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source: code/branches/network/src/network/Client.cc @ 1464

Last change on this file since 1464 was 1464, checked in by scheusso, 16 years ago

enabled prediction for WE (synchronise velocity/acceleration)

File size: 7.2 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Oliver Scheuss, (C) 2007
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29//
30// C++ Implementation: Client
31//
32// Description:
33//
34//
35// Author:  Oliver Scheuss, (C) 2007
36//
37// Copyright: See COPYING file that comes with this distribution
38//
39//
40
41#include "Client.h"
42#include "Synchronisable.h"
43#include "core/CoreIncludes.h"
44
45namespace network
46{
47  Client* Client::_sClient = 0;
48 
49  Client* Client::createSingleton(){
50    if(!_sClient){
51      _sClient = new Client();
52    }
53    return _sClient;
54  }
55 
56  Client* Client::createSingleton(std::string address, int port){
57    if(!_sClient)
58      _sClient = new Client(address, port);
59    return _sClient;
60  }
61 
62  Client* Client::createSingleton(const char *address, int port){
63    if(!_sClient)
64      _sClient = new Client(address, port);
65    return _sClient;
66  }
67 
68  void Client::destroySingleton(){
69    if(_sClient){
70      delete _sClient;
71      _sClient = 0;
72    }
73  }
74 
75  Client* Client::getSingleton(){
76    return _sClient; 
77  }
78 
79  /**
80  * Constructor for the Client class
81  * initializes the address and the port to default localhost:NETWORK_PORT
82  */
83  Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){
84    // set server address to localhost
85    isConnected=false;
86    isSynched_=false;
87    gameStateFailure_=false;
88  }
89
90  /**
91  * Constructor for the Client class
92  * @param address the server address
93  * @param port port of the application on the server
94  */
95  Client::Client(std::string address, int port) : client_connection(port, address){
96    isConnected=false;
97    isSynched_=false;
98    gameStateFailure_=false;
99  }
100
101  /**
102  * Constructor for the Client class
103  * @param address the server address
104  * @param port port of the application on the server
105  */
106  Client::Client(const char *address, int port) : client_connection(port, address){
107    isConnected=false;
108    isSynched_=false;
109    gameStateFailure_=false;
110  }
111
112  Client::~Client(){
113    if(isConnected)
114      closeConnection();
115  }
116 
117  /**
118  * Establish the Connection to the Server
119  * @return true/false
120  */
121  bool Client::establishConnection(){
122    Synchronisable::setClient(true);
123    isConnected=client_connection.createConnection();
124    if(isConnected){
125//       COUT(3) << "sending connectrequest" << std::endl;
126//       if(!client_connection.addPacket(pck_gen.generateConnectRequest()) || !client_connection.sendPackets())
127//         COUT(1) << "could not send connection request !!!!!!!!!" << std::endl;
128    }else
129      COUT(1) << "could not create connection laber" << std::endl;
130    return isConnected;
131  }
132
133  /**
134  * closes the Connection to the Server
135  * @return true/false
136  */
137  bool Client::closeConnection(){
138    isConnected=false;
139    return client_connection.closeConnection();
140  }
141
142 
143
144 
145
146  /**
147  * submits a chat message to the server
148  * @param message message to send
149  * @return true/false
150  */
151  bool Client::sendChat( std::string message ){
152    // generate packet and add it to queue
153    if(!isConnected)
154      return false;
155    if(client_connection.addPacket(pck_gen.chatMessage( message.c_str() )))
156      return client_connection.sendPackets();
157    // send packets
158    return false;
159  }
160
161
162  /**
163  * Sends out all the packets queued by addXXX
164  */
165  bool Client::sendPackets(){
166    if(!isConnected)
167      return false;
168    // send packets
169    client_connection.sendPackets();
170    return true;
171  }
172
173  /**
174  * Performs a GameState update
175  */
176  void Client::tick(float time){
177//     COUT(3) << ".";
178    if(client_connection.isConnected() && isSynched_){
179      COUT(4) << "popping partial gamestate: " << std::endl;
180      GameStateCompressed *gs = gamestate.popPartialGameState();
181      if(gs){
182        COUT(4) << "client tick: sending gs " << gs << std::endl;
183        ENetPacket *packet = pck_gen.gstate(gs);
184        if( packet == NULL || !client_connection.addPacket(packet))
185          COUT(3) << "Problem adding partial gamestate to queue" << std::endl;
186        // now delete it to save memory
187        delete[] gs->data;
188        delete gs;
189      }
190    }
191    ENetEvent *event;
192    // stop if the packet queue is empty
193    while(!(client_connection.queueEmpty())){
194      event = client_connection.getEvent();
195      COUT(5) << "tick packet size " << event->packet->dataLength << std::endl;
196      elaborate(event->packet, 0); // ================= i guess we got to change this .... (client_ID is always same = server)
197    }
198    int gameStateID = gamestate.processGameState();
199    if(gameStateID==GAMESTATEID_INITIAL)
200      if(gameStateFailure_){
201        if(!client_connection.addPacket(pck_gen.acknowledgement(GAMESTATEID_INITIAL)))
202          COUT(3) << "could not (negatively) ack gamestate" << std::endl;
203        else 
204          COUT(4) << "negatively acked a gamestate" << std::endl;
205        }
206      else
207        gameStateFailure_=true;
208    else if(gameStateID!=0){
209      // ack gamestate and set synched
210      if(!isSynched_)
211        isSynched_=true;
212      gameStateFailure_=false;
213      if(!client_connection.addPacket(pck_gen.acknowledgement(gameStateID)))
214        COUT(3) << "could not ack gamestate" << std::endl;
215    }// otherwise we had no gamestate to load
216    gamestate.cleanup();
217    if(!client_connection.sendPackets())
218      COUT(3) << "Problem sending packets to server" << std::endl;
219    return;
220  }
221
222  void Client::processGamestate( GameStateCompressed *data, int clientID){
223    COUT(5) << "received gamestate id: " << data->id << std::endl;
224    gamestate.addGameState(data);
225  }
226
227  void Client::processClassid(classid *clid){
228    orxonox::Identifier *id;
229    id=ID(std::string(clid->message));
230    if(id!=NULL)
231      id->setNetworkID(clid->clid);
232    COUT(4) << "Client: received and set network id: " << clid->clid << "; classname: " << clid->message << std::endl;
233    COUT(4) << "id(classid)->getName " << ID((unsigned int)clid->clid)->getName() << std::endl;
234    delete clid;
235    return;
236  }
237
238  void Client::processChat( chat *data){
239    COUT(0) << "Server: " << data->message << std::endl;
240    delete[] data->message;
241    delete data;
242  }
243 
244  bool Client::processWelcome( welcome *w ){
245    COUT(4) << "processing welcome message" << std::endl;
246    clientID_ = w->clientID;
247    shipID_ = w->shipID;
248    delete w;
249    return true;
250  }
251
252}
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