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source: code/branches/objecthierarchy/src/orxonox/objects/infos/PlayerInfo.cc @ 1950

Last change on this file since 1950 was 1950, checked in by landauf, 16 years ago

small update to do further network tests

File size: 5.8 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 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "PlayerInfo.h"
31
32#include <OgreSceneManager.h>
33
34#include "core/CoreIncludes.h"
35#include "core/ConfigValueIncludes.h"
36#include "core/XMLPort.h"
37#include "core/Core.h"
38
39#include "network/Host.h"
40
41#include "GraphicsEngine.h"
42#include "objects/gametypes/Gametype.h"
43
44namespace orxonox
45{
46    CreateUnloadableFactory(PlayerInfo);
47
48    PlayerInfo::PlayerInfo()
49    {
50        RegisterObject(PlayerInfo);
51
52        this->ping_ = -1;
53        this->clientID_ = (unsigned int)-1;
54        this->bLocalPlayer_ = Core::isStandalone();
55        this->bLocalPlayer_ = false;
56        this->bHumanPlayer_ = false;
57        this->bFinishedSetup_ = false;
58
59        this->setConfigValues();
60        this->registerVariables();
61
62        COUT(0) << "created PlayerInfo (" << this->getObjectID() << ")" << std::endl;
63    }
64
65    PlayerInfo::~PlayerInfo()
66    {
67        Gametype* gametype = Gametype::getCurrentGametype();
68        if (gametype)
69            gametype->removePlayer(this);
70        COUT(0) << "destroyed PlayerInfo (" << this->getObjectID() << ")" << std::endl;
71    }
72
73    void PlayerInfo::setConfigValues()
74    {
75        SetConfigValue(playerName_, "Player").callback(this, &PlayerInfo::checkName);
76    }
77
78    void PlayerInfo::checkName()
79    {
80std::cout << "# PI(" << this->getObjectID() << "): checkName: " << this->bLocalPlayer_ << std::endl;
81        if (this->bLocalPlayer_ && Core::isMaster())
82            this->setName(this->playerName_);
83    }
84
85    void PlayerInfo::changedName()
86    {
87std::cout << "# PI(" << this->getObjectID() << "): changedName to " << this->getName() << std::endl;
88        Gametype* gametype = Gametype::getCurrentGametype();
89        if (gametype)
90            gametype->playerChangedName(this);
91    }
92
93    void PlayerInfo::registerVariables()
94    {
95        REGISTERSTRING(name_,         network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::changedName));
96        REGISTERSTRING(playerName_,   network::direction::toserver, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::clientChangedName));
97        REGISTERDATA(clientID_,       network::direction::toclient, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::checkClientID));
98        REGISTERDATA(ping_,           network::direction::toclient);
99        REGISTERDATA(bHumanPlayer_,   network::direction::toclient);
100        REGISTERDATA(bFinishedSetup_, network::direction::bidirectional, new network::NetworkCallback<PlayerInfo>(this, &PlayerInfo::finishedSetup));
101    }
102
103    void PlayerInfo::clientChangedName()
104    {
105std::cout << "# PI(" << this->getObjectID() << "): clientChangedName() to " << this->playerName_ << std::endl;
106        this->setName(this->playerName_);
107    }
108
109    void PlayerInfo::checkClientID()
110    {
111std::cout << "# PI(" << this->getObjectID() << "): checkClientID()" << std::endl;
112        this->bHumanPlayer_ = true;
113
114        if (this->clientID_ == network::Host::getPlayerID())
115        {
116std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): it's the client's ID" << std::endl;
117            this->bLocalPlayer_ = true;
118//std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): name: " << this->getName() << std::endl;
119
120            if (Core::isClient())
121            {
122std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're on a client: set object mode to bidirectional" << std::endl;
123                this->setObjectMode(network::direction::bidirectional);
124                this->playerName_ += "blub";
125std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): proposed name: " << this->playerName_ << std::endl;
126            }
127            else
128            {
129std::cout << "# PI(" << this->getObjectID() << "): checkClientID(): we're not on a client: finish setup" << std::endl;
130                this->clientChangedName();
131                this->bFinishedSetup_ = true;
132                this->finishedSetup();
133            }
134        }
135    }
136
137    void PlayerInfo::finishedSetup()
138    {
139std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): " << this->bFinishedSetup_ << std::endl;
140        if (Core::isClient())
141        {
142std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a client: finish setup" << std::endl;
143            this->bFinishedSetup_ = true;
144        }
145        else if (this->bFinishedSetup_)
146        {
147std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: add player" << std::endl;
148            Gametype* gametype = Gametype::getCurrentGametype();
149            if (gametype)
150                gametype->addPlayer(this);
151        }
152        else
153        {
154std::cout << "# PI(" << this->getObjectID() << "): finishedSetup(): we're a server: client not yet finished" << std::endl;
155        }
156    }
157}
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