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source: code/trunk/src/libraries/network/Client.cc @ 6325

Last change on this file since 6325 was 5965, checked in by scheusso, 15 years ago

changed some default values in network and trying to reduce round trip time / delay

  • 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
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 "synchronisable/Synchronisable.h"
48#include "packet/Chat.h"
49#include "packet/Gamestate.h"
50#include "FunctionCallManager.h"
51#include "core/CoreIncludes.h"
52#include "core/Game.h"
53
54namespace orxonox
55{
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():
63      isSynched_(false),
64      gameStateFailure_(false)
65  {
66  }
67
68  /**
69  * Constructor for the Client class
70  * @param address the server address
71  * @param port port of the application on the server
72  */
73  Client::Client(const std::string& address, int port):
74      isSynched_(false),
75      gameStateFailure_(false)
76  {
77      setPort( port );
78      setServerAddress( address );
79  }
80
81  Client::~Client(){
82    if ( ClientConnection::isConnected() )
83      closeConnection();
84  }
85
86  /**
87  * Establish the Connection to the Server
88  * @return true/false
89  */
90  bool Client::establishConnection(){
91    Synchronisable::setClient(true);
92    return ClientConnection::establishConnection();
93  }
94
95  /**
96  * closes the Connection to the Server
97  * @return true/false
98  */
99  bool Client::closeConnection(){
100    return ClientConnection::closeConnection();
101  }
102
103  bool Client::queuePacket(ENetPacket *packet, int clientID){
104    bool b = ClientConnection::addPacket(packet);
105    assert(b);
106    return b;
107  }
108
109  bool Client::processChat(const std::string& message, unsigned int playerID){
110//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
111    return true;
112  }
113 
114  void Client::printRTT(){
115    COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
116  }
117
118  /**
119   * This function implements the method of sending a chat message to the server
120   * @param message message to be sent
121   * @return result(true/false)
122   */
123  bool Client::chat(const std::string& message){
124    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
125    return m->send();
126  }
127
128
129  /**
130   * Processes incoming packets, sends a gamestate to the server and does the cleanup
131   * @param time
132   */
133  void Client::update(const Clock& time){
134    //this steers our network frequency
135    timeSinceLastUpdate_+=time.getDeltaTime();
136    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
137    {
138      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
139      //     COUT(3) << ".";
140      if ( isConnected() && isSynched_ )
141      {
142        COUT(4) << "popping partial gamestate: " << std::endl;
143        packet::Gamestate *gs = gamestate.getGamestate();
144        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
145        if(gs){
146          COUT(4) << "client tick: sending gs " << gs << std::endl;
147          if( !gs->send() )
148            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
149        // gs gets automatically deleted by enet callback
150        }
151        FunctionCallManager::sendCalls();
152      }
153    }
154    sendPackets(); // flush the enet queue
155   
156    Connection::processQueue();
157    if(gamestate.processGamestates())
158    {
159      if(!isSynched_)
160        isSynched_=true;
161    }
162    gamestate.cleanup();
163    Connection::sendPackets();
164
165    return;
166  }
167 
168  void Client::connectionClosed()
169  {
170    ObjectList<Synchronisable>::iterator it;
171    for(it = ObjectList<Synchronisable>::begin(); it; )
172    {
173      if( it->getSyncMode() != 0x0 )
174        (it++)->destroy();
175      else
176      {
177        ++it;
178      }
179    }
180    Game::getInstance().popState();
181    Game::getInstance().popState();
182  }
183
184}
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