src/NetworkClient.cc
author terom
Wed, 03 Dec 2008 19:16:32 +0000
changeset 185 25becd2cb026
permissions -rw-r--r--
that's not a prototype anymore... at least it shouldn't be

#include "NetworkClient.hh"
#include "Engine.hh"
#include "Logger.hh"

#include <cassert>

NetworkClient::NetworkClient (GameState &state, const NetworkAddress &connect_to) : 
    NetworkCore(state), netsession(NETWORK_MAGIC_ID), server(netsession.connect(connect_to)), netobjs(netsession, NETCHAN_CORE, server) {
    
    // connect slots
    slots.connect(netobjs.sig_create(), this, &NetworkClient::on_create);

    // XXX: sig_disconnected
}

void NetworkClient::on_create (NetworkObject_Client *obj, NetworkMessageID msg_id, NetworkPacket &pkt) {
    switch (msg_id) {
        case NETMSG_SERVER_HELLO:
            on_server_hello(obj, pkt);

            break;
        
        case NETMSG_PLAYER_INFO:
            on_player_info(obj, pkt);

            break;
        
        case NETMSG_PLAYER_JOIN:
            on_player_join(obj, pkt);

            break;

        default:
            Engine::log(WARN, "client.on_create_object") << "unknown msg_id=" << msg_id << " for obj=" << obj;
    }
}
        
void NetworkClient::on_server_hello (NetworkObject_Client *obj, NetworkPacket &pkt) {
    // read the packet
    Vector position = pkt.read_vector();
    
    Engine::log(INFO, "client.on_server_hello") << "obj=" << obj << ", pos=" << position;

    // create the LocalPlayer object
    NetworkClientLocalPlayer *player = new NetworkClientLocalPlayer(*this, obj, position);

    // inform state
    state.newLocalPlayer(player);
}
        
void NetworkClient::on_player_info (NetworkObject_Client *obj, NetworkPacket &pkt) {
    // read the packet
    Vector position = pkt.read_vector();
    
    Engine::log(INFO, "client.on_player_info") << "obj=" << obj << ", pos=" << position;

    // create the LocalPlayer object
    NetworkClientRemotePlayer *player = new NetworkClientRemotePlayer(*this, obj, position);

    // inform state
    state.newRemotePlayer(player);

}
        
void NetworkClient::on_player_join (NetworkObject_Client *obj, NetworkPacket &pkt) {
    // read the packet
    Vector position = pkt.read_vector();
    
    Engine::log(INFO, "client.on_player_join") << "obj=" << obj << ", pos=" << position;
    
    // create the RemotePlayer object
    NetworkClientRemotePlayer *player = new NetworkClientRemotePlayer(*this, obj, position);

    // inform state
    state.newRemotePlayer(player);
}
        
void NetworkClient::player_quit (NetworkClientRemotePlayer *player) {
    // inform state
    state.removePlayer(player);

    // delete
    // XXX: leak because deleting the slot while it's being called breaks ClanLib
    //  delete player;
}

NetworkClientLocalPlayer::NetworkClientLocalPlayer (NetworkClient &client, NetworkObject_Client *obj, Vector position) :
    LocalPlayer(client.state, position, true), client(client), obj(obj) {
    
    // receive messages
    slots.connect(obj->sig_message(NETMSG_PLAYER_POSITION), this, &NetworkClientLocalPlayer::on_position);
}
        
void NetworkClientLocalPlayer::handleMove (PlayerInput_Move input) {
    // always send move, in all cases
    NetworkPacket pkt;
    pkt.write_uint16(input);

    obj->send(NETMSG_CLIENT_MOVE, pkt, false);
    
    // do not handle locally
}
        
void NetworkClientLocalPlayer::on_position (NetworkPacket &pkt) {
    Vector position = pkt.read_vector();
    Vector velocity = pkt.read_vector();
    uint8_t flags = pkt.read_uint8();

    Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity;
    
    // just update... 
    updatePhysics(position, velocity, flags & NETWORK_PHYSICS_INAIR);
}
        
NetworkClientRemotePlayer::NetworkClientRemotePlayer (NetworkClient &client, NetworkObject_Client *obj, Vector position) :
    RemotePlayer(client.state, position, true), client(client), obj(obj) {
    
    // receive messages
    slots.connect(obj->sig_message(NETMSG_PLAYER_POSITION), this, &NetworkClientRemotePlayer::on_position);
    slots.connect(obj->sig_message(NETMSG_PLAYER_QUIT), this, &NetworkClientRemotePlayer::on_quit);
}

void NetworkClientRemotePlayer::on_position (NetworkPacket &pkt) {
    Vector position = pkt.read_vector();
    Vector velocity = pkt.read_vector();
    uint8_t flags = pkt.read_uint8();

    Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity;
    
    // just update... 
    updatePhysics(position, velocity, flags & NETWORK_PHYSICS_INAIR);
}

void NetworkClientRemotePlayer::on_quit (NetworkPacket &pkt) {
    // pkt is empty
    (void) pkt;

    Engine::log(INFO, "client_player.on_quit") << "obj=" << obj;

    client.player_quit(this);
}