| 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 "Client.h" | 
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| 42 | #include "Synchronisable.h" | 
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| 43 | #include "core/CoreIncludes.h" | 
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| 44 | #include "core/ConsoleCommand.h" | 
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| 45 | #include "Server.h" | 
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| 46 |  | 
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| 47 | namespace network | 
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| 48 | { | 
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| 49 |   SetConsoleCommandShortcut(Client, Chat); | 
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| 50 |    | 
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| 51 |   Client* Client::_sClient = 0; | 
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| 52 |    | 
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| 53 |   Client* Client::createSingleton(){ | 
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| 54 |     if(!_sClient){ | 
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| 55 |       _sClient = new Client(); | 
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| 56 |     } | 
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| 57 |     return _sClient; | 
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| 58 |   } | 
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| 59 |    | 
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| 60 |   Client* Client::createSingleton(std::string address, int port){ | 
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| 61 |     if(!_sClient) | 
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| 62 |       _sClient = new Client(address, port); | 
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| 63 |     return _sClient; | 
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| 64 |   } | 
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| 65 |    | 
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| 66 |   Client* Client::createSingleton(const char *address, int port){ | 
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| 67 |     if(!_sClient) | 
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| 68 |       _sClient = new Client(address, port); | 
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| 69 |     return _sClient; | 
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| 70 |   } | 
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| 71 |    | 
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| 72 |   void Client::destroySingleton(){ | 
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| 73 |     if(_sClient){ | 
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| 74 |       delete _sClient; | 
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| 75 |       _sClient = 0; | 
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| 76 |     } | 
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| 77 |   } | 
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| 78 |    | 
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| 79 |   Client* Client::getSingleton(){ | 
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| 80 |     return _sClient;  | 
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| 81 |   } | 
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| 82 |    | 
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| 83 |   /** | 
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| 84 |   * Constructor for the Client class | 
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| 85 |   * initializes the address and the port to default localhost:NETWORK_PORT | 
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| 86 |   */ | 
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| 87 |   Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ | 
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| 88 |     // set server address to localhost | 
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| 89 |     isConnected=false; | 
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| 90 |     isSynched_=false; | 
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| 91 |     gameStateFailure_=false; | 
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| 92 |   } | 
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| 93 |  | 
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| 94 |   /** | 
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| 95 |   * Constructor for the Client class | 
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| 96 |   * @param address the server address | 
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| 97 |   * @param port port of the application on the server | 
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| 98 |   */ | 
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| 99 |   Client::Client(std::string address, int port) : client_connection(port, address){ | 
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| 100 |     isConnected=false; | 
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| 101 |     isSynched_=false; | 
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| 102 |     gameStateFailure_=false; | 
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| 103 |   } | 
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| 104 |  | 
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| 105 |   /** | 
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| 106 |   * Constructor for the Client class | 
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| 107 |   * @param address the server address | 
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| 108 |   * @param port port of the application on the server | 
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| 109 |   */ | 
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| 110 |   Client::Client(const char *address, int port) : client_connection(port, address){ | 
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| 111 |     isConnected=false; | 
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| 112 |     isSynched_=false; | 
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| 113 |     gameStateFailure_=false; | 
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| 114 |   } | 
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| 115 |  | 
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| 116 |   Client::~Client(){ | 
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| 117 |     if(isConnected) | 
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| 118 |       closeConnection(); | 
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| 119 |   } | 
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| 120 |    | 
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| 121 |   /** | 
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| 122 |   * Establish the Connection to the Server | 
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| 123 |   * @return true/false | 
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| 124 |   */ | 
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| 125 |   bool Client::establishConnection(){ | 
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| 126 |     Synchronisable::setClient(true); | 
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| 127 |     isConnected=client_connection.createConnection(); | 
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| 128 |     if(isConnected){ | 
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| 129 | //       COUT(3) << "sending connectrequest" << std::endl; | 
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| 130 | //       if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets()) | 
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| 131 | //         COUT(1) << "could not send connection request !!!!!!!!!" << std::endl; | 
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| 132 |     }else | 
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| 133 |       COUT(1) << "could not create connection laber" << std::endl; | 
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| 134 |     return isConnected; | 
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| 135 |   } | 
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| 136 |  | 
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| 137 |   /** | 
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| 138 |   * closes the Connection to the Server | 
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| 139 |   * @return true/false | 
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| 140 |   */ | 
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| 141 |   bool Client::closeConnection(){ | 
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| 142 |     isConnected=false; | 
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| 143 |     return client_connection.closeConnection(); | 
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| 144 |   } | 
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| 145 |  | 
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| 146 |    | 
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| 147 |  | 
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| 148 |   void Client::Chat( std::string message ){ | 
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| 149 |     if(Client::getSingleton()) | 
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| 150 |       Client::getSingleton()->sendChat(message); | 
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| 151 |     else if(Server::getSingleton()) | 
