| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Oliver Scheuss |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | // |
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| 30 | // C++ Implementation: Client |
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| 31 | // |
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| 32 | // Description: |
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| 33 | // |
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| 34 | // |
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| 35 | // Author: Oliver Scheuss, (C) 2007 |
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| 36 | // |
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| 37 | // Copyright: See COPYING file that comes with this distribution |
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| 38 | // |
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| 39 | // |
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| 40 | |
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| 41 | #include "Client.h" |
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| 42 | |
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| 43 | #include <cassert> |
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| 44 | |
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| 45 | #include "util/Clock.h" |
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| 46 | #include "util/Debug.h" |
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| 47 | #include "synchronisable/Synchronisable.h" |
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| 48 | #include "packet/Chat.h" |
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| 49 | #include "packet/Gamestate.h" |
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| 50 | #include "FunctionCallManager.h" |
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| 51 | #include "core/CoreIncludes.h" |
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| 52 | #include "core/Game.h" |
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| 53 | |
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| 54 | namespace orxonox |
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| 55 | { |
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| 56 | |
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| 57 | |
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| 58 | /** |
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| 59 | * Constructor for the Client class |
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| 60 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 61 | */ |
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| 62 | Client::Client(): |
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| 63 | isSynched_(false), |
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| 64 | gameStateFailure_(false) |
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| 65 | { |
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| 66 | } |
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| 67 | |
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| 68 | /** |
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| 69 | * Constructor for the Client class |
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| 70 | * @param address the server address |
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| 71 | * @param port port of the application on the server |
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| 72 | */ |
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| 73 | Client::Client(const std::string& address, int port): |
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| 74 | isSynched_(false), |
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| 75 | gameStateFailure_(false) |
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| 76 | { |
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| 77 | setPort( port ); |
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| 78 | setServerAddress( address ); |
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| 79 | } |
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| 80 | |
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| 81 | Client::~Client(){ |
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| 82 | if ( ClientConnection::isConnected() ) |
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| 83 | closeConnection(); |
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| 84 | } |
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| 85 | |
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| 86 | /** |
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| 87 | * Establish the Connection to the Server |
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| 88 | * @return true/false |
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| 89 | */ |
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| 90 | bool Client::establishConnection(){ |
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| 91 | Synchronisable::setClient(true); |
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| 92 | return ClientConnection::establishConnection(); |
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| 93 | } |
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| 94 | |
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| 95 | /** |
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| 96 | * closes the Connection to the Server |
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| 97 | * @return true/false |
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| 98 | */ |
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| 99 | bool Client::closeConnection(){ |
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| 100 | return ClientConnection::closeConnection(); |
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| 101 | } |
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| 102 | |
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| 103 | bool Client::queuePacket(ENetPacket *packet, int clientID){ |
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| 104 | bool b = ClientConnection::addPacket(packet); |
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| 105 | assert(b); |
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| 106 | return b; |
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| 107 | } |
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| 108 | |
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| 109 | bool Client::processChat(const std::string& message, unsigned int playerID){ |
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| 110 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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| 111 | return true; |
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| 112 | } |
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| 113 | |
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| 114 | void Client::printRTT(){ |
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| 115 | COUT(0) << "Round trip time to server is " << ClientConnection::getRTT() << " ms" << endl; |
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| 116 | } |
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| 117 | |
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| 118 | /** |
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| 119 | * This function implements the method of sending a chat message to the server |
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| 120 | * @param message message to be sent |
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| 121 | * @return result(true/false) |
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| 122 | */ |
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| 123 | bool Client::chat(const std::string& message){ |
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| 124 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 125 | return m->send(); |
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| 126 | } |
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| 127 | |
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| 128 | |
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| 129 | /** |
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| 130 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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| 131 | * @param time |
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| 132 | */ |
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| 133 | void Client::update(const Clock& time){ |
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| 134 | //this steers our network frequency |
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| 135 | timeSinceLastUpdate_+=time.getDeltaTime(); |
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| 136 | if(timeSinceLastUpdate_>=NETWORK_PERIOD) |
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| 137 | { |
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| 138 | timeSinceLastUpdate_ -= static_cast<unsigned int>( timeSinceLastUpdate_ / NETWORK_PERIOD ) * NETWORK_PERIOD; |
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| 139 | // COUT(3) << "."; |
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| 140 | if ( isConnected() && isSynched_ ) |
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| 141 | { |
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| 142 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| 143 | packet::Gamestate *gs = gamestate.getGamestate(); |
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| 144 | //assert(gs); <--- there might be the case that no data has to be sent, so its commented out now |
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| 145 | if(gs){ |
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| 146 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| 147 | if( !gs->send() ) |
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| 148 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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| 149 | // gs gets automatically deleted by enet callback |
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| 150 | } |
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| 151 | FunctionCallManager::sendCalls(); |
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| 152 | } |
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| 153 | } |
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| 154 | sendPackets(); // flush the enet queue |
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| 155 | |
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| 156 | Connection::processQueue(); |
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| 157 | if(gamestate.processGamestates()) |
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| 158 | { |
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| 159 | if(!isSynched_) |
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| 160 | isSynched_=true; |
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| 161 | } |
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| 162 | gamestate.cleanup(); |
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| 163 | Connection::sendPackets(); |
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| 164 | |
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| 165 | return; |
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| 166 | } |
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| 167 | |
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| 168 | void Client::connectionClosed() |
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| 169 | { |
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| 170 | ObjectList<Synchronisable>::iterator it; |
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| 171 | for(it = ObjectList<Synchronisable>::begin(); it; ) |
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| 172 | { |
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| 173 | if( it->getSyncMode() != 0x0 ) |
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| 174 | (it++)->destroy(); |
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| 175 | else |
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| 176 | { |
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| 177 | ++it; |
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| 178 | } |
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| 179 | } |
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| 180 | Game::getInstance().popState(); |
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| 181 | Game::getInstance().popState(); |
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| 182 | } |
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| 183 | |
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| 184 | } |
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