[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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| 23 | * Oliver Scheuss, (C) 2007 |
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| 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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| 41 | #include "Client.h" |
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| 42 | #include "Synchronisable.h" |
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| 43 | #include "core/CoreIncludes.h" |
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[1534] | 44 | #include "core/ConsoleCommand.h" |
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| 45 | #include "Server.h" |
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[1502] | 46 | |
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| 47 | namespace network |
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| 48 | { |
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[1534] | 49 | SetConsoleCommandShortcut(Client, Chat); |
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| 50 | |
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[1502] | 51 | Client* Client::_sClient = 0; |
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| 52 | |
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| 53 | Client* Client::createSingleton(){ |
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| 54 | if(!_sClient){ |
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| 55 | _sClient = new Client(); |
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| 56 | } |
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| 57 | return _sClient; |
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| 58 | } |
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| 59 | |
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| 60 | Client* Client::createSingleton(std::string address, int port){ |
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| 61 | if(!_sClient) |
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| 62 | _sClient = new Client(address, port); |
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| 63 | return _sClient; |
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| 64 | } |
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| 65 | |
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| 66 | Client* Client::createSingleton(const char *address, int port){ |
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| 67 | if(!_sClient) |
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| 68 | _sClient = new Client(address, port); |
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| 69 | return _sClient; |
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| 70 | } |
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| 71 | |
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| 72 | void Client::destroySingleton(){ |
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| 73 | if(_sClient){ |
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| 74 | delete _sClient; |
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| 75 | _sClient = 0; |
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| 76 | } |
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| 77 | } |
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| 78 | |
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| 79 | Client* Client::getSingleton(){ |
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| 80 | return _sClient; |
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| 81 | } |
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| 82 | |
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| 83 | /** |
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| 84 | * Constructor for the Client class |
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| 85 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 86 | */ |
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| 87 | Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ |
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| 88 | // set server address to localhost |
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| 89 | isConnected=false; |
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| 90 | isSynched_=false; |
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| 91 | gameStateFailure_=false; |
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| 92 | } |
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| 93 | |
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| 94 | /** |
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| 95 | * Constructor for the Client class |
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| 96 | * @param address the server address |
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| 97 | * @param port port of the application on the server |
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| 98 | */ |
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| 99 | Client::Client(std::string address, int port) : client_connection(port, address){ |
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| 100 | isConnected=false; |
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| 101 | isSynched_=false; |
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| 102 | gameStateFailure_=false; |
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| 103 | } |
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| 104 | |
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| 105 | /** |
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| 106 | * Constructor for the Client class |
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| 107 | * @param address the server address |
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| 108 | * @param port port of the application on the server |
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| 109 | */ |
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| 110 | Client::Client(const char *address, int port) : client_connection(port, address){ |
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| 111 | isConnected=false; |
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| 112 | isSynched_=false; |
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| 113 | gameStateFailure_=false; |
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| 114 | } |
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| 115 | |
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| 116 | Client::~Client(){ |
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| 117 | if(isConnected) |
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| 118 | closeConnection(); |
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| 119 | } |
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| 120 | |
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| 121 | /** |
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| 122 | * Establish the Connection to the Server |
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| 123 | * @return true/false |
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| 124 | */ |
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| 125 | bool Client::establishConnection(){ |
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| 126 | Synchronisable::setClient(true); |
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| 127 | isConnected=client_connection.createConnection(); |
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| 128 | if(isConnected){ |
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| 129 | // COUT(3) << "sending connectrequest" << std::endl; |
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| 130 | // if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets()) |
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| 131 | // COUT(1) << "could not send connection request !!!!!!!!!" << std::endl; |
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| 132 | }else |
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| 133 | COUT(1) << "could not create connection laber" << std::endl; |
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| 134 | return isConnected; |
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| 135 | } |
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| 136 | |
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| 137 | /** |
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| 138 | * closes the Connection to the Server |
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| 139 | * @return true/false |
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| 140 | */ |
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| 141 | bool Client::closeConnection(){ |
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| 142 | isConnected=false; |
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| 143 | return client_connection.closeConnection(); |
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| 144 | } |
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| 145 | |
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| 146 | |
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| 147 | |
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[1534] | 148 | void Client::Chat( std::string message ){ |
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| 149 | if(Client::getSingleton()) |
