Fixed bug where closing glwindow as client crashed.
Server bug is still present.
This commit is contained in:
@@ -23,7 +23,6 @@ public:
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~Client();
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void Start(World* world, EventBroker* eventBroker);
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void Close();
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private:
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// Threaded
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void ReadFromServer();
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@@ -50,12 +49,14 @@ private:
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World* m_World;
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int m_PlayerID = -1;
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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//std::string m_PlayerNames[MAXCONNECTIONS];
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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std::clock_t m_StartPingTime;
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double m_DurationOfPingTime;
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std::string m_PlayerName;
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bool m_ThreadIsRunning = true;
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// Use to check if we should send disconnect message
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// if game is turned of by closing window.
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bool m_WasStarted = false;
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// Events
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EventBroker* m_EventBroker;
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@@ -18,10 +18,11 @@ Client::~Client()
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void Client::Start(World* world, EventBroker* eventBroker)
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{
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// Subscribe to events
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m_EventBroker = eventBroker;
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m_WasStarted = true;
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m_EventBroker = eventBroker;
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m_World = world;
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m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EKeyDown);
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m_EventBroker->Subscribe(m_EKeyDown);
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std::cout << "Please enter you name: ";
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std::cin >> m_PlayerName;
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while (m_PlayerName.size() > 7) {
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@@ -30,15 +31,16 @@ void Client::Start(World* world, EventBroker* eventBroker)
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}
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m_Socket.connect(m_ReceiverEndpoint);
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std::cout << "I am client. BIP BOP\n";
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ReadFromServer();
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}
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void Client::Close()
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{
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Disconnect();
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m_ThreadIsRunning = false;
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m_Socket.close();
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if (m_WasStarted) {
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Disconnect();
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m_ThreadIsRunning = false;
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m_EventBroker->Unsubscribe(m_EKeyDown);
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}
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}
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void Client::ReadFromServer()
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@@ -28,36 +28,11 @@ void Server::Start(World* world)
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void Server::DisplayLoop()
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{
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int lengthOfMessage = -1;
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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int intervallMs = 1000;
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int snapshotInterval = 50;
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int timeToCheckTimeOutTime = 100;
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char* data;
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for (;;) {
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std::clock_t currentTime = std::clock();
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// int tempTestRemovePlz = (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC);
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendSnapshot();
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previousSnapshotMessage = currentTime;
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}
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// Send pings each
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if (intervallMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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SendPing();
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previousePingMessage = currentTime;
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}
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// Time out logic
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if (timeToCheckTimeOutTime < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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CheckForTimeOuts();
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timOutTimer = currentTime;
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}
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}
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}
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@@ -65,6 +40,14 @@ void Server::ReadFromClients()
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{
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char readBuf[1024] = { 0 };
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int bytesRead = 0;
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// time for previouse message
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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// How offen we send messages (milliseconds)
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int intervallMs = 1000;
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int snapshotInterval = 50;
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int timeToCheckTimeOutTime = 100;
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for (;;) {
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if (m_Socket.available()) {
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@@ -77,6 +60,26 @@ void Server::ReadFromClients()
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std::cout << "Read from client crashed: " << err.what();
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//}
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}
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std::clock_t currentTime = std::clock();
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// int tempTestRemovePlz = (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC);
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendSnapshot();
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previousSnapshotMessage = currentTime;
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}
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// Send pings each
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if (intervallMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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SendPing();
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previousePingMessage = currentTime;
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}
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// Time out logic
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if (timeToCheckTimeOutTime < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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CheckForTimeOuts();
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timOutTimer = currentTime;
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}
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}
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}
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}
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@@ -299,24 +302,24 @@ void Server::ParseEvent(char * data, size_t length)
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unsigned int entityId = m_PlayerDefinitions[i].EntityID;
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if ("+Forward" == std::string(data)) {
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glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
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temp.z -= 0.5f;
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temp.z -= 0.1f;
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m_World->GetComponent(entityId, "Transform")["Position"] = temp;
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}
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if ("-Forward" == std::string(data)) {
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glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
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temp.z += 0.5f;
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temp.z += 0.1f;
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m_World->GetComponent(entityId, "Transform")["Position"] = temp;
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}
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if ("+Right" == std::string(data)) {
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glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
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temp.x += 0.5f;
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temp.x += 0.1f;
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m_World->GetComponent(entityId, "Transform")["Position"] = temp;
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}
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if ("-Right" == std::string(data)) {
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glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
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temp.x -= 0.5f;
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temp.x -= 0.1f;
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m_World->GetComponent(entityId, "Transform")["Position"] = temp;
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}
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}
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@@ -340,6 +343,7 @@ void Server::ParseConnect(char * data, size_t length)
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transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
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m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
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m_PlayerDefinitions[i].Name = std::string(data);
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+3
-2
@@ -41,15 +41,16 @@ Game::Game(int argc, char* argv[])
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// TEMP: Invoke network
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boost::thread workerThread(&Game::NetworkFunction, this);
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m_LastTime = glfwGetTime();
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}
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Game::~Game()
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{
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// Call before to ensure that thread closes correctly.
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m_Client.Close();
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delete m_FrameStack;
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delete m_EventBroker;
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m_Client.Close();
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}
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void Game::Tick()
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