Cleaned code

This commit is contained in:
stiffly
2015-12-17 10:47:08 +01:00
parent 97a0d97b0b
commit 4c29e071af
2 changed files with 43 additions and 47 deletions
+35 -38
View File
@@ -5,7 +5,6 @@
#include <ctime>
#include <glm/common.hpp>
#include <GLFW/glfw3.h> // For input event
#include "Network/MessageType.h"
#include "Network/NetworkDefinitions.h"
@@ -14,68 +13,66 @@
#include "Network/WinLeakCheck.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EInputCommand.h"
#include "Network/Network.h"
class Client : public Network
{
public:
Client();
~Client();
void Start(World* world, EventBroker* eventBroker);
Client();
~Client();
void Start(World* world, EventBroker* eventBroker);
void Update();
void Close();
private:
void ReadFromServer();
void SendSnapshotToServer();
void ReadFromServer();
void SendSnapshotToServer();
int Receive(char* data, size_t length);
void Send(Package& message);
int CreateMessage(MessageType type, std::string message, char* data);
int Receive(char* data, size_t length);
void Send(Package& message);
void Connect();
void Disconnect();
void Ping();
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void ParseMessageType(Package& package);
void ParseEventMessage(Package& package);
void ParseConnect(Package& package);
void ParsePing();
void ParseServerPing();
void ParseSnapshot(Package& package);
void CreateNewPlayer(int i);
void IdentifyPacketLoss();
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void ParseMessageType(Package& package);
void ParseEventMessage(Package& package);
void ParseConnect(Package& package);
void ParsePing();
void ParseServerPing();
void ParseSnapshot(Package& package);
void CreateNewPlayer(int i);
void IdentifyPacketLoss();
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// Packet loss logic
// Packet loss logic
unsigned int m_PacketID = 0;
unsigned int m_PreviousPacketID = 0;
unsigned int m_PreviousPacketID = 0;
unsigned int m_SendPacketID = 0;
// Game Logic
// Game logic
World* m_World;
std::vector<unsigned int> m_PlayersToCreate;
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
std::string m_PlayerName;
int m_PlayerID = -1;
IsWASDKeyDown m_IsWASDKeyDown;
World* m_World;
int m_PlayerID = -1;
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
std::clock_t m_StartPingTime;
double m_DurationOfPingTime;
std::string m_PlayerName;
// Network logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
bool m_ThreadIsRunning = true;
double m_DurationOfPingTime;
std::clock_t m_StartPingTime;
// Use to check if we should send disconnect message
// if game is turned of by closing window.
bool m_WasStarted = false;
IsWASDKeyDown m_IsWASDKeyDown;
// Events
EventBroker* m_EventBroker;
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
};
+8 -9
View File
@@ -5,7 +5,7 @@ using namespace boost::asio::ip;
Client::Client() : m_Socket(m_IOService)
{
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.2"), 13);
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
// Set up network stream
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
@@ -38,7 +38,7 @@ void Client::Start(World* world, EventBroker* eventBroker)
}
void Client::Update()
{
{
while (m_PlayersToCreate.size() > 0) {
unsigned int i = m_PlayersToCreate.size() - 1;
unsigned int tempID = m_World->CreateEntity();
@@ -114,7 +114,7 @@ void Client::SendSnapshotToServer()
package.AddString("0Forward");
Send(package);
}
if (m_NextSnapshot.InputRight != "") {
@@ -204,7 +204,7 @@ void Client::ParseSnapshot(Package& package)
// We're checking for empty name for now. This might not be the best way,
// but it is to avoid sending redundant data.
tempName = package.PopFrontString();
// Apply the position data read to the player entity
// New player connected on the server side
@@ -225,7 +225,7 @@ void Client::ParseSnapshot(Package& package)
//playerPos.y = package.PopFrontPrimitive<float>();
//playerPos.z = package.PopFrontPrimitive<float>();
// Move player to server position
if (m_PlayerDefinitions[i].EntityID != -1) {
@@ -294,8 +294,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
if (e.Command == "Forward") {
if (e.Value > 0) {
m_IsWASDKeyDown.W = true;
}
else if (e.Value < 0) {
} else if (e.Value < 0) {
m_IsWASDKeyDown.S = true;
} else {
m_IsWASDKeyDown.W = false;
@@ -312,7 +311,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e)
m_IsWASDKeyDown.D = false;
}
}
if (e.Command == "Sprint") { // Temp connect
if (e.Command == "Sprint") { // Connect for now
Connect();
}
return false;
@@ -331,6 +330,6 @@ void Client::IdentifyPacketLoss()
// if no packets lost, difference should be equal to 1
int difference = m_PacketID - m_PreviousPacketID;
if (difference != 1) {
LOG_INFO("%i Packet(s) were lost...", difference);
LOG_INFO("%i Packet(s) were lost...", difference);
}
}