Client::doReceiveChat(const std::string& message, unsigned int sourceID, unsigned int targetID)
[7163]140  {
[8858]141    // call the parent function which passes the message to the listeners
142    Host::doReceiveChat(message, sourceID, targetID);
[1502]143  }
144
145  /**
[1907]146   * Processes incoming packets, sends a gamestate to the server and does the cleanup
[2087]147   * @param time
[1907]148   */
[7163]149  void Client::update(const Clock& time)
150  {
[3084]151    //this steers our network frequency
152    timeSinceLastUpdate_+=time.getDeltaTime();
[3214]153    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
154    {
[3084]155      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
[3214]156      if ( isConnected() && isSynched_ )
157      {
[8858]158        orxout(verbose, context::network) << "popping partial gamestate: " << endl;
[7801]159//         packet::Gamestate *gs = GamestateClient::getGamestate();
[8327]160        if( GamestateManager::update() )
[7801]161        {
[8327]162          std::vector<packet::Gamestate*> gamestates = GamestateManager::getGamestates();
[11071]163          for( packet::Gamestate* gamestate : gamestates )
[8327]164          {
[11071]165            gamestate->send( static_cast<Host*>(this) );
[8327]166          }
[7801]167        }
[3084]168        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
[7801]169//         if(gs){
[8858]170//           orxout(verbose, context::network) << "client tick: sending gs " << gs << endl;
[7801]171//           if( !gs->send() )
[8858]172//             orxout(internal_warning, context::network) << "Problem adding partial gamestate to queue" << endl;
[7801]173//         // gs gets automatically deleted by enet callback
174//         }
175        FunctionCallManager::sendCalls(static_cast<Host*>(this));
[1751]176      }
[1502]177    }
[7801]178//     sendPackets(); // flush the enet queue
[6417]179
[3214]180    Connection::processQueue();
[7801]181    if(GamestateManager::processGamestates())
[1769]182    {
[7495]183      FunctionCallManager::processBufferedFunctionCalls();
[1502]184      if(!isSynched_)
185        isSynched_=true;
[1907]186    }
[7801]187//     GamestateManager::cleanup();;
188//     Connection::sendPackets();
[3084]189
[1502]190    return;
191  }
[6417]192
[5929]193  void Client::connectionClosed()
194  {
195    Game::getInstance().popState();
196    Game::getInstance().popState();
197  }
[8858]198
[7801]199  void Client::processPacket(packet::Packet* packet)
200  {
201    if( packet->isReliable() )
202    {
[8327]203      if( this->getLastReceivedGamestateID(packet->getPeerID()) >= packet->getRequiredGamestateID() )
[7801]204        packet->process(static_cast<Host*>(this));
205      else
206        this->packetQueue_.push_back(packet);
207    }
208    else
209      packet->process(static_cast<Host*>(this));
210  }
[1502]211}
Note: See TracBrowser for help on using the repository browser.