Added the old prototype logic to Client.h. Can now communicate with a external server(on prototype).
This commit is contained in:
@@ -1,14 +1,56 @@
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#ifndef Client_h__
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#define Client_h__
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#include <boost\asio.hpp>
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#include <string>
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#include <ctime>
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#include <boost/thread.hpp>
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#include <boost/bind.hpp>
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#include <glm/common.hpp>
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#include "Network/MessageType.h"
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#include "Network/NetworkDefines.h"
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class Client
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{
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public:
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Client();
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~Client();
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void Start();
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private:
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// Threaded
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void DisplayLoop();
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void ReadFromServer();
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void InputLoop();
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int Receive(char* data, size_t length);
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int CreateMessage(MessageType type, std::string message, char* data);
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(char* data, size_t length);
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void ParseEventMessage(char* data, size_t length);
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void ParseConnect(char* data, size_t length);
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void ParsePing();
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void ParseServerPing();
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void ParseSnapshot(char* data, size_t length);
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void SendInput();
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void SendDebugInput();
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void DrawBoard();
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// udp stuff
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::socket m_Socket;
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int m_PlayerID = -1;
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char m_GameBoard[BOARDSIZE][BOARDSIZE];
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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std::string m_PlayerNames[MAXCONNECTIONS];
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std::clock_t m_StartPingTime;
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double m_DurationOfPingTime;
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bool m_ShouldDrawGameBoard = true;
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std::string m_PlayerName;
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};
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#endif
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@@ -1,11 +1,322 @@
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#include "Network\Client.h"
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#include "Network/Client.h"
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Client::Client()
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using namespace boost::asio::ip;
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Client::Client() : m_Socket(m_IOService)
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{
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// Set up network stream
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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//Start(); // All logic happens here
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}
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Client::~Client()
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{
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}
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void Client::Start()
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{
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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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std::cout << "Please enter you name(No longer than 7 characters): ";
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std::cin >> m_PlayerName;
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}
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boost::thread_group threads;
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socket_ptr sock(new udp::socket(m_IOService));
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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m_GameBoard[j][i] = ' ';
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}
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}
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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m_PlayerPositions[i].x = -1;
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m_PlayerPositions[i].y = -1;
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m_PlayerNames[i] = "X";
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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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threads.create_thread(boost::bind(&Client::DisplayLoop, this));
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threads.create_thread(boost::bind(&Client::ReadFromServer, this));
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threads.create_thread(boost::bind(&Client::InputLoop, this));
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threads.join_all();
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}
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void Client::InputLoop()
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{
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int intervallMs = 33; // ~30 times per second
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int commandInterval = 200; // for commands like ping and connect, name might be ambigiuos
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std::clock_t previousInputTime = std::clock();
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std::clock_t previousCommandTime = std::clock();
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while (true) {
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std::clock_t currentTime = std::clock();
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int testTimeShit = (1000 * (currentTime - previousCommandTime) / (double)CLOCKS_PER_SEC);
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if (commandInterval < (1000 * (currentTime - previousCommandTime) / (double)CLOCKS_PER_SEC)) {
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SendDebugInput();
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previousCommandTime = currentTime;
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}
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int testTimeShit2 = (1000 * (currentTime - previousInputTime) / (double)CLOCKS_PER_SEC);
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if (intervallMs < (1000 * (currentTime - previousInputTime) / (double)CLOCKS_PER_SEC)) {
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if (m_PlayerID != -1) {
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SendInput();
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}
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previousInputTime = currentTime;
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}
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}
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}
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void Client::DisplayLoop()
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{
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while (true) {
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// Update gameboard
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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m_GameBoard[j][i] = ' ';
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}
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}
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if (m_ShouldDrawGameBoard)
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DrawBoard();
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boost::this_thread::sleep(boost::posix_time::millisec(100));
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}
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}
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void Client::ReadFromServer()
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{
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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for (;;) {
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if (m_Socket.available()) {
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bytesRead = Receive(readBuf, INPUTSIZE);
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ParseMessageType(readBuf, bytesRead);
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}
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}
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}
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void Client::ParseMessageType(char* data, size_t length)
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{
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int messageType = -1;
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memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
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MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
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switch (static_cast<MessageType>(messageType)) {
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case MessageType::Connect:
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ParseConnect(data, length);
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break;
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case MessageType::ClientPing:
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ParsePing();
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break;
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case MessageType::ServerPing:
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ParseServerPing();
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break;
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case MessageType::Message:
