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source: code/trunk/src/network/Client.cc @ 2803

Last change on this file since 2803 was 2773, checked in by rgrieder, 16 years ago

Removed all enet and boost includes from header files in the network library.

  • Reduces dependencies
  • Minimises problems with windows.h
  • Speeds up the compiling process a little bit (probably negligible)
  • Also removes ugly WIN32_LEAN_AND_MEAN declarations before every enet.h include in the network library.

Removed windows.h header from util/Sleep.h by adding Sleep.cc

  • Property svn:eol-style set to native
File size: 4.6 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, (C) 2007
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 <cassert>
42#include <enet/enet.h>
43
44#include "Client.h"
45#include "Host.h"
46#include "synchronisable/Synchronisable.h"
47#include "core/CoreIncludes.h"
48#include "packet/Packet.h"
49
50// #include "packet/Acknowledgement.h"
51
52namespace orxonox
53{
54//   SetConsoleCommandShortcut(Client, chat);
55
56
57  /**
58  * Constructor for the Client class
59  * initializes the address and the port to default localhost:NETWORK_PORT
60  */
61  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
62    // set server address to localhost
63    isConnected=false;
64    isSynched_=false;
65    gameStateFailure_=false;
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) : client_connection(port, address){
74    isConnected=false;
75    isSynched_=false;
76    gameStateFailure_=false;
77  }
78
79  /**
80  * Constructor for the Client class
81  * @param address the server address
82  * @param port port of the application on the server
83  */
84  Client::Client(const char *address, int port) : client_connection(port, address){
85    isConnected=false;
86    isSynched_=false;
87    gameStateFailure_=false;
88  }
89
90  Client::~Client(){
91    if(isConnected)
92      closeConnection();
93  }
94
95  /**
96  * Establish the Connection to the Server
97  * @return true/false
98  */
99  bool Client::establishConnection(){
100    Synchronisable::setClient(true);
101    isConnected=client_connection.createConnection();
102    if(!isConnected)
103      COUT(1) << "could not create connection laber" << std::endl;
104    return isConnected;
105  }
106
107  /**
108  * closes the Connection to the Server
109  * @return true/false
110  */
111  bool Client::closeConnection(){
112    isConnected=false;
113    return client_connection.closeConnection();
114  }
115
116  bool Client::queuePacket(ENetPacket *packet, int clientID){
117    return client_connection.addPacket(packet);
118  }
119
120  bool Client::processChat(const std::string& message, unsigned int playerID){
121//    COUT(1) << "Player " << playerID << ": " << message << std::endl;
122    return true;
123  }
124
125  /**
126   * This function implements the method of sending a chat message to the server
127   * @param message message to be sent
128   * @return result(true/false)
129   */
130  bool Client::chat(const std::string& message){
131    packet::Chat *m = new packet::Chat(message, Host::getPlayerID());
132    return m->send();
133  }
134
135
136  /**
137   * Processes incoming packets, sends a gamestate to the server and does the cleanup
138   * @param time
139   */
140  void Client::tick(float time){
141//     COUT(3) << ".";
142    if(client_connection.isConnected() && isSynched_){
143      COUT(4) << "popping partial gamestate: " << std::endl;
144      packet::Gamestate *gs = gamestate.getGamestate();
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    }
152    ENetEvent *event;
153    // stop if the packet queue is empty
154    while(!(client_connection.queueEmpty())){
155      event = client_connection.getEvent();
156      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
157      packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer);
158      // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler
159      bool b = packet->process();
160      assert(b);
161    }
162    if(gamestate.processGamestates())
163    {
164      if(!isSynched_)
165        isSynched_=true;
166    }
167    gamestate.cleanup();
168    return;
169  }
170
171}
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