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| 152 |       Server::getSingleton()->sendChat(message); | 
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| 153 |     else | 
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| 154 |       COUT(1) << "do you want to monologize ??" << std::endl; | 
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| 155 |   } | 
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| 156 |    | 
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| 157 |  | 
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| 158 |   /** | 
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| 159 |   * submits a chat message to the server | 
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| 160 |   * @param message message to send | 
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| 161 |   * @return true/false | 
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| 162 |   */ | 
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| 163 |   bool Client::sendChat( std::string message ){ | 
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| 164 |     // generate packet and add it to queue | 
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| 165 |     if(!isConnected) | 
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| 166 |       return false; | 
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| 167 |     return client_connection.addPacket(pck_gen.chatMessage( message.c_str() )); | 
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| 168 |       //return client_connection.sendPackets(); | 
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| 169 |     // send packets | 
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| 170 |     return false; | 
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| 171 |   } | 
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| 172 |  | 
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| 173 |   /** | 
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| 174 |   * Performs a GameState update | 
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| 175 |   */ | 
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| 176 |   void Client::tick(float time){ | 
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| 177 | //     COUT(3) << "."; | 
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| 178 |     if(client_connection.isConnected() && isSynched_){ | 
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| 179 |       COUT(4) << "popping partial gamestate: " << std::endl; | 
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| 180 |       GameStateCompressed *gs = gamestate.popPartialGameState(); | 
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| 181 |       if(gs){ | 
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| 182 |         COUT(4) << "client tick: sending gs " << gs << std::endl; | 
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| 183 |         ENetPacket *packet = pck_gen.gstate(gs); | 
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| 184 |         if( packet == NULL || !client_connection.addPacket(packet)) | 
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| 185 |           COUT(3) << "Problem adding partial gamestate to queue" << std::endl; | 
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| 186 |         // now delete it to save memory | 
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| 187 |         delete[] gs->data; | 
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| 188 |         delete gs; | 
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| 189 |       } | 
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| 190 |     } | 
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| 191 |     ENetEvent *event; | 
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| 192 |     // stop if the packet queue is empty | 
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| 193 |     while(!(client_connection.queueEmpty())){ | 
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| 194 |       event = client_connection.getEvent(); | 
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| 195 |       COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; | 
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| 196 |       elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server) | 
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| 197 |     } | 
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| 198 |     int gameStateID = gamestate.processGameState(); | 
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| 199 |     if(gameStateID==GAMESTATEID_INITIAL) | 
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| 200 |       if(gameStateFailure_){ | 
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| 201 |         if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL))) | 
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| 202 |           COUT(3) << "could not (negatively) ack gamestate" << std::endl; | 
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| 203 |         else  | 
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| 204 |           COUT(4) << "negatively acked a gamestate" << std::endl; | 
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| 205 |         } | 
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| 206 |       else | 
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| 207 |         gameStateFailure_=true; | 
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| 208 |     else if(gameStateID!=0){ | 
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| 209 |       // ack gamestate and set synched | 
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| 210 |       if(!isSynched_) | 
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| 211 |         isSynched_=true; | 
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| 212 |       gameStateFailure_=false; | 
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| 213 |       if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID))) | 
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| 214 |         COUT(3) << "could not ack gamestate" << std::endl; | 
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| 215 |     }// otherwise we had no gamestate to load | 
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| 216 |     gamestate.cleanup(); | 
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| 217 |     /*if(!client_connection.sendPackets()) | 
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| 218 |       COUT(3) << "Problem sending packets to server" << std::endl;*/ | 
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| 219 |     return; | 
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| 220 |   } | 
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| 221 |  | 
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| 222 |   void Client::processGamestate( GameStateCompressed *data, int clientID){ | 
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| 223 |     COUT(5) << "received gamestate id: " << data->id << std::endl; | 
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| 224 |     gamestate.addGameState(data); | 
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| 225 |   } | 
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| 226 |  | 
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| 227 |   void Client::processClassid(classid *clid){ | 
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| 228 |     orxonox::Identifier *id; | 
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| 229 |     id=ID(std::string(clid->message)); | 
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| 230 |     if(id!=NULL) | 
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| 231 |       id->setNetworkID(clid->clid); | 
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| 232 |     COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl; | 
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| 233 |     COUT(4) << "id(classid)->getName " << ID((unsigned int)clid->clid)->getName() << std::endl; | 
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| 234 |     delete clid; | 
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| 235 |     return; | 
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| 236 |   } | 
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| 237 |  | 
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| 238 |   void Client::processChat( chat *data, int clientId){ | 
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| 239 |     COUT(1) << data->message << std::endl; | 
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| 240 |     delete[] data->message; | 
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| 241 |     delete data; | 
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| 242 |   } | 
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| 243 |    | 
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| 244 |   bool Client::processWelcome( welcome *w ){ | 
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| 245 |     COUT(4) << "processing welcome message" << std::endl; | 
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| 246 |     clientID_ = w->clientID; | 
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| 247 |     shipID_ = w->shipID; | 
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| 248 |     delete w; | 
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| 249 |     return true; | 
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| 250 |   } | 
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| 251 |  | 
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| 252 | } | 
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