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break;
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case MessageType::Snapshot:
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ParseSnapshot(data, length);
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break;
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case MessageType::Disconnect:
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break;
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case MessageType::Event:
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ParseEventMessage(data, length);
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break;
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default:
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break;
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}
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}
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void Client::ParseConnect(char* data, size_t len)
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{
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memcpy(&m_PlayerID, data, sizeof(int));
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std::cout << "I am player: " << m_PlayerID << std::endl;
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}
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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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std::cout << "response time with ctime(ms): " << m_DurationOfPingTime << std::endl;
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}
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void Client::ParseServerPing()
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{
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char* testMsg = new char[128];
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int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMsg);
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//std::cout << "Parsing ping." << std::endl;
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m_Socket.send_to(boost::asio::buffer(
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testMsg,
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testOffset),
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m_ReceiverEndpoint, 0);
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}
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void Client::ParseEventMessage(char* data, size_t length)
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{
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int Id = -1;
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std::string command = std::string(data);
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if (command.find("+Player") != std::string::npos) {
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MoveMessageHead(data, length, command.size() + 1);
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memcpy(&Id, data, sizeof(int));
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MoveMessageHead(data, length, sizeof(int));
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// Sett Player name
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m_PlayerNames[Id] = command.erase(0, 7);
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}
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else {
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std::cout << "Event message: " << std::string(data) << std::endl;
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}
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MoveMessageHead(data, length, std::string(data).size() + 1);
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}
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void Client::ParseSnapshot(char* data, size_t length)
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{
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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memcpy(&m_PlayerPositions[i].x, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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memcpy(&m_PlayerPositions[i].y, data, sizeof(float));
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MoveMessageHead(data, length, sizeof(float));
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tempName = std::string(data);
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m_PlayerNames[i] = tempName;
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// +1 for null terminator
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MoveMessageHead(data, length, tempName.size() + 1);
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}
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}
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void Client::DrawBoard()
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{
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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if (m_PlayerPositions[i].x != -1 && m_PlayerPositions[i].y != -1) {
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m_GameBoard[static_cast<int>(m_PlayerPositions[i].x)][static_cast<int>(m_PlayerPositions[i].y)] = m_PlayerNames[i][0];
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}
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}
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system("cls");
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for (size_t i = 0; i < BOARDSIZE; i++) {
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std::cout << '_';
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}
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std::cout << std::endl;
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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std::cout << m_GameBoard[j][i];
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}
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std::cout << std::endl;
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}
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for (size_t i = 0; i < BOARDSIZE; i++) {
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std::cout << "^";
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}
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}
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int Client::Receive(char* data, size_t length)
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{
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0);
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return bytesReceived;
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}
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int Client::CreateMessage(MessageType type, std::string message, char* data)
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{
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int lengthOfMessage = 0;
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int messageType = static_cast<int>(type);
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lengthOfMessage = message.size();
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int offset = 0;
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// Message type
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memcpy(data + offset, &messageType, sizeof(int));
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offset += sizeof(int);
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// Message, add one extra byte for null terminator
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memcpy(data + offset, message.data(), (lengthOfMessage + 1) * sizeof(char));
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offset += (lengthOfMessage + 1) * sizeof(char);
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return offset;
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}
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void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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{
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data += stepSize;
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length -= stepSize;
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}
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void Client::SendDebugInput()
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{
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char* dataPackage = new char[INPUTSIZE];
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if (GetAsyncKeyState('P')) { // Maybe use previous key here
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int length = CreateMessage(MessageType::ClientPing, "Ping", dataPackage);
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m_StartPingTime = std::clock();
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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length),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('C')) {
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int length = CreateMessage(MessageType::Connect, m_PlayerName, dataPackage);
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m_StartPingTime = std::clock();
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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length),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('Q')) { // Does not work. Plez fix
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exit(1);
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}
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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}
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void Client::SendInput()
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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if (GetAsyncKeyState('W')) {
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int len = CreateMessage(MessageType::Event, "+Forward", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('A')) {
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int len = CreateMessage(MessageType::Event, "-Right", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('S')) {
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int len = CreateMessage(MessageType::Event, "-Forward", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('D')) {
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int len = CreateMessage(MessageType::Event, "+Right", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('V')) {
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int len = CreateMessage(MessageType::Disconnect, "+Disconnect", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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}
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@@ -1,4 +1,4 @@
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#include "Network\Server.h"
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#include "Network/Server.h"
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Server::Server()
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{
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