00001 //////////////////////////////////////////////////////////////////////////////// 00002 // Scorched3D (c) 2000-2009 00003 // 00004 // This file is part of Scorched3D. 00005 // 00006 // Scorched3D is free software; you can redistribute it and/or modify 00007 // it under the terms of the GNU General Public License as published by 00008 // the Free Software Foundation; either version 2 of the License, or 00009 // (at your option) any later version. 00010 // 00011 // Scorched3D is distributed in the hope that it will be useful, 00012 // but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 // GNU General Public License for more details. 00015 // 00016 // You should have received a copy of the GNU General Public License 00017 // along with Scorched3D; if not, write to the Free Software 00018 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00019 //////////////////////////////////////////////////////////////////////////////// 00020 00021 #include <client/ClientProcessingLoop.h> 00022 #include <client/ClientKeepAliveSender.h> 00023 #include <client/ClientParams.h> 00024 #include <client/ScorchedClient.h> 00025 #include <net/NetInterface.h> 00026 #include <common/Logger.h> 00027 #include <server/ServerMain.h> 00028 00029 ClientProcessingLoop *ClientProcessingLoop::instance_ = 0; 00030 00031 ClientProcessingLoop *ClientProcessingLoop::instance() 00032 { 00033 if (!instance_) 00034 { 00035 instance_ = new ClientProcessingLoop; 00036 } 00037 return instance_; 00038 } 00039 00040 ClientProcessingLoop::ClientProcessingLoop() : 00041 GameStateI("ClientProcessingLoop"), 00042 serverTime_(0.0f) 00043 { 00044 } 00045 00046 ClientProcessingLoop::~ClientProcessingLoop() 00047 { 00048 } 00049 00050 void ClientProcessingLoop::simulate(const unsigned state, float frameTime) 00051 { 00052 ClientKeepAliveSender::instance()->sendKeepAlive(); 00053 if (!ClientParams::instance()->getConnectedToServer()) 00054 { 00055 serverTime_ += frameTime; 00056 if (serverTime_ > 0.05f) 00057 { 00058 serverTime_ = 0.0f; 00059 serverLoop(); 00060 } 00061 } 00062 00063 Logger::processLogEntries(); 00064 if (ScorchedClient::instance()->getContext().getNetInterfaceValid()) 00065 { 00066 ScorchedClient::instance()->getNetInterface().processMessages(); 00067 } 00068 00069 if (ClientParams::instance()->getExitTime() > 0) 00070 { 00071 if (time(0) > ClientParams::instance()->getExitTime()) 00072 { 00073 exit(0); 00074 } 00075 } 00076 } 00077 00078 void ClientProcessingLoop::draw(const unsigned state) 00079 { 00080 // Make sure frame rate is not exceeded 00081 limiter_.limitFrameTime(); 00082 }
1.5.3