src/Engine.cc
author Tero Marttila <terom@fixme.fi>
Tue, 20 Jan 2009 23:30:18 +0200
changeset 408 e6cfc44266af
parent 389 e74c1820fbd2
child 409 1a03ff151abc
permissions -rw-r--r--
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server

#include "Engine.hh"
#include "SinglePlayer.hh"
#include "Network/Reactor.hh"
#include "Config.hh"

#include <iostream>

Engine::Engine (const std::string resource_xml_path) : 
    terrain(NULL), game_state(NULL), graphics_config(NULL), graphics(NULL), net_server(NULL), net_client_connect(NULL),
    is_running(true), resources(resource_xml_path)
{
    
}

GameState& Engine::setupGame (Terrain *terrain) {
    // ensure this isn't called in inappropriate ways
    assert(!net_server);

    // remember the terrain
    this->terrain = terrain;

    // create the GameState
    game_state = new GameState(*terrain);
    
    // start graphics?
    if (graphics_config)
        startGraphics();
    
    return *game_state;
}
        
GameState& Engine::setupGame (void) {
    // proxy off to setupGame(Terrain *)
    return setupGame(new Terrain(TERRAIN_WIDTH, TERRAIN_HEIGHT, TERRAIN_RANDOM_SEED));
}

void Engine::setupGraphics (const GraphicsConfiguration &config) {
    // store config
    graphics_config = &config;
    
    // start already?
    if (game_state)
        startGraphics();
}

void Engine::startGraphics (void) {
    // check state
    assert(game_state && graphics_config);

    // create the graphics
    graphics = new Graphics(*this, *game_state, *graphics_config);
}

void Engine::setupNetworkServer (const std::string &listen_port) {
    NetworkEndpoint listen_addr(listen_port);
    
    // setup default game
    setupGame();

    // create the server
    net_server = new NetworkServer(*game_state, listen_addr);
}

void Engine::setupNetworkClient (const std::string &connect_host, const std::string &connect_port) {
    // connect_to
    NetworkEndpoint connect_addr(connect_host, connect_port);

    // begin connecting, the client will callback us with setupGame once it's connected
    net_client_connect = new NetworkClientConnect(*this, connect_addr);
}

void Engine::setupSinglePlayer (void) {
    // setup default game
    setupGame();

    // create player directly
 	LocalPlayer* lp = new SinglePlayer(*game_state);

    // add to gamestate
	game_state->setLocalPlayer(lp);
}

void Engine::stop (void) {
    is_running = false;
}

void Engine::run (void) {
    // our NetworkReactor
    NetworkReactor *reactor = NetworkReactor::current;

    // timeout info
    timeval timeout;

    while (is_running) {
        // this does.... magical things
        CL_System::keep_alive();
        
        // setup our timeout to ENGINE_TIMEOUT_MS
        timeout.tv_sec = 0;
        timeout.tv_usec = ENGINE_TIMEOUT_MS * 1000;
       
        /*
         * Thursday came and went, I re-wrote clan-event.
         *
         * We use the NetworkReactor for sleeping, as it handles it effeciently even if we're not using network.
         */
        reactor->poll(&timeout);
    }
}

CL_ResourceManager* Engine::getResourceManager (void) {
    return &resources;
}

Logger Engine::log (enum LogLevel level, const char *type) {
    return Logger(level <= WARN ? std::cerr : std::cout, level, type);
}