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source: code/trunk/src/orxonox/gamestates/GSDedicated.cc @ 2955

Last change on this file since 2955 was 2896, checked in by landauf, 16 years ago

Merged gui branch back to trunk.

I did 2 small changes in IngameManager.cc on line 777 and 888 (yes, really), because const_reverse_iterator strangely doesn't work on MinGW.

  • Property svn:eol-style set to native
File size: 2.6 KB
RevLine 
[1694]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 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSDedicated.h"
31
[2896]32#include "core/Clock.h"
[1694]33#include "core/CommandLine.h"
[2896]34#include "core/Game.h"
35#include "core/GameMode.h"
[2171]36#include "core/Iterator.h"
[1694]37#include "network/Server.h"
[2171]38#include "objects/Tickable.h"
[2662]39#include "util/Sleep.h"
[1694]40
41namespace orxonox
42{
[2896]43    AddGameState(GSDedicated, "dedicated");
44
45    GSDedicated::GSDedicated(const std::string& name)
46        : GameState(name)
[1694]47        , server_(0)
[2662]48        , timeSinceLastUpdate_(0)
[1694]49    {
50    }
51
52    GSDedicated::~GSDedicated()
53    {
54    }
55
[2896]56    void GSDedicated::activate()
[1694]57    {
[2896]58        GameMode::setHasServer(true);
[1696]59
[2171]60        this->server_ = new Server(CommandLine::getValue("port"));
[2087]61        COUT(0) << "Loading scene in server mode" << std::endl;
[1694]62
63        server_->open();
64    }
65
[2896]66    void GSDedicated::deactivate()
[1694]67    {
68        this->server_->close();
[1755]69        delete this->server_;
[1694]70
[2896]71        GameMode::setHasServer(false);
[1694]72    }
73
[2896]74    void GSDedicated::update(const Clock& time)
[1694]75    {
[2662]76//        static float startTime = time.getSecondsPrecise();
77//        static int nrOfTicks = 0;
78        timeSinceLastUpdate_ += time.getDeltaTime();
79        if (timeSinceLastUpdate_ >= NETWORK_PERIOD)
80        {
81//            ++nrOfTicks;
82//            COUT(0) << "estimated ticks/sec: " << nrOfTicks/(time.getSecondsPrecise()-startTime) << endl;
83            timeSinceLastUpdate_ -= static_cast<unsigned int>(timeSinceLastUpdate_ / NETWORK_PERIOD) * NETWORK_PERIOD;
[2896]84            server_->update(time);
[2662]85        }
86        else
87        {
88            usleep((int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000));
89//            COUT(0) << "sleeping for " << (int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000) << " usec" << endl;
90        }
[1694]91    }
92}
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