src/NetworkClient.cc
changeset 185 25becd2cb026
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/NetworkClient.cc	Wed Dec 03 19:16:32 2008 +0000
@@ -0,0 +1,143 @@
+
+#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);
+}
+