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source: code/branches/FICN/src/network/Client.cc @ 401

Last change on this file since 401 was 401, checked in by scheusso, 16 years ago

corrected some errors

File size: 3.8 KB
Line 
1//
2// C++ Implementation: Client
3//
4// Description:
5//
6//
7// Author:  Oliver Scheuss, (C) 2007
8//
9// Copyright: See COPYING file that comes with this distribution
10//
11//
12
13#include "Client.h"
14
15namespace network{
16
17  /**
18   * Constructor for the Client class
19   * initializes the address and the port to default localhost:NETWORK_PORT
20   */
21  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
22    // set server address to localhost
23    isConnected=false;
24    pck_gen = PacketGenerator();
25    gamestate = GameStateManager();
26  }
27
28  /**
29   * Constructor for the Client class
30   * @param address the server address
31   * @param port port of the application on the server
32   */
33  Client::Client(std::string address, int port) : client_connection(port, address){
34    isConnected=false;
35    pck_gen = PacketGenerator();
36    gamestate = GameStateManager();
37  }
38
39  /**
40   * Constructor for the Client class
41   * @param address the server address
42   * @param port port of the application on the server
43   */
44  Client::Client(const char *address, int port) : client_connection(port, address){
45    isConnected=false;
46    pck_gen = PacketGenerator();
47    gamestate = GameStateManager();
48  }
49
50  /**
51   * Establish the Connection to the Server
52   * @return true/false
53   */
54  bool Client::establishConnection(){
55    isConnected=client_connection.createConnection();
56    return isConnected;
57  }
58
59  /**
60   * closes the Connection to the Server
61   * @return true/false
62   */
63  bool Client::closeConnection(){
64    isConnected=false;
65    return client_connection.closeConnection();
66  }
67
68  /**
69   * submits a MouseAction to the server
70   * @param x x Coordinate
71   * @param y y Coordinate
72   * @return true/false
73   */
74  bool Client::sendMouse(double x, double y){
75    ENetEvent event;
76    // generate packet and add it to the queue
77    if(!client_connection.addPacket(pck_gen.mousem(x, y)))
78        return false;
79    // send packets
80    return client_connection.sendPackets();
81  }
82
83  /**
84   * submits a Keystrike to the server
85   * @param key_code code to submit
86   * @return true/false
87   */
88  bool Client::sendKeyboard(char key_code){
89    ENetEvent event;
90    // generate packet and add it to queue
91    if(!client_connection.addPacket(pck_gen.keystrike(key_code)))
92        return false;
93    // send packets
94    return client_connection.sendPackets();
95  }
96
97  /**
98   * Adds a MouseAction to the PacketQueue
99   * @param x x Coordinate
100   * @param y y Coordinate
101   * @return true/false
102   */
103  bool Client::addMouse(double x, double y){
104    // generate packet and add it to the queue
105    if(client_connection.addPacket(pck_gen.mousem(x, y)))
106      return true;
107    else
108      return false;
109  }
110
111  /**
112   * Adds a Keystrike to the PacketQueue
113   * @param key_code
114   * @return true/false
115   */
116  bool Client::addKeyboard(char key_code){
117    ENetEvent event;
118    // generate packet and add it to queue
119    if(client_connection.addPacket(pck_gen.keystrike(key_code)))
120      return true;
121    else
122      return false;
123  }
124
125  /**
126   * Sends out all the packets queued by addXXX
127   */
128  bool Client::sendPackets(){
129    ENetEvent event;
130    // send packets
131    client_connection.sendPackets(&event);
132    if(event.type==ENET_EVENT_TYPE_NONE)
133      return true;
134    else
135      return false;
136  }
137 
138  /**
139   * Performs a GameState update
140   */
141  void Client::update(){
142    ENetPacket *packet;
143    // stop if the packet queue is empty
144    while(!client_connection.queueEmpty()){
145      packet = client_connection.getPacket();
146      elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server)
147    }
148    return;
149  }
150 
151  void Client::processGamestate( GameState *data){
152    gamestate.loadSnapshot( *data );
153    return;
154  }
155 
156  void Client::processClassid(classid *clid){
157    orxonox::Identifier *id;
158    orxonox::ID(std::string(clid->message))->setNetworkID(clid->classid);
159  }
160 
161}
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