/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * 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 * Co-authors: * ... * */ // // C++ Interface: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef _Client_H__ #define _Client_H__ #include "NetworkPrereqs.h" #include #include "Host.h" #include "packet/Chat.h" #include "ClientConnection.h" #include "GamestateClient.h" namespace orxonox { /** Client *client; * The network/Client class * This class implements all necessary function for the network communication * It is the root class of the network module * */ class _NetworkExport Client : public Host{ public: Client(); Client(const std::string& address, int port); Client(const char *address, int port); ~Client(); bool establishConnection(); bool closeConnection(); bool queuePacket(ENetPacket *packet, int clientID); bool processChat(const std::string& message, unsigned int playerID); virtual bool chat(const std::string& message); virtual bool broadcast(const std::string& message) { return false; } //bool sendChat(packet::Chat *chat); void update(const Clock& time); private: Client(const Client& copy); // not used virtual bool isServer_(){return false;} ClientConnection client_connection; GamestateClient gamestate; bool isConnected; bool isSynched_; bool gameStateFailure_; float timeSinceLastUpdate_; }; } #endif /* _Client_H__ */