| 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/Clock.h" |
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| 46 | #include "util/Debug.h" |
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| 47 | #include "util/ScopedSingletonManager.h" |
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| 48 | #include "synchronisable/Synchronisable.h" |
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| 49 | #include "packet/Chat.h" |
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| 50 | #include "packet/Gamestate.h" |
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| 51 | #include "FunctionCallManager.h" |
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| 52 | #include "core/CoreIncludes.h" |
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| 53 | #include "core/CommandLineParser.h" |
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| 54 | #include "core/Game.h" |
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| 55 | |
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| 56 | namespace orxonox |
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| 57 | { |
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| 58 | |
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| 59 | ManageScopedSingleton( Client, ScopeID::Root, true ); |
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| 60 | |
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| 61 | /** |
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| 62 | * Constructor for the Client class |
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| 63 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 64 | */ |
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| 65 | Client::Client(): |
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| 66 | isSynched_(false), |
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| 67 | gameStateFailure_(false), |
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| 68 | timeSinceLastUpdate_(0) |
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| 69 | { |
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| 70 | this->setDestination( CommandLineParser::getValue("dest").getString(), CommandLineParser::getValue("port") ); |
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| 71 | } |
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| 72 | |
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| 73 | Client::~Client() |
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| 74 | { |
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| 75 | if ( ClientConnection::isConnected() ) |
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| 76 | closeConnection(); |
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| 77 | } |
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| 78 | |
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| 79 | /** |
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| 80 | * Establish the Connection to the Server |
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| 81 | * @return true/false |
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| 82 | */ |
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| 83 | bool Client::establishConnection() |
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| 84 | { |
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| 85 | Synchronisable::setClient(true); |
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| 86 | if( ClientConnection::establishConnection() ) |
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| 87 | { |
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| 88 | Host::setActive(true); |
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| 89 | GamestateManager::addPeer(NETWORK_PEER_ID_SERVER); |
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| 90 | return true; |
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| 91 | } |
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| 92 | else |
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| 93 | return false; |
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| 94 | } |
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| 95 | |
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| 96 | /** |
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| 97 | * closes the Connection to the Server |
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| 98 | * @return true/false |
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| 99 | */ |
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| 100 | bool Client::closeConnection() |
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| 101 | { |
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| 102 | Host::setActive(false); |
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| 103 | GamestateManager::removePeer(NETWORK_PEER_ID_SERVER); |
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| 104 | return ClientConnection::closeConnection(); |
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| 105 | } |
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| 106 | |
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| 107 | void Client::setDestination(const std::string& serverAddress, unsigned int port) |
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| 108 | { |
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| 109 | ClientConnection::setServerAddress(serverAddress); |
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| 110 | ClientConnection::setPort(port); |
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| 111 | } |
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| 112 | |
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| 113 | void Client::queuePacket(ENetPacket *packet, int clientID, uint8_t channelID) |
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| 114 | { |
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| 115 | ClientConnection::addPacket(packet, channelID); |
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| 116 | } |
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| 117 | |
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| 118 | bool Client::processChat(const std::string& message, unsigned int playerID) |
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| 119 | { |
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| 120 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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| 121 | return true; |
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| 122 | } |
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| 123 | |
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| 124 | void Client::printRTT() |
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| 125 | { |
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| 126 | COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; |
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| 127 | } |
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| 128 | |
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| 129 | /** |
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| 130 | * This function implements the method of sending a chat message to the server |
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| 131 | * @param message message to be sent |
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| 132 | * @return result(true/false) |
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| 133 | */ |
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| 134 | bool Client::chat(const std::string& message) |
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| 135 | { |
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| 136 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 137 | return m->send(static_cast<Host*>(this)); |
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| 138 | } |
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| 139 | |
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| 140 | |
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| 141 | /** |
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| 142 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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| 143 | * @param time |
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| 144 | */ |
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| 145 | void Client::update(const Clock& time) |
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| 146 | { |
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| 147 | //this steers our network frequency |
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| 148 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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| 149 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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| 150 | { |
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| 151 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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| 152 | // COUT(3) << '.'; |
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| 153 | if ( isConnected() && isSynched_ ) |
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| 154 | { |
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| 155 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| 156 | // packet::Gamestate *gs = GamestateClient::getGamestate(); |
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| 157 | GamestateManager::update(); |
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| 158 | std::vector<packet::Gamestate*> gamestates = GamestateManager::getGamestates(); |
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| 159 | std::vector<packet::Gamestate*>::iterator it; |
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| 160 | for( it = gamestates.begin(); it != gamestates.end(); ++it ) |
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| 161 | { |
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| 162 | (*it)->send( static_cast<Host*>(this) ); |
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| 163 | } |
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| 164 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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| 165 | // if(gs){ |
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| 166 | // COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 167 | // if( !gs->send() ) |
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| 168 | // COUT(2) << "Problem adding partial gamestate to queue" << std::endl; |
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| 169 | // // gs gets automatically deleted by enet callback |
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| 170 | // } |
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| 171 | FunctionCallManager::sendCalls(static_cast<Host*>(this)); |
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| 172 | } |
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| 173 | } |
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| 174 | // sendPackets(); // flush the enet queue |
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| 175 | |
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| 176 | Connection::processQueue(); |
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| 177 | if(GamestateManager::processGamestates()) |
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| 178 | { |
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| 179 | FunctionCallManager::processBufferedFunctionCalls(); |
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| 180 | if(!isSynched_) |
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| 181 | isSynched_=true; |
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| 182 | } |
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| 183 | // GamestateManager::cleanup();; |
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| 184 | // Connection::sendPackets(); |
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| 185 | |
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| 186 | return; |
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| 187 | } |
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| 188 | |
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| 189 | void Client::connectionClosed() |
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| 190 | { |
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| 191 | ObjectList<Synchronisable>::iterator it; |
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| 192 | for(it = ObjectList<Synchronisable>::begin(); it; ) |
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| 193 | { |
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| 194 | if( it->getSyncMode() != 0x0 ) |
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| 195 | (it++)->destroy(); |
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| 196 | else |
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| 197 | { |
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| 198 | ++it; |
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| 199 | } |
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| 200 | } |
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| 201 | Game::getInstance().popState(); |
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| 202 | Game::getInstance().popState(); |
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| 203 | } |
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| 204 | |
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| 205 | void Client::processPacket(packet::Packet* packet) |
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| 206 | { |
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| 207 | if( packet->isReliable() ) |
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| 208 | { |
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| 209 | if( this->getLastProcessedGamestateID(packet->getPeerID()) >= packet->getRequiredGamestateID() ) |
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| 210 | packet->process(static_cast<Host*>(this)); |
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| 211 | else |
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| 212 | this->packetQueue_.push_back(packet); |
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| 213 | } |
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| 214 | else |
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| 215 | packet->process(static_cast<Host*>(this)); |
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| 216 | } |
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| 217 | |
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| 218 | |
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| 219 | |
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| 220 | |
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| 221 | } |
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