| 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, (C) 2007 | 
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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 <cassert> | 
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| 42 |  | 
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| 43 | #include "Client.h" | 
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| 44 | #include "Host.h" | 
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| 45 | #include "synchronisable/Synchronisable.h" | 
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| 46 | #include "core/CoreIncludes.h" | 
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| 47 | #include "packet/Packet.h" | 
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| 48 |  | 
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| 49 | // #include "packet/Acknowledgement.h" | 
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| 50 |  | 
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| 51 | namespace orxonox | 
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| 52 | { | 
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| 53 | //   SetConsoleCommandShortcut(Client, chat); | 
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| 54 |  | 
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| 55 |  | 
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| 56 | /** | 
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| 57 | * Constructor for the Client class | 
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| 58 | * initializes the address and the port to default localhost:NETWORK_PORT | 
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| 59 | */ | 
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| 60 | Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ | 
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| 61 | // set server address to localhost | 
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| 62 | isConnected=false; | 
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| 63 | isSynched_=false; | 
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| 64 | gameStateFailure_=false; | 
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| 65 | } | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | * Constructor for the Client class | 
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| 69 | * @param address the server address | 
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| 70 | * @param port port of the application on the server | 
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| 71 | */ | 
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| 72 | Client::Client(const std::string& address, int port) : client_connection(port, address){ | 
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| 73 | isConnected=false; | 
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| 74 | isSynched_=false; | 
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| 75 | gameStateFailure_=false; | 
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| 76 | } | 
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| 77 |  | 
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| 78 | /** | 
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| 79 | * Constructor for the Client class | 
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| 80 | * @param address the server address | 
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| 81 | * @param port port of the application on the server | 
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| 82 | */ | 
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| 83 | Client::Client(const char *address, int port) : client_connection(port, address){ | 
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| 84 | isConnected=false; | 
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| 85 | isSynched_=false; | 
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| 86 | gameStateFailure_=false; | 
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| 87 | } | 
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| 88 |  | 
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| 89 | Client::~Client(){ | 
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| 90 | if(isConnected) | 
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| 91 | closeConnection(); | 
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| 92 | } | 
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| 93 |  | 
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| 94 | /** | 
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| 95 | * Establish the Connection to the Server | 
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| 96 | * @return true/false | 
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| 97 | */ | 
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| 98 | bool Client::establishConnection(){ | 
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| 99 | Synchronisable::setClient(true); | 
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| 100 | isConnected=client_connection.createConnection(); | 
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| 101 | if(!isConnected) | 
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| 102 | COUT(1) << "could not create connection laber" << std::endl; | 
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| 103 | return isConnected; | 
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| 104 | } | 
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| 105 |  | 
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| 106 | /** | 
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| 107 | * closes the Connection to the Server | 
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| 108 | * @return true/false | 
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| 109 | */ | 
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| 110 | bool Client::closeConnection(){ | 
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| 111 | isConnected=false; | 
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| 112 | return client_connection.closeConnection(); | 
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| 113 | } | 
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| 114 |  | 
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| 115 | bool Client::queuePacket(ENetPacket *packet, int clientID){ | 
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| 116 | return client_connection.addPacket(packet); | 
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| 117 | } | 
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| 118 |  | 
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| 119 | bool Client::processChat(const std::string& message, unsigned int playerID){ | 
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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 | /** | 
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| 125 | * This function implements the method of sending a chat message to the server | 
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| 126 | * @param message message to be sent | 
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| 127 | * @return result(true/false) | 
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| 128 | */ | 
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| 129 | bool Client::chat(const std::string& message){ | 
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| 130 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); | 
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| 131 | return m->send(); | 
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| 132 | } | 
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| 133 |  | 
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| 134 |  | 
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| 135 | /** | 
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| 136 | * Processes incoming packets, sends a gamestate to the server and does the cleanup | 
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| 137 | * @param time | 
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| 138 | */ | 
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| 139 | void Client::tick(float time){ | 
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| 140 | //     COUT(3) << "."; | 
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| 141 | if(client_connection.isConnected() && isSynched_){ | 
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| 142 | COUT(4) << "popping partial gamestate: " << std::endl; | 
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| 143 | packet::Gamestate *gs = gamestate.getGamestate(); | 
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| 144 | if(gs){ | 
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| 145 | COUT(4) << "client tick: sending gs " << gs << std::endl; | 
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| 146 | if( !gs->send() ) | 
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| 147 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; | 
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| 148 | // gs gets automatically deleted by enet callback | 
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| 149 | } | 
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| 150 | } | 
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| 151 | ENetEvent *event; | 
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| 152 | // stop if the packet queue is empty | 
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| 153 | while(!(client_connection.queueEmpty())){ | 
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| 154 | event = client_connection.getEvent(); | 
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| 155 | COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; | 
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| 156 | packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer); | 
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| 157 | // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler | 
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| 158 | bool b = packet->process(); | 
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| 159 | assert(b); | 
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| 160 | } | 
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| 161 | if(gamestate.processGamestates()) | 
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| 162 | { | 
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| 163 | if(!isSynched_) | 
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| 164 | isSynched_=true; | 
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| 165 | } | 
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| 166 | gamestate.cleanup(); | 
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| 167 | return; | 
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| 168 | } | 
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| 169 |  | 
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| 170 | } | 
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