Added kick logic to the server. Also typedefed.
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@@ -39,14 +39,14 @@ private:
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char readBuf[INPUTSIZE] = { 0 };
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// Packet loss logic
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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unsigned int m_SendPacketID = 0;
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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PacketID m_SendPacketID = 0;
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// Game logic
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World* m_World;
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std::string m_PlayerName;
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int m_PlayerID = -1;
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PlayerID m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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bool m_IsConnected = false;
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// Server Client Lookup map
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@@ -76,6 +76,7 @@ private:
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseKick();
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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@@ -13,7 +13,8 @@ enum class MessageType
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OnInputCommand,
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OnPlayerDamage,
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PlayerConnected,
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BecomePlayer
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BecomePlayer,
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Kick
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};
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#endif
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@@ -13,6 +13,9 @@
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#include <iostream>
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#define INPUTSIZE 4097
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typedef unsigned int PlayerID;
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typedef unsigned int PacketID;
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typedef unsigned int UserID;
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class Network
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{
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@@ -51,19 +51,19 @@ private:
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EventBroker* m_EventBroker;
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// Packet loss logic
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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// Private member functions
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int receive(char* data);
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void readFromClients();
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void send(Packet& packet, int playerID);
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void send(Packet& packet, UserID user);
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void send(Packet& packet);
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void broadcast(Packet& packet);
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void sendSnapshot();
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void sendPing();
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void checkForTimeOuts();
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void disconnect(int i);
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void disconnect(UserID user);
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void parseMessageType(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseOnPlayerDamage(Packet& packet);
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@@ -73,7 +73,8 @@ private:
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void parsePing();
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void identifyPacketLoss();
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void createPlayer();
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int GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
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void kick(PlayerID player);
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PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
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// Debug event
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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