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source: code/branches/objecthierarchy/src/orxonox/gamestates/GSDedicated.cc @ 1940

Last change on this file since 1940 was 1940, checked in by landauf, 16 years ago

did some first (and very unfinished) steps to deal with different players on server and client

  • Property svn:eol-style set to native
File size: 3.5 KB
Line 
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 *      Reto Grieder
24 *   Co-authors:
25 *      Fabian 'x3n' Landau
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "GSDedicated.h"
31
32#include <OgreRoot.h>
33#include <OgreSceneManager.h>
34#include "core/ConsoleCommand.h"
35#include "core/CommandLine.h"
36#include "core/Loader.h"
37#include "network/Server.h"
38#include "objects/Tickable.h"
39#include "GraphicsEngine.h"
40#include "Settings.h"
41
42namespace orxonox
43{
44    GSDedicated::GSDedicated()
45        : GameState<GSRoot>("dedicated")
46        , timeFactor_(0)
47        , server_(0)
48        , sceneManager_(0)
49        , startLevel_(0)
50    {
51    }
52
53    GSDedicated::~GSDedicated()
54    {
55    }
56
57    void GSDedicated::enter()
58    {
59        Settings::_getInstance().setHasServer(true);
60
61        // create Ogre SceneManager for the level
62        this->sceneManager_ = Ogre::Root::getSingleton().createSceneManager(Ogre::ST_GENERIC, "LevelSceneManager");
63        COUT(4) << "Created SceneManager: " << sceneManager_->getName() << std::endl;
64
65        // temporary hack
66        GraphicsEngine::getInstance().setLevelSceneManager(this->sceneManager_);
67
68        // reset game speed to normal
69        timeFactor_ = 1.0f;
70
71        int serverPort = CommandLine::getArgument<int>("port")->getValue();
72        this->server_ = new network::Server(serverPort);
73
74        // call the loader
75        COUT(0) << "Loading level..." << std::endl;
76        startLevel_ = new Level(Settings::getDataPath() + "levels/sample.oxw");
77        Loader::open(startLevel_);
78
79        server_->open();
80
81        // add console commands
82        FunctorMember01<GSDedicated, float>* functor = createFunctor(&GSDedicated::setTimeFactor);
83        functor->setObject(this);
84        CommandExecutor::addConsoleCommandShortcut(createConsoleCommand(functor, "setTimeFactor")).accessLevel(AccessLevel::Offline).defaultValue(0, 1.0);;
85    }
86
87    void GSDedicated::leave()
88    {
89        // TODO: Remove and destroy console command
90
91        Loader::unload(startLevel_);
92        delete this->startLevel_;
93
94        this->server_->close();
95        delete this->server_;
96
97        Ogre::Root::getSingleton().destroySceneManager(this->sceneManager_);
98
99        Settings::_getInstance().setHasServer(false);
100    }
101
102    void GSDedicated::ticked(const Clock& time)
103    {
104        // Call the scene objects
105        for (ObjectList<Tickable>::iterator it = ObjectList<Tickable>::begin(); it; ++it)
106            it->tick(time.getDeltaTime() * this->timeFactor_);
107
108        server_->tick(time.getDeltaTime());
109        this->tickChild(time);
110    }
111
112    /**
113    @brief
114        Changes the speed of Orxonox
115    */
116    void GSDedicated::setTimeFactor(float factor)
117    {
118        this->timeFactor_ = factor;
119    }
120}
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