Cleaned code
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@@ -5,7 +5,6 @@
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#include <ctime>
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#include <glm/common.hpp>
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#include <GLFW/glfw3.h> // For input event
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#include "Network/MessageType.h"
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#include "Network/NetworkDefinitions.h"
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@@ -14,68 +13,66 @@
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#include "Network/WinLeakCheck.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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#include "Input/EInputCommand.h"
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#include "Network/Network.h"
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class Client : public Network
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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(World* world, EventBroker* eventBroker);
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Client();
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~Client();
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void Start(World* world, EventBroker* eventBroker);
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void Update();
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void Close();
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private:
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void ReadFromServer();
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void SendSnapshotToServer();
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void ReadFromServer();
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void SendSnapshotToServer();
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int Receive(char* data, size_t length);
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void Send(Package& message);
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int CreateMessage(MessageType type, std::string message, char* data);
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int Receive(char* data, size_t length);
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void Send(Package& message);
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void Connect();
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void Disconnect();
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void Ping();
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(Package& package);
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void ParseEventMessage(Package& package);
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void ParseConnect(Package& package);
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void ParsePing();
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void ParseServerPing();
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void ParseSnapshot(Package& package);
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void CreateNewPlayer(int i);
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void IdentifyPacketLoss();
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(Package& package);
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void ParseEventMessage(Package& package);
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void ParseConnect(Package& package);
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void ParsePing();
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void ParseServerPing();
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void ParseSnapshot(Package& package);
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void CreateNewPlayer(int i);
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void IdentifyPacketLoss();
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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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// UDP logic
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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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// Packet loss logic
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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_PreviousPacketID = 0;
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unsigned int m_SendPacketID = 0;
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// Game Logic
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// Game logic
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World* m_World;
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std::vector<unsigned int> m_PlayersToCreate;
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glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
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std::string m_PlayerName;
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int m_PlayerID = -1;
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IsWASDKeyDown m_IsWASDKeyDown;
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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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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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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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// Network logic
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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bool m_ThreadIsRunning = true;
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double m_DurationOfPingTime;
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std::clock_t m_StartPingTime;
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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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IsWASDKeyDown m_IsWASDKeyDown;
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// Events
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EventBroker* m_EventBroker;
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// Events
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand &e);
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};
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