| 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 | #include <enet/enet.h> | 
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| 43 |  | 
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| 44 | #include "Client.h" | 
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| 45 | #include "Host.h" | 
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| 46 | #include "synchronisable/Synchronisable.h" | 
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| 47 | #include "core/Clock.h" | 
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| 48 | #include "core/CoreIncludes.h" | 
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| 49 | #include "packet/Packet.h" | 
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| 50 |  | 
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| 51 | // #include "packet/Acknowledgement.h" | 
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| 52 |  | 
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| 53 | namespace orxonox | 
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| 54 | { | 
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| 55 | //   SetConsoleCommandShortcut(Client, chat); | 
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| 56 |  | 
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| 57 |  | 
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| 58 |   /** | 
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| 59 |   * Constructor for the Client class | 
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| 60 |   * initializes the address and the port to default localhost:NETWORK_PORT | 
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| 61 |   */ | 
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| 62 |   Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ | 
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| 63 |     // set server address to localhost | 
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| 64 |     isConnected=false; | 
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| 65 |     isSynched_=false; | 
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| 66 |     gameStateFailure_=false; | 
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| 67 |   } | 
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| 68 |  | 
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| 69 |   /** | 
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| 70 |   * Constructor for the Client class | 
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| 71 |   * @param address the server address | 
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| 72 |   * @param port port of the application on the server | 
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| 73 |   */ | 
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| 74 |   Client::Client(const std::string& address, int port) : client_connection(port, address){ | 
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| 75 |     isConnected=false; | 
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| 76 |     isSynched_=false; | 
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| 77 |     gameStateFailure_=false; | 
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| 78 |   } | 
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| 79 |  | 
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| 80 |   /** | 
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| 81 |   * Constructor for the Client class | 
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| 82 |   * @param address the server address | 
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| 83 |   * @param port port of the application on the server | 
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| 84 |   */ | 
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| 85 |   Client::Client(const char *address, int port) : client_connection(port, address){ | 
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| 86 |     isConnected=false; | 
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| 87 |     isSynched_=false; | 
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| 88 |     gameStateFailure_=false; | 
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| 89 |   } | 
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| 90 |  | 
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| 91 |   Client::~Client(){ | 
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| 92 |     if(isConnected) | 
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| 93 |       closeConnection(); | 
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| 94 |   } | 
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| 95 |  | 
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| 96 |   /** | 
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| 97 |   * Establish 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::establishConnection(){ | 
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| 101 |     Synchronisable::setClient(true); | 
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| 102 |     isConnected=client_connection.createConnection(); | 
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| 103 |     if(!isConnected) | 
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| 104 |       COUT(1) << "could not create connection laber" << std::endl; | 
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| 105 |     return isConnected; | 
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| 106 |   } | 
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| 107 |  | 
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| 108 |   /** | 
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| 109 |   * closes the Connection to the Server | 
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| 110 |   * @return true/false | 
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| 111 |   */ | 
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| 112 |   bool Client::closeConnection(){ | 
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| 113 |     isConnected=false; | 
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| 114 |     return client_connection.closeConnection(); | 
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| 115 |   } | 
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| 116 |  | 
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| 117 |   bool Client::queuePacket(ENetPacket *packet, int clientID){ | 
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| 118 |     return client_connection.addPacket(packet); | 
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| 119 |   } | 
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| 120 |  | 
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| 121 |   bool Client::processChat(const std::string& message, unsigned int playerID){ | 
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| 122 | //    COUT(1) << "Player " << playerID << ": " << message << std::endl; | 
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| 123 |     return true; | 
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| 124 |   } | 
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| 125 |  | 
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| 126 |   /** | 
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| 127 |    * This function implements the method of sending a chat message to the server | 
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| 128 |    * @param message message to be sent | 
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| 129 |    * @return result(true/false) | 
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| 130 |    */ | 
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| 131 |   bool Client::chat(const std::string& message){ | 
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| 132 |     packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); | 
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| 133 |     return m->send(); | 
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| 134 |   } | 
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| 135 |  | 
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| 136 |  | 
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| 137 |   /** | 
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| 138 |    * Processes incoming packets, sends a gamestate to the server and does the cleanup | 
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| 139 |    * @param time | 
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| 140 |    */ | 
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| 141 |   void Client::update(const Clock& time){ | 
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| 142 | //     COUT(3) << "."; | 
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| 143 |     if(client_connection.isConnected() && isSynched_){ | 
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| 144 |       COUT(4) << "popping partial gamestate: " << std::endl; | 
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| 145 |       packet::Gamestate *gs = gamestate.getGamestate(); | 
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| 146 |       if(gs){ | 
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| 147 |         COUT(4) << "client tick: sending gs " << gs << std::endl; | 
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| 148 |         if( !gs->send() ) | 
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| 149 |           COUT(3) << "Problem adding partial gamestate to queue" << std::endl; | 
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| 150 |         // gs gets automatically deleted by enet callback | 
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| 151 |       } | 
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| 152 |     } | 
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| 153 |     ENetEvent *event; | 
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| 154 |     // stop if the packet queue is empty | 
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| 155 |     while(!(client_connection.queueEmpty())){ | 
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| 156 |       event = client_connection.getEvent(); | 
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| 157 |       COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; | 
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| 158 |       packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer); | 
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| 159 |       // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler | 
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| 160 |       bool b = packet->process(); | 
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| 161 |       assert(b); | 
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| 162 |     } | 
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| 163 |     if(gamestate.processGamestates()) | 
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| 164 |     { | 
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| 165 |       if(!isSynched_) | 
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| 166 |         isSynched_=true; | 
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| 167 |     } | 
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| 168 |     gamestate.cleanup(); | 
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| 169 |     return; | 
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| 170 |   } | 
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| 171 |  | 
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| 172 | } | 
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