| [1502] | 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, (C) 2007 |
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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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| [2087] | 41 | #include <cassert> |
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| 42 | |
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| [1502] | 43 | #include "Client.h" |
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| [1735] | 44 | #include "Host.h" |
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| [1502] | 45 | #include "Synchronisable.h" |
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| 46 | #include "core/CoreIncludes.h" |
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| [1735] | 47 | #include "packet/Packet.h" |
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| [2087] | 48 | |
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| [1769] | 49 | // #include "packet/Acknowledgement.h" |
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| [1502] | 50 | |
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| [2171] | 51 | namespace orxonox |
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| [1502] | 52 | { |
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| [1735] | 53 | // SetConsoleCommandShortcut(Client, chat); |
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| [1752] | 54 | |
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| 55 | |
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| [1502] | 56 | /** |
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| 57 | * Constructor for the Client class |
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| 58 | * initializes the address and the port to default localhost:NETWORK_PORT |
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| 59 | */ |
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| 60 | Client::Client(): client_connection(NETWORK_PORT,"127.0.0.1"){ |
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| 61 | // set server address to localhost |
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| 62 | isConnected=false; |
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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 | * Constructor for the Client class |
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| 69 | * @param address the server address |
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| 70 | * @param port port of the application on the server |
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| 71 | */ |
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| [2087] | 72 | Client::Client(const std::string& address, int port) : client_connection(port, address){ |
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| [1502] | 73 | isConnected=false; |
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| 74 | isSynched_=false; |
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| 75 | gameStateFailure_=false; |
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| 76 | } |
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| 77 | |
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| 78 | /** |
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| 79 | * Constructor for the Client class |
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| 80 | * @param address the server address |
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| 81 | * @param port port of the application on the server |
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| 82 | */ |
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| 83 | Client::Client(const char *address, int port) : client_connection(port, address){ |
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| 84 | isConnected=false; |
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| 85 | isSynched_=false; |
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| 86 | gameStateFailure_=false; |
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| 87 | } |
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| 88 | |
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| 89 | Client::~Client(){ |
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| 90 | if(isConnected) |
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| 91 | closeConnection(); |
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| 92 | } |
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| [1752] | 93 | |
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| [1502] | 94 | /** |
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| 95 | * Establish the Connection to the Server |
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| 96 | * @return true/false |
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| 97 | */ |
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| 98 | bool Client::establishConnection(){ |
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| 99 | Synchronisable::setClient(true); |
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| 100 | isConnected=client_connection.createConnection(); |
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| [1767] | 101 | if(!isConnected) |
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| [1502] | 102 | COUT(1) << "could not create connection laber" << std::endl; |
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| 103 | return isConnected; |
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| 104 | } |
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| 105 | |
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| 106 | /** |
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| 107 | * closes the Connection to the Server |
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| 108 | * @return true/false |
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| 109 | */ |
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| 110 | bool Client::closeConnection(){ |
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| 111 | isConnected=false; |
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| 112 | return client_connection.closeConnection(); |
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| 113 | } |
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| 114 | |
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| [1735] | 115 | bool Client::queuePacket(ENetPacket *packet, int clientID){ |
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| 116 | return client_connection.addPacket(packet); |
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| 117 | } |
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| [1752] | 118 | |
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| [2087] | 119 | bool Client::processChat(const std::string& message, unsigned int playerID){ |
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| 120 | // COUT(1) << "Player " << playerID << ": " << message << std::endl; |
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| [1907] | 121 | return true; |
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| [1534] | 122 | } |
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| [2087] | 123 | |
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| [1502] | 124 | /** |
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| [1907] | 125 | * This function implements the method of sending a chat message to the server |
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| [2087] | 126 | * @param message message to be sent |
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| [1907] | 127 | * @return result(true/false) |
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| 128 | */ |
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| [2087] | 129 | bool Client::chat(const std::string& message){ |
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| [1907] | 130 | packet::Chat *m = new packet::Chat(message, Host::getPlayerID()); |
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| 131 | return m->send(); |
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| [1502] | 132 | } |
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| 133 | |
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| [1907] | 134 | |
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| [1502] | 135 | /** |
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| [1907] | 136 | * Processes incoming packets, sends a gamestate to the server and does the cleanup |
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| [2087] | 137 | * @param time |
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| [1907] | 138 | */ |
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| [1502] | 139 | void Client::tick(float time){ |
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| 140 | // COUT(3) << "."; |
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| 141 | if(client_connection.isConnected() && isSynched_){ |
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| 142 | COUT(4) << "popping partial gamestate: " << std::endl; |
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| [1751] | 143 | packet::Gamestate *gs = gamestate.getGamestate(); |
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| [1502] | 144 | if(gs){ |
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| 145 | COUT(4) << "client tick: sending gs " << gs << std::endl; |
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| [1735] | 146 | if( !gs->send() ) |
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| [1502] | 147 | COUT(3) << "Problem adding partial gamestate to queue" << std::endl; |
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| [1735] | 148 | // gs gets automatically deleted by enet callback |
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| [1751] | 149 | } |
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| [1502] | 150 | } |
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| 151 | ENetEvent *event; |
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| 152 | // stop if the packet queue is empty |
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| 153 | while(!(client_connection.queueEmpty())){ |
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| 154 | event = client_connection.getEvent(); |
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| 155 | COUT(5) << "tick packet size " << event->packet->dataLength << std::endl; |
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| [1735] | 156 | packet::Packet *packet = packet::Packet::createPacket(event->packet, event->peer); |
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| [2087] | 157 | // note: packet commits suicide here except for the GameState. That is then deleted by a GamestateHandler |
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| [1907] | 158 | bool b = packet->process(); |
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| 159 | assert(b); |
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| [1502] | 160 | } |
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| [1769] | 161 | if(gamestate.processGamestates()) |
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| 162 | { |
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| [1502] | 163 | if(!isSynched_) |
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| 164 | isSynched_=true; |
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| [1907] | 165 | } |
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| [1502] | 166 | gamestate.cleanup(); |
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| 167 | return; |
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| 168 | } |
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| 169 | |
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| 170 | } |
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