/* * 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++ Implementation: Client // // Description: // // // Author: Oliver Scheuss, (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "Client.h" #include #include "util/Debug.h" #include "core/Clock.h" #include "synchronisable/Synchronisable.h" #include "packet/Chat.h" #include "packet/Gamestate.h" #include "FunctionCallManager.h" namespace orxonox { /** * Constructor for the Client class * initializes the address and the port to default localhost:NETWORK_PORT */ Client::Client(): isSynched_(false), gameStateFailure_(false) { } /** * Constructor for the Client class * @param address the server address * @param port port of the application on the server */ Client::Client(const std::string& address, int port): isSynched_(false), gameStateFailure_(false) { setPort( port ); setServerAddress( address ); } Client::~Client(){ if ( ClientConnection::isConnected() ) closeConnection(); } /** * Establish the Connection to the Server * @return true/false */ bool Client::establishConnection(){ Synchronisable::setClient(true); return ClientConnection::establishConnection(); } /** * closes the Connection to the Server * @return true/false */ bool Client::closeConnection(){ return ClientConnection::closeConnection(); } bool Client::queuePacket(ENetPacket *packet, int clientID){ bool b = ClientConnection::addPacket(packet); assert(b); return b; } bool Client::processChat(const std::string& message, unsigned int playerID){ // COUT(1) << "Player " << playerID << ": " << message << std::endl; return true; } /** * This function implements the method of sending a chat message to the server * @param message message to be sent * @return result(true/false) */ bool Client::chat(const std::string& message){ packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); return m->send(); } /** * Processes incoming packets, sends a gamestate to the server and does the cleanup * @param time */ void Client::update(const Clock& time){ //this steers our network frequency timeSinceLastUpdate_+=time.getDeltaTime(); if(timeSinceLastUpdate_>=NETWORK_PERIOD) { timeSinceLastUpdate_ -= static_cast( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; // COUT(3) << "."; if ( isConnected() && isSynched_ ) { COUT(4) << "popping partial gamestate: " << std::endl; packet::Gamestate *gs = gamestate.getGamestate(); //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now if(gs){ COUT(4) << "client tick: sending gs " << gs << std::endl; if( !gs->send() ) COUT(3) << "Problem adding partial gamestate to queue" << std::endl; // gs gets automatically deleted by enet callback } FunctionCallManager::sendCalls(); } } sendPackets(); // flush the enet queue Connection::processQueue(); if(gamestate.processGamestates()) { if(!isSynched_) isSynched_=true; } gamestate.cleanup(); return; } }