[1694] | 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 | * Reto Grieder |
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| 24 | * Co-authors: |
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| 25 | * Fabian 'x3n' Landau |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "GSDedicated.h" |
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| 30 | |
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[3196] | 31 | #include "util/Debug.h" |
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| 32 | #include "util/Sleep.h" |
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[2896] | 33 | #include "core/Clock.h" |
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[1694] | 34 | #include "core/CommandLine.h" |
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[2896] | 35 | #include "core/Game.h" |
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| 36 | #include "core/GameMode.h" |
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[1694] | 37 | #include "network/Server.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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[2896] | 41 | AddGameState(GSDedicated, "dedicated"); |
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| 42 | |
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| 43 | GSDedicated::GSDedicated(const std::string& name) |
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| 44 | : GameState(name) |
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[1694] | 45 | , server_(0) |
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[2662] | 46 | , timeSinceLastUpdate_(0) |
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[1694] | 47 | { |
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| 48 | } |
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| 49 | |
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| 50 | GSDedicated::~GSDedicated() |
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| 51 | { |
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| 52 | } |
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| 53 | |
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[2896] | 54 | void GSDedicated::activate() |
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[1694] | 55 | { |
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[2896] | 56 | GameMode::setHasServer(true); |
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[1696] | 57 | |
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[2171] | 58 | this->server_ = new Server(CommandLine::getValue("port")); |
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[2087] | 59 | COUT(0) << "Loading scene in server mode" << std::endl; |
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[1694] | 60 | |
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| 61 | server_->open(); |
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| 62 | } |
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| 63 | |
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[2896] | 64 | void GSDedicated::deactivate() |
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[1694] | 65 | { |
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| 66 | this->server_->close(); |
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[1755] | 67 | delete this->server_; |
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[1694] | 68 | |
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[2896] | 69 | GameMode::setHasServer(false); |
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[1694] | 70 | } |
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| 71 | |
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[2896] | 72 | void GSDedicated::update(const Clock& time) |
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[1694] | 73 | { |
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[2662] | 74 | // static float startTime = time.getSecondsPrecise(); |
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| 75 | // static int nrOfTicks = 0; |
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| 76 | timeSinceLastUpdate_ += time.getDeltaTime(); |
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| 77 | if (timeSinceLastUpdate_ >= NETWORK_PERIOD) |
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| 78 | { |
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| 79 | // ++nrOfTicks; |
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| 80 | // COUT(0) << "estimated ticks/sec: " << nrOfTicks/(time.getSecondsPrecise()-startTime) << endl; |
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| 81 | timeSinceLastUpdate_ -= static_cast<unsigned int>(timeSinceLastUpdate_ / NETWORK_PERIOD) * NETWORK_PERIOD; |
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[2896] | 82 | server_->update(time); |
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[2662] | 83 | } |
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| 84 | else |
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| 85 | { |
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| 86 | usleep((int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000)); |
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| 87 | // COUT(0) << "sleeping for " << (int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000) << " usec" << endl; |
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| 88 | } |
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[1694] | 89 | } |
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| 90 | } |
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