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source: code/trunk/src/libraries/network/Client.cc @ 7220

Last change on this file since 7220 was 7163, checked in by dafrick, 14 years ago

Merged presentation3 branch into trunk.

  • Property svn:eol-style set to native
File size: 5.1 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/CommandLineParser.h"
53#include "core/Game.h"
54#include "core/ScopedSingletonManager.h"
55
56namespace orxonox
57{
58
59  ManageScopedSingleton( Client, ScopeID::Root, true );
60
61  /**
62  * Constructor for the Client class
63  * initializes the address and the port to default localhost:NETWORK_PORT
64  */
65  Client::Client():
66      gamestate(0),
67      isSynched_(false),
68      gameStateFailure_(false),
69      timeSinceLastUpdate_(0)
70  {
71    this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") );
72  }
73
74  Client::~Client()
75  {
76    if ( ClientConnection::isConnected() )
77      closeConnection();
78  }
79
80  /**
81  * Establish the Connection to the Server
82  * @return true/false
83  */
84  bool Client::establishConnection()
85  {
86    Synchronisable::setClient(true);
87    this->gamestate = new GamestateClient();
88    if( ClientConnection::establishConnection() )
89    {
90      Host::setActive(true);
91      return true;
92    }
93    else
94      return false;
95  }
96
97  /**
98  * closes the Connection to the Server
99  * @return true/false
100  */
101  bool Client::closeConnection()
102  {
103    assert(this->gamestate);
104    delete this->gamestate;
105    this->gamestate = 0;
106    Host::setActive(false);
107    return ClientConnection::closeConnection();
108  }
109 
110  void Client::setDestination(const std::string& serverAddress, unsigned int port)
111  {
112    ClientConnection::setServerAddress(serverAddress);
113    ClientConnection::setPort(port);
114  }
115
116  bool Client::queuePacket(ENetPacket *packet, int clientID)
117  {
118    bool b = ClientConnection::addPacket(packet);
119    assert(b);
120    return b;
121  }
122
123  bool Client::processChat(const std::string& message, unsigned int playerID)
124  {
125//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
126    return true;
127  }
128
129  void Client::printRTT()
130  {
131    COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl;
132  }
133
134  /**
135   * This function implements the method of sending a chat message to the server
136   * @param message message to be sent
137   * @return result(true/false)
138   */
139  bool Client::chat(const std::string& message)
140  {
141    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
142    return m->send();
143  }
144
145
146  /**
147   * Processes incoming packets, sends a gamestate to the server and does the cleanup
148   * @param time
149   */
150  void Client::update(const Clock& time)
151  {
152    //this steers our network frequency
153    timeSinceLastUpdate_+=time.getDeltaTime();
154    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
155    {
156      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
157      //     COUT(3) << '.';
158      if ( isConnected() && isSynched_ )
159      {
160        COUT(4) << "popping partial gamestate: " << std::endl;
161        packet::Gamestate *gs = gamestate->getGamestate();
162        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
163        if(gs){
164          COUT(4) << "client tick: sending gs " << gs << std::endl;
165          if( !gs->send() )
166            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
167        // gs gets automatically deleted by enet callback
168        }
169        FunctionCallManager::sendCalls();
170      }
171    }
172    sendPackets(); // flush the enet queue
173
174    Connection::processQueue();
175    if(gamestate->processGamestates())
176    {
177      if(!isSynched_)
178        isSynched_=true;
179    }
180    gamestate->cleanup();
181    Connection::sendPackets();
182
183    return;
184  }
185
186  void Client::connectionClosed()
187  {
188    ObjectList<Synchronisable>::iterator it;
189    for(it = ObjectList<Synchronisable>::begin(); it; )
190    {
191      if( it->getSyncMode() != 0x0 )
192        (it++)->destroy();
193      else
194      {
195        ++it;
196      }
197    }
198    Game::getInstance().popState();
199    Game::getInstance().popState();
200  }
201
202
203
204}
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