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source: code/branches/presentation/src/orxonox/gamestates/GSDedicated.cc @ 2415

Last change on this file since 2415 was 2415, checked in by scheusso, 15 years ago
  • adjusted some priorities of objects (movableentity, controllableentity, positionableentity, model)
  • dedicated server mode doesn't consume 100%cpu load anymore now
  • Property svn:eol-style set to native
File size: 2.6 KB
RevLine 
[1694]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 "core/CommandLine.h"
[2087]33#include "core/Core.h"
[2171]34#include "core/Iterator.h"
[1694]35#include "network/Server.h"
[2171]36#include "objects/Tickable.h"
[2415]37#include "util/Sleep.h"
[1694]38
39namespace orxonox
40{
41    GSDedicated::GSDedicated()
42        : GameState<GSRoot>("dedicated")
43        , server_(0)
[2415]44        , timeSinceLastUpdate_(0)
[1694]45    {
46    }
47
48    GSDedicated::~GSDedicated()
49    {
50    }
51
52    void GSDedicated::enter()
53    {
[2087]54        Core::setHasServer(true);
[1696]55
[2171]56        this->server_ = new Server(CommandLine::getValue("port"));
[2087]57        COUT(0) << "Loading scene in server mode" << std::endl;
[1694]58
[2087]59        GSLevel::enter(0);
[1694]60
61        server_->open();
62    }
63
64    void GSDedicated::leave()
65    {
[2087]66        GSLevel::leave();
[1694]67
68        this->server_->close();
[1755]69        delete this->server_;
[1694]70
[2087]71        Core::setHasServer(false);
[1694]72    }
73
74    void GSDedicated::ticked(const Clock& time)
75    {
[2415]76//         static float startTime = time.getSecondsPrecise();
77//         static int nrOfTicks = 0;
78        timeSinceLastUpdate_+=time.getDeltaTime();
79        if(timeSinceLastUpdate_>=NETWORK_PERIOD){
80//             ++nrOfTicks;
81//             COUT(0) << "estimated ticks/sec: " << nrOfTicks/(time.getSecondsPrecise()-startTime) << endl;
82            timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD;
83            GSLevel::ticked(time);
84            server_->tick(time.getDeltaTime());
85            this->tickChild(time);
86        }
87        else
88        {
89            usleep( (int)( (NETWORK_PERIOD - timeSinceLastUpdate_)*1000*1000 ) );
90//             COUT(0) << "sleeping for " << (int)( (NETWORK_PERIOD - timeSinceLastUpdate_)*1000*1000 ) << " usec" << endl;
91        }
[1694]92    }
93}
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