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| 150 | Client::getSingleton()->sendChat(message); |
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| 151 | else if(Server::getSingleton()) |
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| 152 | Server::getSingleton()->sendChat(message); |
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| 153 | else |
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| 154 | COUT(1) << "do you want to monologize ??" << std::endl; |
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| 155 | } |
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[1502] | 156 | |
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| 157 | |
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| 158 | /** |
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| 159 | * submits a chat message to the server |
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| 160 | * @param message message to send |
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| 161 | * @return true/false |
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| 162 | */ |
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| 163 | bool Client::sendChat( std::string message ){ |
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| 164 | // generate packet and add it to queue |
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| 165 | if(!isConnected) |
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| 166 | return false; |
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| 167 | return client_connection.addPacket(pck_gen.chatMessage( message.c_str() )); |
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| 168 | //return client_connection.sendPackets(); |
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| 169 | // send packets |
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| 170 | return false; |
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| 171 | } |
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| 172 | |
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| 173 | /** |
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| 174 | * Performs a GameState update |
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| 175 | */ |
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| 176 | void Client::tick(float time){ |
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| 177 | // COUT(3) << "."; |
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| 178 | if(client_connection.isConnected() && isSynched_){ |
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| 179 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| 180 | GameStateCompressed *gs = gamestate.popPartialGameState(); |
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| 181 | if(gs){ |
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| 182 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 183 | ENetPacket *packet = pck_gen.gstate(gs); |
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| 184 | if( packet == NULL || !client_connection.addPacket(packet)) |
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| 185 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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| 186 | // now delete it to save memory |
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| 187 | delete[] gs->data; |
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| 188 | delete gs; |
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| 189 | } |
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| 190 | } |
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| 191 | ENetEvent *event; |
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| 192 | // stop if the packet queue is empty |
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| 193 | while(!(client_connection.queueEmpty())){ |
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| 194 | event = client_connection.getEvent(); |
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| 195 | COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; |
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| 196 | elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) |
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| 197 | } |
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| 198 | int gameStateID = gamestate.processGameState(); |
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| 199 | if(gameStateID==GAMESTATEID_INITIAL) |
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| 200 | if(gameStateFailure_){ |
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| 201 | if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL))) |
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| 202 | COUT(3) << "could not (negatively) ack gamestate" << std::endl; |
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| 203 | else |
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| 204 | COUT(4) << "negatively acked a gamestate" << std::endl; |
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| 205 | } |
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| 206 | else |
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| 207 | gameStateFailure_=true; |
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| 208 | else if(gameStateID!=0){ |
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| 209 | // ack gamestate and set synched |
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| 210 | if(!isSynched_) |
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| 211 | isSynched_=true; |
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| 212 | gameStateFailure_=false; |
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| 213 | if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID))) |
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| 214 | COUT(3) << "could not ack gamestate" << std::endl; |
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| 215 | }// otherwise we had no gamestate to load |
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| 216 | gamestate.cleanup(); |
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| 217 | /*if(!client_connection.sendPackets()) |
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| 218 | COUT(3) << "Problem sending packets to server" << std::endl;*/ |
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| 219 | return; |
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| 220 | } |
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| 221 | |
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| 222 | void Client::processGamestate( GameStateCompressed *data, int clientID){ |
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| 223 | COUT(5) << "received gamestate id: " << data->id << std::endl; |
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| 224 | gamestate.addGameState(data); |
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| 225 | } |
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| 226 | |
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| 227 | void Client::processClassid(classid *clid){ |
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| 228 | orxonox::Identifier *id; |
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| 229 | id=ID(std::string(clid->message)); |
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| 230 | if(id!=NULL) |
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| 231 | id->setNetworkID(clid->clid); |
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| 232 | COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl; |
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| 233 | COUT(4) << "id(classid)->getName " << ID((unsigned int)clid->clid)->getName() << std::endl; |
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| 234 | delete clid; |
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| 235 | return; |
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| 236 | } |
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| 237 | |
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[1534] | 238 | void Client::processChat( chat *data, int clientId){ |
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| 239 | COUT(1) << data->message << std::endl; |
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[1502] | 240 | delete[] data->message; |
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| 241 | delete data; |
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| 242 | } |
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| 243 | |
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| 244 | bool Client::processWelcome( welcome *w ){ |
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| 245 | COUT(4) << "processing welcome message" << std::endl; |
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| 246 | clientID_ = w->clientID; |
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| 247 | shipID_ = w->shipID; |
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| 248 | delete w; |
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| 249 | return true; |
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| 250 | } |
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| 251 | |
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| 252 | } |
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