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source: code/trunk/src/network/Client.cc @ 3264

Last change on this file since 3264 was 3214, checked in by scheusso, 15 years ago

merged netp5 back to trunk

  • Property svn:eol-style set to native
File size: 4.1 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
[3214]45#include "util/Debug.h"
46#include "core/Clock.h"
[2662]47#include "synchronisable/Synchronisable.h"
[3214]48#include "packet/Chat.h"
49#include "packet/Gamestate.h"
[3084]50#include "FunctionCallManager.h"
[2087]51
[2171]52namespace orxonox
[1502]53{
[1752]54
55
[1502]56  /**
57  * Constructor for the Client class
58  * initializes the address and the port to default localhost:NETWORK_PORT
59  */
[3214]60  Client::Client():
61      isSynched_(false),
62      gameStateFailure_(false)
63  {
[1502]64  }
65
66  /**
67  * Constructor for the Client class
68  * @param address the server address
69  * @param port port of the application on the server
70  */
[3214]71  Client::Client(const std::string& address, int port):
72      isSynched_(false),
73      gameStateFailure_(false)
74  {
75      setPort( port );
76      setServerAddress( address );
[1502]77  }
78
79  Client::~Client(){
[3214]80    if ( ClientConnection::isConnected() )
[1502]81      closeConnection();
82  }
[1752]83
[1502]84  /**
85  * Establish the Connection to the Server
86  * @return true/false
87  */
88  bool Client::establishConnection(){
89    Synchronisable::setClient(true);
[3214]90    return ClientConnection::establishConnection();
[1502]91  }
92
93  /**
94  * closes the Connection to the Server
95  * @return true/false
96  */
97  bool Client::closeConnection(){
[3214]98    return ClientConnection::closeConnection();
[1502]99  }
100
[1735]101  bool Client::queuePacket(ENetPacket *packet, int clientID){
[3214]102    bool b = ClientConnection::addPacket(packet);
103    assert(b);
104    return b;
[1735]105  }
[1752]106
[2087]107  bool Client::processChat(const std::string& message, unsigned int playerID){
108//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
[1907]109    return true;
[1534]110  }
[2087]111
[1502]112  /**
[1907]113   * This function implements the method of sending a chat message to the server
[2087]114   * @param message message to be sent
[1907]115   * @return result(true/false)
116   */
[2087]117  bool Client::chat(const std::string& message){
[1907]118    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
119    return m->send();
[1502]120  }
121
[1907]122
[1502]123  /**
[1907]124   * Processes incoming packets, sends a gamestate to the server and does the cleanup
[2087]125   * @param time
[1907]126   */
[2896]127  void Client::update(const Clock& time){
[3084]128    //this steers our network frequency
129    timeSinceLastUpdate_+=time.getDeltaTime();
[3214]130    if(timeSinceLastUpdate_>=NETWORK_PERIOD)
131    {
[3084]132      timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
133      //     COUT(3) << ".";
[3214]134      if ( isConnected() && isSynched_ )
135      {
[3084]136        COUT(4) << "popping partial gamestate: " << std::endl;
137        packet::Gamestate *gs = gamestate.getGamestate();
138        //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now
139        if(gs){
140          COUT(4) << "client tick: sending gs " << gs << std::endl;
141          if( !gs->send() )
142            COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
[1735]143        // gs gets automatically deleted by enet callback
[3084]144        }
145        FunctionCallManager::sendCalls();
[1751]146      }
[1502]147    }
[3214]148    sendPackets(); // flush the enet queue
[3084]149   
[3214]150    Connection::processQueue();
[1769]151    if(gamestate.processGamestates())
152    {
[1502]153      if(!isSynched_)
154        isSynched_=true;
[1907]155    }
[1502]156    gamestate.cleanup();
[3084]157
[1502]158    return;
159  }
160
161}
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