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