src/Network/Client.cc
branchnew_graphics
changeset 420 278020dcd9b7
parent 419 9cd4e54693b6
child 431 c6d7272a164b
--- a/src/Network/Client.cc	Thu Jan 22 02:47:53 2009 +0200
+++ b/src/Network/Client.cc	Thu Jan 22 02:56:50 2009 +0200
@@ -13,8 +13,12 @@
 NetworkClientConnect::NetworkClientConnect (Engine &engine, const NetworkEndpoint &connect_to) :
     engine(engine), netsession(NETWORK_MAGIC_ID)
 {
+    Engine::log(INFO, "net.client") << "Connecting to server: " << connect_to;
+
     // connect NetworkSession to get server node (this is still blocking)
     server = netsession.connect(connect_to);
+
+    Engine::log(INFO, "net.client") << "Connected, receiving game data";
     
     // connect slots
     slots.connect(netsession.sig_chan_message(NETCHAN_TERRAIN_ARRAY), this, &NetworkClientConnect::on_terrain_array);
@@ -59,6 +63,8 @@
     // pass Terrain to engine to create game
     GameState &gs = engine.onNetworkClientConnected(terrain);
 
+    Engine::log(INFO, "net.client") << "Got game data, creating player";
+
     // create our new NetworkClient object
     client = new NetworkClient(engine, gs, netsession, server);
 }
@@ -116,20 +122,22 @@
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_server_hello") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_server_hello") << this << ": pos=" << position;
 
     // create the LocalPlayer object
     NetworkClientLocalPlayer *player = new NetworkClientLocalPlayer(client, obj_id, position);
 
     // pass it on to engine
     client.engine.onNetworkClientPlayer(player);
+
+    Engine::log(INFO, "net.client") << "Joined server: " << player;
 }
         
 void NetworkClientController::on_player_info (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_player_info") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_player_info") << this << ": pos=" << position;
 
     // create the LocalPlayer object
     new NetworkClientRemotePlayer(client, obj_id, position);
@@ -139,10 +147,12 @@
     // read the packet
     Vector position = pkt.read_vector();
     
-    Engine::log(INFO, "client.on_player_join") << this << ": pos=" << position;
+    Engine::log(DEBUG, "client.on_player_join") << this << ": pos=" << position;
     
     // create the RemotePlayer object
-    new NetworkClientRemotePlayer(client, obj_id, position);
+    NetworkClientRemotePlayer *player = new NetworkClientRemotePlayer(client, obj_id, position);
+
+    Engine::log(INFO, "net.client") << "Player joined: " << player;
 }
         
 void NetworkClientController::on_projectile_player_fired (NetworkObjectID obj_id, NetworkPacketInput &pkt) {
@@ -167,7 +177,7 @@
         Engine::log(ERROR, "client.on_projectile_player_fired") << this << ": Unknown weapon id: player=" << player << ", weapon_id=" << weapon_id;
     }
 
-    Engine::log(INFO, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon;
+    Engine::log(DEBUG, "client.on_projectile_create") << this << ": player=" << player << ", pos=" << position << ", velocity=" << velocity << ", weapon=" << weapon;
 
     // create the NetworkClientPorjectile object
     new NetworkClientProjectile(client, obj_id, player, position, velocity, weapon);
@@ -224,7 +234,7 @@
     int flags = pkt.read_uint8();
     float aim = pkt.read_float32();
 
-//    Engine::log(INFO, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]";
+//    Engine::log(DEBUG, "client_player.on_position") << "obj=" << obj << ", position=" << position << ", velocity=" << velocity << ", aim=" << aim << ", [" << flags << "]";
     
     // just update... 
     updatePhysics(position, velocity, 
@@ -238,7 +248,7 @@
     Vector position = pkt.read_vector();
     float radius = pkt.read_float32();
 
-    Engine::log(INFO, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius;
+    Engine::log(DEBUG, "client_player.on_dig") << this << ": position=" << position << ", radius=" << radius;
     
     // just update... 
     handleDig(position, radius);
@@ -247,7 +257,7 @@
 void NetworkClientPlayerBase::on_weapon_change (NetworkPacketInput &pkt) {
     uint8_t weapon_index = pkt.read_uint8();
 
-    Engine::log(INFO, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index;
+    Engine::log(DEBUG, "client_player.on_weapon_change") << this << ": weapon_index=" << weapon_index;
 
     handleChangeWeapon(weapon_index);
 }
@@ -257,7 +267,7 @@
     Vector velocity = pkt.read_vector();
     float length = pkt.read_float32();
 
-    Engine::log(INFO, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length;
+    Engine::log(DEBUG, "client_player.on_rope_throw") << this << ": position=" << position << ", velocity=" << velocity << ", length=" << length;
 
     rope.updateState(ROPE_FLYING, position, velocity, length, NULL);
 }
@@ -274,7 +284,7 @@
         return;
     }
     
-    Engine::log(INFO, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length 
+    Engine::log(DEBUG, "client_player.on_rope_fixed") << this << ": position=" << position << ", length=" << length 
         << ", player=" << player;
 
     rope.updateState(ROPE_FIXED, position, Vector(0, 0), length, player);
@@ -283,7 +293,7 @@
 void NetworkClientPlayerBase::on_rope_released (NetworkPacketInput &pkt) {
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_rope_released") << this;
+    Engine::log(DEBUG, "client_player.on_rope_released") << this;
     
     // use rope.getPosition() instead of e.g. Vector(0, 0) because it will collide there...
     rope.updateState(ROPE_FOLDED, rope.getPosition(), Vector(0, 0), 0, NULL);
@@ -292,7 +302,7 @@
 void NetworkClientPlayerBase::on_rope_length (NetworkPacketInput &pkt) {
     float length = pkt.read_float32();
     
-    Engine::log(INFO, "client_player.on_rope_length") << this << ": length=" << length;
+    Engine::log(DEBUG, "client_player.on_rope_length") << this << ": length=" << length;
 
     rope.updateLength(length);
 }
@@ -301,7 +311,7 @@
     // read packet
     Vector position = pkt.read_vector();
 
-    Engine::log(INFO, "client_player.on_spawn") << this << ": position=" << position;
+    Engine::log(DEBUG, "client_player.on_spawn") << this << ": position=" << position;
     
     // super
     Player::spawn(position);
@@ -310,7 +320,7 @@
 void NetworkClientPlayerBase::on_die (NetworkPacketInput &pkt) {
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_die") << this;
+    Engine::log(DEBUG, "client_player.on_die") << this;
 
     // super, but don't start the respawn_timer
     Player::die(false);
@@ -353,7 +363,7 @@
     // pkt is empty
     (void) pkt;
 
-    Engine::log(INFO, "client_player.on_quit") << this;
+    Engine::log(INFO, "net.client") << "Player quit: " << this;
 
     client.player_quit(this);
 
@@ -394,7 +404,7 @@
     Vector position = pkt.read_vector();
     uint8_t flags = pkt.read_uint8();
 
-    Engine::log(INFO, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags;
+    Engine::log(DEBUG, "client_projectile.on_destroy") << this << ": position=" << position << ", flags=" << flags;
     
     // pass on to super
     Projectile::onDestroy(position, flags & NETWORK_PROJECTILE_REMOVE_GROUND);
@@ -412,7 +422,7 @@
         return;
     }
     
-    Engine::log(INFO, "client_projectile.hit_player") << this << ": player=" << player;
+    Engine::log(DEBUG, "client_projectile.hit_player") << this << ": player=" << player;
     
     // pass on to super
     Projectile::onHitPlayer(player);