/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Client.h" #include "Host.h" #include "Synchronisable.h" #include "core/CoreIncludes.h" #include "core/ConsoleCommand.h" #include "packet/Packet.h" #include "packet/Acknowledgement.h" namespace network { // SetConsoleCommandShortcut(Client, chat); /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ // set server address to localhost isConnected=false; isSynched_=false; gameStateFailure_=false; isServer_ = false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(std::string address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; isServer_ = false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const char *address, int port) : client_connection(port, address){ isConnected=false; isSynched_=false; gameStateFailure_=false; isServer_ = false; } Client::~Client(){ if(isConnected) closeConnection(); } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection(){ Synchronisable::setClient(true); isConnected=client_connection.createConnection(); if(isConnected){ // COUT(3) << "sending connectrequest" << std::endl; // if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets()) // COUT(1) << "could not send connection request !!!!!!!!!" << std::endl; }else COUT(1) << "could not create connection laber" << std::endl; return isConnected; } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection(){ isConnected=false; return client_connection.closeConnection(); } bool Client::queuePacket(ENetPacket *packet, int clientID){ return client_connection.addPacket(packet); } bool Client::processChat(packet::Chat *message, unsigned int clientID){ return message->process(); } /*bool Client::sendChat(packet::Chat *chat){ chat->process(); packet::Packet *p = new packet::Packet(chat); return p->send(); }*/ /** * submits a chat message to the server * @param message message to send * @return true/false */ bool Client::sendChat( std::string message ){ // generate packet and add it to queue if(!isConnected) return false; packet::Chat chat(message, 0); return chat.send(); // send packets } /** * Performs a GameState update */ void Client::tick(float time){ // COUT(3) << "."; if(client_connection.isConnected() && isSynched_){ COUT(4) << "popping partial gamestate: " << std::endl; packet::Gamestate *gs = gamestate.getGamestate(); if(gs){ COUT(4) << "client tick: sending gs " << gs << std::endl; if( !gs->send() ) COUT(3) << "Problem adding partial gamestate to queue" << std::endl; // gs gets automatically deleted by enet callback } } ENetEvent *event; // stop if the packet queue is empty while(!(client_connection.queueEmpty())){ event = client_connection.getEvent(); COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer); assert(packet->process()); } int gameStateID = gamestate.processGamestates(); if(gameStateID==GAMESTATEID_INITIAL) if(gameStateFailure_){ packet::Acknowledgement *ack = new packet::Acknowledgement((unsigned int)GAMESTATEID_INITIAL, 0); if(!ack->send()) COUT(3) << "could not (negatively) ack gamestate" << std::endl; else COUT(4) << "negatively acked a gamestate" << std::endl; } else gameStateFailure_=true; else if(gameStateID!=0){ // ack gamestate and set synched if(!isSynched_) isSynched_=true; gameStateFailure_=false; packet::Acknowledgement *ack = new packet::Acknowledgement(gameStateID, 0); if(!ack->send()) COUT(3) << "could not ack gamestate" << std::endl; }// otherwise we had no gamestate to load gamestate.cleanup(); return; } }