| 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 | *      Oliver Scheuss | 
|---|
| 24 | *   Co-authors: | 
|---|
| 25 | *      ... | 
|---|
| 26 | * | 
|---|
| 27 | */ | 
|---|
| 28 |  | 
|---|
| 29 | // | 
|---|
| 30 | // C++ Implementation: Client | 
|---|
| 31 | // | 
|---|
| 32 | // Description: | 
|---|
| 33 | // | 
|---|
| 34 | // | 
|---|
| 35 | // Author:  Oliver Scheuss, (C) 2007 | 
|---|
| 36 | // | 
|---|
| 37 | // Copyright: See COPYING file that comes with this distribution | 
|---|
| 38 | // | 
|---|
| 39 | // | 
|---|
| 40 |  | 
|---|
| 41 | #include "Client.h" | 
|---|
| 42 |  | 
|---|
| 43 | #include <cassert> | 
|---|
| 44 |  | 
|---|
| 45 | #include "util/Debug.h" | 
|---|
| 46 | #include "core/Clock.h" | 
|---|
| 47 | #include "synchronisable/Synchronisable.h" | 
|---|
| 48 | #include "packet/Chat.h" | 
|---|
| 49 | #include "packet/Gamestate.h" | 
|---|
| 50 | #include "FunctionCallManager.h" | 
|---|
| 51 |  | 
|---|
| 52 | namespace orxonox | 
|---|
| 53 | { | 
|---|
| 54 |  | 
|---|
| 55 |  | 
|---|
| 56 | /** | 
|---|
| 57 | * Constructor for the Client class | 
|---|
| 58 | * initializes the address and the port to default localhost:NETWORK_PORT | 
|---|
| 59 | */ | 
|---|
| 60 | Client::Client(): | 
|---|
| 61 | isSynched_(false), | 
|---|
| 62 | gameStateFailure_(false) | 
|---|
| 63 | { | 
|---|
| 64 | } | 
|---|
| 65 |  | 
|---|
| 66 | /** | 
|---|
| 67 | * Constructor for the Client class | 
|---|
| 68 | * @param address the server address | 
|---|
| 69 | * @param port port of the application on the server | 
|---|
| 70 | */ | 
|---|
| 71 | Client::Client(const std::string& address, int port): | 
|---|
| 72 | isSynched_(false), | 
|---|
| 73 | gameStateFailure_(false) | 
|---|
| 74 | { | 
|---|
| 75 | setPort( port ); | 
|---|
| 76 | setServerAddress( address ); | 
|---|
| 77 | } | 
|---|
| 78 |  | 
|---|
| 79 | Client::~Client(){ | 
|---|
| 80 | if ( ClientConnection::isConnected() ) | 
|---|
| 81 | closeConnection(); | 
|---|
| 82 | } | 
|---|
| 83 |  | 
|---|
| 84 | /** | 
|---|
| 85 | * Establish the Connection to the Server | 
|---|
| 86 | * @return true/false | 
|---|
| 87 | */ | 
|---|
| 88 | bool Client::establishConnection(){ | 
|---|
| 89 | Synchronisable::setClient(true); | 
|---|
| 90 | return ClientConnection::establishConnection(); | 
|---|
| 91 | } | 
|---|
| 92 |  | 
|---|
| 93 | /** | 
|---|
| 94 | * closes the Connection to the Server | 
|---|
| 95 | * @return true/false | 
|---|
| 96 | */ | 
|---|
| 97 | bool Client::closeConnection(){ | 
|---|
| 98 | return ClientConnection::closeConnection(); | 
|---|
| 99 | } | 
|---|
| 100 |  | 
|---|
| 101 | bool Client::queuePacket(ENetPacket *packet, int clientID){ | 
|---|
| 102 | bool b = ClientConnection::addPacket(packet); | 
|---|
| 103 | assert(b); | 
|---|
| 104 | return b; | 
|---|
| 105 | } | 
|---|
| 106 |  | 
|---|
| 107 | bool Client::processChat(const std::string& message, unsigned int playerID){ | 
|---|
| 108 | //    COUT(1) << "Player " << playerID << ": " << message << std::endl; | 
|---|
| 109 | return true; | 
|---|
| 110 | } | 
|---|
| 111 |  | 
|---|
| 112 | /** | 
|---|
| 113 | * This function implements the method of sending a chat message to the server | 
|---|
| 114 | * @param message message to be sent | 
|---|
| 115 | * @return result(true/false) | 
|---|
| 116 | */ | 
|---|
| 117 | bool Client::chat(const std::string& message){ | 
|---|
| 118 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); | 
|---|
| 119 | return m->send(); | 
|---|
| 120 | } | 
|---|
| 121 |  | 
|---|
| 122 |  | 
|---|
| 123 | /** | 
|---|
| 124 | * Processes incoming packets, sends a gamestate to the server and does the cleanup | 
|---|
| 125 | * @param time | 
|---|
| 126 | */ | 
|---|
| 127 | void Client::update(const Clock& time){ | 
|---|
| 128 | //this steers our network frequency | 
|---|
| 129 | timeSinceLastUpdate_+=time.getDeltaTime(); | 
|---|
| 130 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) | 
|---|
| 131 | { | 
|---|
| 132 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; | 
|---|
| 133 | //     COUT(3) << "."; | 
|---|
| 134 | if ( isConnected() && isSynched_ ) | 
|---|
| 135 | { | 
|---|
| 136 | COUT(4) << "popping partial gamestate: " << std::endl; | 
|---|
| 137 | packet::Gamestate *gs = gamestate.getGamestate(); | 
|---|
| 138 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now | 
|---|
| 139 | if(gs){ | 
|---|
| 140 | COUT(4) << "client tick: sending gs " << gs << std::endl; | 
|---|
| 141 | if( !gs->send() ) | 
|---|
| 142 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; | 
|---|
| 143 | // gs gets automatically deleted by enet callback | 
|---|
| 144 | } | 
|---|
| 145 | FunctionCallManager::sendCalls(); | 
|---|
| 146 | } | 
|---|
| 147 | } | 
|---|
| 148 | sendPackets(); // flush the enet queue | 
|---|
| 149 |  | 
|---|
| 150 | Connection::processQueue(); | 
|---|
| 151 | if(gamestate.processGamestates()) | 
|---|
| 152 | { | 
|---|
| 153 | if(!isSynched_) | 
|---|
| 154 | isSynched_=true; | 
|---|
| 155 | } | 
|---|
| 156 | gamestate.cleanup(); | 
|---|
| 157 |  | 
|---|
| 158 | return; | 
|---|
| 159 | } | 
|---|
| 160 |  | 
|---|
| 161 | } | 
|---|