/* * ORXONOX - the hottest 3D action shooter ever to exist * * * 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: * Oliver Scheuss, (C) 2007 * Co-authors: * ... * */ // // C++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Client.h" namespace network{ /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ // set server address to localhost isConnected=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(std::string address, int port) : client_connection(port, address){ isConnected=false; } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const char *address, int port) : client_connection(port, address){ isConnected=false; } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection(){ isConnected=client_connection.createConnection(); return isConnected; } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection(){ isConnected=false; return client_connection.closeConnection(); } /** * submits a MouseAction to the server * @param x x Coordinate * @param y y Coordinate * @return true/false */ bool Client::sendMouse(double x, double y){ // generate packet and add it to the queue if(!isConnected) return false; if(!client_connection.addPacket(pck_gen.mousem(x, y))) return false; // send packets return client_connection.sendPackets(); } /** * submits a Keystrike to the server * @param key_code code to submit * @return true/false */ bool Client::sendKeyboard(char key_code){ // generate packet and add it to queue if(!isConnected) return false; if(!client_connection.addPacket(pck_gen.keystrike(key_code))) return false; // send packets return client_connection.sendPackets(); } /** * submits a chat message to the server * @param message message to send * @return true/false */ bool Client::sendChat( std::string message ){ // generate packet and add it to queue if(!isConnected) return false; if(client_connection.addPacket(pck_gen.chatMessage( message.c_str() ))) return client_connection.sendPackets(); // send packets return false; } /** * Adds a MouseAction to the PacketQueue * @param x x Coordinate * @param y y Coordinate * @return true/false */ bool Client::addMouse(double x, double y){ // generate packet and add it to the queue if(client_connection.addPacket(pck_gen.mousem(x, y))) return true; else return false; } /** * Adds a Keystrike to the PacketQueue * @param key_code * @return true/false */ bool Client::addKeyboard(char key_code){ // generate packet and add it to queue if(client_connection.addPacket(pck_gen.keystrike(key_code))) return true; else return false; } /** * Sends out all the packets queued by addXXX */ bool Client::sendPackets(){ if(!isConnected) return false; ENetEvent event; // send packets client_connection.sendPackets(&event); if(event.type==ENET_EVENT_TYPE_NONE) return true; else return false; } /** * Performs a GameState update */ void Client::tick(float time){ ENetPacket *packet; // stop if the packet queue is empty while(!client_connection.queueEmpty()){ packet = client_connection.getPacket(); elaborate(packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) } return; } void Client::processGamestate( GameStateCompressed *data){ gamestate.pushGameState(*data); client_connection.addPacket(pck_gen.acknowledgement(data->id)); client_connection.sendPackets(); return; } void Client::processClassid(classid *clid){ orxonox::Identifier *id; id=ID(std::string(clid->message)); if(id!=NULL) id->setNetworkID(clid->clid); return; } void Client::processChat( chat *data){ std::cout << "Server: " << data->message << std::endl; } }