Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts: # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp
This commit is contained in:
@@ -35,6 +35,9 @@ void Client::Update()
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{
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m_EventBroker->Process<Client>();
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readFromServer();
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if (m_IsConnected) {
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hasServerTimedOut();
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}
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}
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void Client::readFromServer()
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@@ -97,12 +100,18 @@ void Client::parsePlayerConnected(Packet & packet)
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void Client::parsePing()
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{
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
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}
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void Client::parseServerPing()
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{
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// Might miss connect message so set it here instead.
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m_IsConnected = true;
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// Time since last ping was received
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
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m_StartPingTime = std::clock();
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Packet packet(MessageType::ServerPing, m_SendPacketID);
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packet.WriteString("Ping recieved");
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send(packet);
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@@ -235,16 +244,18 @@ void Client::connect()
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void Client::disconnect()
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{
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m_PreviousPacketID = 0;
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m_PacketID = 0;
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Packet packet(MessageType::Disconnect, m_SendPacketID);
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send(packet);
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}
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void Client::ping()
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{
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Packet packet(MessageType::Connect, m_SendPacketID);
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packet.WriteString("Ping");
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m_StartPingTime = std::clock();
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send(packet);
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//Packet packet(MessageType::Connect, m_SendPacketID);
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//packet.WriteString("Ping");
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//m_StartPingTime = std::clock();
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//send(packet);
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}
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bool Client::OnInputCommand(const Events::InputCommand & e)
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@@ -287,12 +298,15 @@ void Client::identifyPacketLoss()
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}
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}
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bool Client::isConnected()
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bool Client::hasServerTimedOut()
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{
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if (m_PlayerID != -1) {
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if (m_PlayerDefinitions[m_PlayerID].EntityID != -1) {
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return true;
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}
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// Time in ms
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float timeSincePing = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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if (timeSincePing > TIMEOUTMS) {
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// Clear everything and go to menu.
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LOG_INFO("Server has timed out, returning to menu, Beep Boop.");
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m_IsConnected = false;
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return true;
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}
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return false;
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}
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