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274 lines
6.7 KiB
C++
274 lines
6.7 KiB
C++
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#include "client_interface.h"
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#include <stdexcept>
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#include <cassert>
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#include "platform_util.h"
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#include "game_util.h"
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#include "conversion.h"
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#include "config.h"
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#include "lang.h"
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#include "leak_dumper.h"
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using namespace std;
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using namespace Shared::Platform;
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using namespace Shared::Util;
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namespace Glest{ namespace Game{
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// =====================================================
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// class ClientInterface
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// =====================================================
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const int ClientInterface::messageWaitTimeout= 10000; //10 seconds
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const int ClientInterface::waitSleepTime= 50;
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ClientInterface::ClientInterface(){
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clientSocket= NULL;
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launchGame= false;
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introDone= false;
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playerIndex= -1;
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}
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ClientInterface::~ClientInterface(){
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delete clientSocket;
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}
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void ClientInterface::connect(const Ip &ip, int port){
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delete clientSocket;
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clientSocket= new ClientSocket();
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clientSocket->setBlock(false);
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clientSocket->connect(ip, port);
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}
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void ClientInterface::reset(){
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delete clientSocket;
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clientSocket= NULL;
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}
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void ClientInterface::update(){
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NetworkMessageCommandList networkMessageCommandList;
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//send as many commands as we can
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while(!requestedCommands.empty()){
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if(networkMessageCommandList.addCommand(&requestedCommands.back())){
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requestedCommands.pop_back();
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}
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else{
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break;
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}
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}
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if(networkMessageCommandList.getCommandCount()>0){
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sendMessage(&networkMessageCommandList);
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}
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//clear chat variables
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chatText.clear();
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chatSender.clear();
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chatTeamIndex= -1;
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}
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void ClientInterface::updateLobby(){
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NetworkMessageType networkMessageType= getNextMessageType();
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switch(networkMessageType){
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case nmtInvalid:
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break;
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case nmtIntro:{
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NetworkMessageIntro networkMessageIntro;
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if(receiveMessage(&networkMessageIntro)){
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//check consistency
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if(Config::getInstance().getBool("NetworkConsistencyChecks")){
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if(networkMessageIntro.getVersionString()!=getNetworkVersionString()){
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throw runtime_error("Server and client versions do not match (" + networkMessageIntro.getVersionString() + "). You have to use the same binaries.");
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}
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}
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//send intro message
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NetworkMessageIntro sendNetworkMessageIntro(getNetworkVersionString(), getHostName(), -1);
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playerIndex= networkMessageIntro.getPlayerIndex();
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serverName= networkMessageIntro.getName();
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sendMessage(&sendNetworkMessageIntro);
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assert(playerIndex>=0 && playerIndex<GameConstants::maxPlayers);
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introDone= true;
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}
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}
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break;
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case nmtLaunch:{
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NetworkMessageLaunch networkMessageLaunch;
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if(receiveMessage(&networkMessageLaunch)){
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networkMessageLaunch.buildGameSettings(&gameSettings);
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//replace server player by network
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for(int i= 0; i<gameSettings.getFactionCount(); ++i){
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//replace by network
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if(gameSettings.getFactionControl(i)==ctHuman){
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gameSettings.setFactionControl(i, ctNetwork);
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}
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//set the faction index
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if(gameSettings.getStartLocationIndex(i)==playerIndex){
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gameSettings.setThisFactionIndex(i);
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}
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}
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launchGame= true;
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}
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}
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break;
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default:
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throw runtime_error("Unexpected network message: " + intToStr(networkMessageType));
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}
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}
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void ClientInterface::updateKeyframe(int frameCount){
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bool done= false;
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while(!done){
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//wait for the next message
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waitForMessage();
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//check we have an expected message
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NetworkMessageType networkMessageType= getNextMessageType();
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switch(networkMessageType){
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case nmtCommandList:{
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//make sure we read the message
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NetworkMessageCommandList networkMessageCommandList;
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while(!receiveMessage(&networkMessageCommandList)){
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sleep(waitSleepTime);
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}
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//check that we are in the right frame
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if(networkMessageCommandList.getFrameCount()!=frameCount){
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throw runtime_error("Network synchronization error, frame counts do not match");
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}
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// give all commands
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for(int i= 0; i<networkMessageCommandList.getCommandCount(); ++i){
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pendingCommands.push_back(*networkMessageCommandList.getCommand(i));
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}
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done= true;
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}
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break;
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case nmtQuit:{
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NetworkMessageQuit networkMessageQuit;
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if(receiveMessage(&networkMessageQuit)){
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quit= true;
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}
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done= true;
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}
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break;
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case nmtText:{
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NetworkMessageText networkMessageText;
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if(receiveMessage(&networkMessageText)){
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chatText= networkMessageText.getText();
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chatSender= networkMessageText.getSender();
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chatTeamIndex= networkMessageText.getTeamIndex();
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}
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}
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break;
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default:
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throw runtime_error("Unexpected message in client interface: " + intToStr(networkMessageType));
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}
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}
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}
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void ClientInterface::waitUntilReady(Checksum* checksum){
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NetworkMessageReady networkMessageReady;
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Chrono chrono;
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chrono.start();
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//send ready message
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sendMessage(&networkMessageReady);
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//wait until we get a ready message from the server
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while(true){
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NetworkMessageType networkMessageType= getNextMessageType();
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if(networkMessageType==nmtReady){
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if(receiveMessage(&networkMessageReady)){
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break;
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}
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}
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else if(networkMessageType==nmtInvalid){
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if(chrono.getMillis()>readyWaitTimeout){
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throw runtime_error("Timeout waiting for server");
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}
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}
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else{
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throw runtime_error("Unexpected network message: " + intToStr(networkMessageType) );
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}
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// sleep a bit
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sleep(waitSleepTime);
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}
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//check checksum
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if(Config::getInstance().getBool("NetworkConsistencyChecks")){
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if(networkMessageReady.getChecksum()!=checksum->getSum()){
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throw runtime_error("Checksum error, you don't have the same data as the server");
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}
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}
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//delay the start a bit, so clients have nore room to get messages
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sleep(GameConstants::networkExtraLatency);
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}
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void ClientInterface::sendTextMessage(const string &text, int teamIndex){
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NetworkMessageText networkMessageText(text, getHostName(), teamIndex);
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sendMessage(&networkMessageText);
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}
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string ClientInterface::getNetworkStatus() const{
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return Lang::getInstance().get("Server") + ": " + serverName;
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}
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void ClientInterface::waitForMessage(){
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Chrono chrono;
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chrono.start();
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while(getNextMessageType()==nmtInvalid){
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if(!isConnected()){
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throw runtime_error("Disconnected");
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}
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if(chrono.getMillis()>messageWaitTimeout){
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throw runtime_error("Timeout waiting for message");
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}
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sleep(waitSleepTime);
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}
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}
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}}//end namespace
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