[1502] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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[3084] | 23 | * Oliver Scheuss |
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[1502] | 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | // |
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| 30 | // C++ Implementation: Client |
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| 31 | // |
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| 32 | // Description: |
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| 33 | // |
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| 34 | // |
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| 35 | // Author: Oliver Scheuss, (C) 2007 |
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| 36 | // |
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| 37 | // Copyright: See COPYING file that comes with this distribution |
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| 38 | // |
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| 39 | // |
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| 40 | |
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[3214] | 41 | #include "Client.h" |
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| 42 | |
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[2087] | 43 | #include <cassert> |
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| 44 | |
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[5929] | 45 | #include "util/Clock.h" |
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[3214] | 46 | #include "util/Debug.h" |
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[7284] | 47 | #include "util/ScopedSingletonManager.h" |
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[2662] | 48 | #include "synchronisable/Synchronisable.h" |
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[3214] | 49 | #include "packet/Chat.h" |
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| 50 | #include "packet/Gamestate.h" |
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[3084] | 51 | #include "FunctionCallManager.h" |
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[5929] | 52 | #include "core/CoreIncludes.h" |
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[7163] | 53 | #include "core/CommandLineParser.h" |
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[5929] | 54 | #include "core/Game.h" |
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[2087] | 55 | |
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[2171] | 56 | namespace orxonox |
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[1502] | 57 | { |
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[1752] | 58 | |
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[7163] | 59 | ManageScopedSingleton( Client, ScopeID::Root, true ); |
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[1752] | 60 | |
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[1502] | 61 | /** |
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| 62 | * Constructor for the Client class |
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| 63 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 64 | */ |
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[3214] | 65 | Client::Client(): |
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[7163] | 66 | gamestate(0), |
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[3214] | 67 | isSynched_(false), |
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[6417] | 68 | gameStateFailure_(false), |
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| 69 | timeSinceLastUpdate_(0) |
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[3214] | 70 | { |
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[7163] | 71 | this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") ); |
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[1502] | 72 | } |
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| 73 | |
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[7163] | 74 | Client::~Client() |
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[3214] | 75 | { |
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| 76 | if ( ClientConnection::isConnected() ) |
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[1502] | 77 | closeConnection(); |
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| 78 | } |
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[1752] | 79 | |
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[1502] | 80 | /** |
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| 81 | * Establish the Connection to the Server |
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| 82 | * @return true/false |
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| 83 | */ |
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[7163] | 84 | bool Client::establishConnection() |
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| 85 | { |
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[1502] | 86 | Synchronisable::setClient(true); |
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[7163] | 87 | this->gamestate = new GamestateClient(); |
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| 88 | if( ClientConnection::establishConnection() ) |
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| 89 | { |
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| 90 | Host::setActive(true); |
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| 91 | return true; |
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| 92 | } |
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| 93 | else |
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| 94 | return false; |
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[1502] | 95 | } |
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| 96 | |
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| 97 | /** |
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| 98 | * closes the Connection to the Server |
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| 99 | * @return true/false |
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| 100 | */ |
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[7163] | 101 | bool Client::closeConnection() |
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| 102 | { |
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| 103 | assert(this->gamestate); |
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| 104 | delete this->gamestate; |
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| 105 | this->gamestate = 0; |
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| 106 | Host::setActive(false); |
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[3214] | 107 | return ClientConnection::closeConnection(); |
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[1502] | 108 | } |
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[7284] | 109 | |
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[7163] | 110 | void Client::setDestination(const std::string& serverAddress, unsigned int port) |
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| 111 | { |
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| 112 | ClientConnection::setServerAddress(serverAddress); |
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| 113 | ClientConnection::setPort(port); |
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| 114 | } |
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[1502] | 115 | |
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[7163] | 116 | bool Client::queuePacket(ENetPacket *packet, int clientID) |
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| 117 | { |
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[3214] | 118 | bool b = ClientConnection::addPacket(packet); |
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| 119 | assert(b); |
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| 120 | return b; |
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[1735] | 121 | } |
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[1752] | 122 | |
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[7163] | 123 | bool Client::processChat(const std::string& message, unsigned int playerID) |
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| 124 | { |
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[2087] | 125 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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[1907] | 126 | return true; |
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[1534] | 127 | } |
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[6417] | 128 | |
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[7163] | 129 | void Client::printRTT() |
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| 130 | { |
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[5961] | 131 | COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; |
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| 132 | } |
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[2087] | 133 | |
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[1502] | 134 | /** |
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[1907] | 135 | * This function implements the method of sending a chat message to the server |
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[2087] | 136 | * @param message message to be sent |
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[1907] | 137 | * @return result(true/false) |
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| 138 | */ |
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[7163] | 139 | bool Client::chat(const std::string& message) |
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| 140 | { |
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[1907] | 141 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 142 | return m->send(); |
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[1502] | 143 | } |
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| 144 | |
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[1907] | 145 | |
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[1502] | 146 | /** |
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[1907] | 147 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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[2087] | 148 | * @param time |
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[1907] | 149 | */ |
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[7163] | 150 | void Client::update(const Clock& time) |
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| 151 | { |
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[3084] | 152 | //this steers our network frequency |
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| 153 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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[3214] | 154 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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| 155 | { |
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[3084] | 156 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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[6417] | 157 | // COUT(3) << '.'; |
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[3214] | 158 | if ( isConnected() && isSynched_ ) |
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| 159 | { |
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[3084] | 160 | COUT(4) << "popping partial gamestate: " << std::endl; |
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[7163] | 161 | packet::Gamestate *gs = gamestate->getGamestate(); |
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[3084] | 162 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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| 163 | if(gs){ |
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| 164 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 165 | if( !gs->send() ) |
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| 166 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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[1735] | 167 | // gs gets automatically deleted by enet callback |
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[3084] | 168 | } |
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| 169 | FunctionCallManager::sendCalls(); |
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[1751] | 170 | } |
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[1502] | 171 | } |
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[3214] | 172 | sendPackets(); // flush the enet queue |
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[6417] | 173 | |
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[3214] | 174 | Connection::processQueue(); |
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[7163] | 175 | if(gamestate->processGamestates()) |
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[1769] | 176 | { |
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[1502] | 177 | if(!isSynched_) |
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| 178 | isSynched_=true; |
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[1907] | 179 | } |
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[7163] | 180 | gamestate->cleanup(); |
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[5965] | 181 | Connection::sendPackets(); |
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[3084] | 182 | |
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[1502] | 183 | return; |
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| 184 | } |
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[6417] | 185 | |
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[5929] | 186 | void Client::connectionClosed() |
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| 187 | { |
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| 188 | ObjectList<Synchronisable>::iterator it; |
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| 189 | for(it = ObjectList<Synchronisable>::begin(); it; ) |
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| 190 | { |
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| 191 | if( it->getSyncMode() != 0x0 ) |
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| 192 | (it++)->destroy(); |
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| 193 | else |
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| 194 | { |
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| 195 | ++it; |
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| 196 | } |
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| 197 | } |
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| 198 | Game::getInstance().popState(); |
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| 199 | Game::getInstance().popState(); |
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| 200 | } |
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[1502] | 201 | |
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[7163] | 202 | |
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| 203 | |
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[1502] | 204 | } |
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