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 |
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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 | |
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43 | #include <cassert> |
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44 | |
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45 | #include "util/Debug.h" |
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46 | #include "core/Clock.h" |
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47 | #include "synchronisable/Synchronisable.h" |
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48 | #include "packet/Chat.h" |
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49 | #include "packet/Gamestate.h" |
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50 | #include "FunctionCallManager.h" |
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51 | |
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52 | namespace orxonox |
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53 | { |
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54 | |
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55 | |
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56 | /** |
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57 | * Constructor for the Client class |
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58 | * initializes the address and the port to default localhost:NETWORK_PORT |
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59 | */ |
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60 | Client::Client(): |
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61 | isSynched_(false), |
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62 | gameStateFailure_(false) |
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63 | { |
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64 | } |
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65 | |
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66 | /** |
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67 | * Constructor for the Client class |
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68 | * @param address the server address |
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69 | * @param port port of the application on the server |
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70 | */ |
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71 | Client::Client(const std::string& address, int port): |
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72 | isSynched_(false), |
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73 | gameStateFailure_(false) |
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74 | { |
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75 | setPort( port ); |
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76 | setServerAddress( address ); |
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77 | } |
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78 | |
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79 | Client::~Client(){ |
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80 | if ( ClientConnection::isConnected() ) |
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81 | closeConnection(); |
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82 | } |
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83 | |
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84 | /** |
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85 | * Establish the Connection to the Server |
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86 | * @return true/false |
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87 | */ |
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88 | bool Client::establishConnection(){ |
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89 | Synchronisable::setClient(true); |
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90 | return ClientConnection::establishConnection(); |
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91 | } |
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92 | |
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93 | /** |
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94 | * closes the Connection to the Server |
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95 | * @return true/false |
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96 | */ |
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97 | bool Client::closeConnection(){ |
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98 | return ClientConnection::closeConnection(); |
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99 | } |
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100 | |
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101 | bool Client::queuePacket(ENetPacket *packet, int clientID){ |
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102 | bool b = ClientConnection::addPacket(packet); |
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103 | assert(b); |
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104 | return b; |
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105 | } |
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106 | |
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107 | bool Client::processChat(const std::string& message, unsigned int playerID){ |
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108 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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109 | return true; |
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110 | } |
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111 | |
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112 | /** |
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113 | * This function implements the method of sending a chat message to the server |
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114 | * @param message message to be sent |
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115 | * @return result(true/false) |
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116 | */ |
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117 | bool Client::chat(const std::string& message){ |
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118 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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119 | return m->send(); |
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120 | } |
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121 | |
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122 | |
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123 | /** |
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124 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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125 | * @param time |
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126 | */ |
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127 | void Client::update(const Clock& time){ |
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128 | //this steers our network frequency |
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129 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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130 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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131 | { |
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132 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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133 | // COUT(3) << "."; |
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134 | if ( isConnected() && isSynched_ ) |
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135 | { |
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136 | COUT(4) << "popping partial gamestate: " << std::endl; |
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137 | packet::Gamestate *gs = gamestate.getGamestate(); |
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138 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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139 | if(gs){ |
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140 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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141 | if( !gs->send() ) |
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142 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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143 | // gs gets automatically deleted by enet callback |
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144 | } |
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145 | FunctionCallManager::sendCalls(); |
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146 | } |
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147 | } |
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148 | sendPackets(); // flush the enet queue |
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149 | |
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150 | Connection::processQueue(); |
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151 | if(gamestate.processGamestates()) |
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152 | { |
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153 | if(!isSynched_) |
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154 | isSynched_=true; |
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155 | } |
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156 | gamestate.cleanup(); |
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157 | |
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158 | return; |
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159 | } |
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160 | |
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161 | } |
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