/* * 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: * Reto Grieder * Co-authors: * Fabian 'x3n' Landau * */ #include "GSDedicated.h" #include "core/Clock.h" #include "core/CommandLine.h" #include "core/Game.h" #include "core/GameMode.h" #include "core/Iterator.h" #include "network/Server.h" #include "objects/Tickable.h" #include "util/Sleep.h" namespace orxonox { AddGameState(GSDedicated, "dedicated"); GSDedicated::GSDedicated(const std::string& name) : GameState(name) , server_(0) , timeSinceLastUpdate_(0) { } GSDedicated::~GSDedicated() { } void GSDedicated::activate() { GameMode::setHasServer(true); this->server_ = new Server(CommandLine::getValue("port")); COUT(0) << "Loading scene in server mode" << std::endl; server_->open(); } void GSDedicated::deactivate() { this->server_->close(); delete this->server_; GameMode::setHasServer(false); } void GSDedicated::update(const Clock& time) { // static float startTime = time.getSecondsPrecise(); // static int nrOfTicks = 0; timeSinceLastUpdate_ += time.getDeltaTime(); if (timeSinceLastUpdate_ >= NETWORK_PERIOD) { // ++nrOfTicks; // COUT(0) << "estimated ticks/sec: " << nrOfTicks/(time.getSecondsPrecise()-startTime) << endl; timeSinceLastUpdate_ -= static_cast(timeSinceLastUpdate_ / NETWORK_PERIOD) * NETWORK_PERIOD; server_->update(time); } else { usleep((int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000)); // COUT(0) << "sleeping for " << (int)((NETWORK_PERIOD - timeSinceLastUpdate_) * 1000 * 1000) << " usec" << endl; } } }