0ad/source/ps/Network/Client.cpp
2004-08-16 15:19:17 +00:00

189 lines
4.2 KiB
C++
Executable File

#include "precompiled.h"
#include <Network/Client.h>
#include <CStr.h>
#include <CLogger.h>
#include <CConsole.h>
#define LOG_CAT_NET "net"
CNetClient *g_NetClient=NULL;
extern CConsole *g_Console;
CNetClient::CNetClient(CGame *pGame, CGameAttributes *pGameAttribs):
CNetSession(ConnectHandler),
m_pLocalPlayer(NULL),
m_pGame(pGame),
m_pGameAttributes(pGameAttribs)
{
m_pGame->GetSimulation()->SetTurnManager(this);
}
/* TEMPLATE FOR MESSAGE HANDLERS:
bool CNetClient::<X>Handler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
printf("CNetClient::<X>Handler(): %s.\n", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case XXX:
break;
default:
UNHANDLED(pMsg);
}
HANDLED(pMsg);
}
*/
#define UNHANDLED(_pMsg) return false;
#define HANDLED(_pMsg) delete _pMsg; return true;
#define TAKEN(_pMsg) return true;
bool CNetClient::ConnectHandler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
LOG(NORMAL, "CNetClient::ConnectHandler(): %s.\n", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case NMT_CONNECT_COMPLETE:
pClient->m_pMessageHandler=HandshakeHandler;
break;
case NMT_ERROR:
{
CNetErrorMessage *msg=(CNetErrorMessage *)pMsg;
LOG(ERROR, "CNetClient::ConnectHandler(): Connect Failed: %s\n", msg->m_Error);
break;
}
default:
UNHANDLED(pMsg);
}
HANDLED(pMsg);
}
bool CNetClient::HandshakeHandler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
LOG(NORMAL, "CNetClient::HandshakeHandler(): %s.\n", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case NMT_ServerHandshake:
{
CClientHandshake *msg=new CClientHandshake();
msg->m_MagicResponse=PS_PROTOCOL_MAGIC_RESPONSE;
msg->m_ProtocolVersion=PS_PROTOCOL_VERSION;
msg->m_SoftwareVersion=PS_PROTOCOL_VERSION;
pClient->Push(msg);
break;
}
case NMT_ServerHandshakeResponse:
{
CAuthenticate *msg=new CAuthenticate();
msg->m_Name=pClient->m_Name;
msg->m_Password=pClient->m_Password;
pClient->m_pMessageHandler=AuthenticateHandler;
pClient->Push(msg);
break;
}
default:
UNHANDLED(pMsg);
}
HANDLED(pMsg);
}
bool CNetClient::AuthenticateHandler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
printf("CNetClient::AuthenticateHandler(): %s.\n", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case NMT_Result:
{
CResult *msg=(CResult *)pMsg;
if (msg->m_Code != NRC_OK)
{
LOG(ERROR, LOG_CAT_NET, "CNetClient::AuthenticateHandler(): Authentication failed: %ls", msg->m_Message);
}
else
LOG(NORMAL, LOG_CAT_NET, "CNetClient::AuthenticateHandler(): Authenticated!");
pClient->m_pMessageHandler=PreGameHandler;
break;
}
default:
UNHANDLED(pMsg);
}
HANDLED(pMsg);
}
bool CNetClient::PreGameHandler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
printf("CNetClient::PreGameHandler(): %s.\n", pMsg->GetString().c_str());
if (ChatHandler(pMsg, pSession))
return true;
switch (pMsg->GetType())
{
case NMT_StartGame:
{
pClient->StartGame();
HANDLED(pMsg);
}
case NMT_PlayerConnect:
{
// Add players to local client list
HANDLED(pMsg);
}
case NMT_SetGameConfig:
{
CSetGameConfig *msg=(CSetGameConfig *)pMsg;
for (uint i=0;i<msg->m_Values.size();i++)
{
pClient->m_pGameAttributes->SetValue(msg->m_Values[i].m_Name, msg->m_Values[i].m_Value);
}
HANDLED(pMsg);
}
}
UNHANDLED(pMsg);
}
bool CNetClient::ChatHandler(CNetMessage *pMsg, CNetSession *pSession)
{
CNetClient *pClient=(CNetClient *)pSession;
printf("CNetClient::ChatHandler(): %s.\n", pMsg->GetString().c_str());
switch (pMsg->GetType())
{
case NMT_ChatMessage:
{
CChatMessage *msg=(CChatMessage *)pMsg;
g_Console->ReceivedChatMessage(msg->m_Sender, msg->m_Message);
HANDLED(pMsg);
}
}
UNHANDLED(pMsg);
}
void CNetClient::StartGame()
{
m_pGame->GetSimulation()->SetTurnManager(this);
m_pGame->StartGame(m_pGameAttributes);
}
void CNetClient::NewTurn()
{
RotateBatches();
ClearBatch(2);
//Push(new CEndCommandBatch());
}
void CNetClient::QueueLocalCommand(CNetMessage *pMsg)
{
// We don't save these locally, since they will be bounced by the server anyway
Push(pMsg);
}