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@@ -7,8 +7,8 @@ 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("192.168.1.2"), 13);
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m_NextSnapshot.inputForward = "";
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m_NextSnapshot.inputRight = "";
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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}
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Client::~Client()
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@@ -65,23 +65,45 @@ void Client::ReadFromServer()
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}
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std::clock_t currentTime = std::clock();
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendToServer();
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SendSnapshotToServer();
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previousSnapshotMessage = currentTime;
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}
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}
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}
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void Client::SendToServer()
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void Client::SendSnapshotToServer()
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{
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if (m_NextSnapshot.inputForward != "" && m_NextSnapshot.inputForward[0] != '\0') {
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// Reset previouse key state in snapshot.
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Package message(MessageType::Event);
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message.AddString(m_NextSnapshot.inputForward);
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message.AddString(m_NextSnapshot.InputForward);
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Send(message);
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m_NextSnapshot.InputRight = "";
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m_NextSnapshot.InputRight = "";
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// See if any movement keys are down
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// We dont care if it's overwritten by later
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// if statement. Watcha gonna do, right!
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if (m_IsWASDKeyDown.W) {
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m_NextSnapshot.InputRight = "+Forward";
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}
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if (m_IsWASDKeyDown.A) {
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m_NextSnapshot.InputRight = "-Right";
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}
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if (m_IsWASDKeyDown.S) {
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m_NextSnapshot.InputRight = "-Forward";
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}
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if (m_IsWASDKeyDown.D) {
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m_NextSnapshot.InputRight = "+Right";
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}
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if (m_NextSnapshot.InputForward != "") {
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Package message(MessageType::Event);
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message.AddString(m_NextSnapshot.InputForward);
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Send(message);
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}
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if (m_NextSnapshot.inputRight != "" && m_NextSnapshot.inputRight[0] != '\0') {
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if (m_NextSnapshot.InputRight != "") {
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Package message(MessageType::Event);
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message.AddString(m_NextSnapshot.inputRight);
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message.AddString(m_NextSnapshot.InputRight);
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Send(message);
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}
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}
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@@ -141,6 +163,7 @@ void Client::ParseServerPing()
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Package message(MessageType::ServerPing);
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message.AddString("Ping recieved");
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Send(message);
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//std::cout << "Parsing ping." << std::endl;
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}
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void Client::ParseEventMessage(char* data, size_t length)
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@@ -153,8 +176,7 @@ void Client::ParseEventMessage(char* data, size_t length)
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MoveMessageHead(data, length, sizeof(int));
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// Sett Player name
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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}
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else {
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} else {
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std::cout << m_PacketID << ": Event message: " << std::string(data) << std::endl;
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}
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@@ -185,12 +207,10 @@ void Client::ParseSnapshot(char* data, size_t length)
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// New player connected on the server side
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if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
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CreateNewPlayer(i);
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}
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else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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// Someone disconnected
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// TODO: Insert code here
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}
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else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
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} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
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// Not a connected player
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break;
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}
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@@ -201,10 +221,15 @@ void Client::ParseSnapshot(char* data, size_t length)
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int Client::Receive(char* data, size_t length)
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{
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boost::system::error_code error;
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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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0, error);
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std::cout << "ReadFromServer crashed: " << error.message();
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return bytesReceived;
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}
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@@ -249,16 +274,20 @@ bool Client::OnKeyDown(const Events::KeyDown& event)
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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 (event.KeyCode == GLFW_KEY_W) {
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m_NextSnapshot.inputForward = "+Forward";
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m_IsWASDKeyDown.W = true;
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//m_NextSnapshot.inputForward = "+Forward";
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}
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if (event.KeyCode == GLFW_KEY_A) {
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m_NextSnapshot.inputRight = "-Right";
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m_IsWASDKeyDown.A = true;
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//m_NextSnapshot.inputRight = "-Right";
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}
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if (event.KeyCode == GLFW_KEY_S) {
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m_NextSnapshot.inputForward = "-Forward";
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m_IsWASDKeyDown.S = true;
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//m_NextSnapshot.inputForward = "-Forward";
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}
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if (event.KeyCode == GLFW_KEY_D) {
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m_NextSnapshot.inputRight = "+Right";
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m_IsWASDKeyDown.D = true;
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//m_NextSnapshot.inputRight = "+Right";
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}
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if (event.KeyCode == GLFW_KEY_V) {
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@@ -277,12 +306,22 @@ bool Client::OnKeyDown(const Events::KeyDown& event)
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bool Client::OnKeyUp(const Events::KeyUp & e)
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{
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if (e.KeyCode == GLFW_KEY_W || e.KeyCode == GLFW_KEY_S) {
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m_NextSnapshot.inputForward = "";
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if (e.KeyCode == GLFW_KEY_W) {
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m_IsWASDKeyDown.W = false;
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//m_NextSnapshot.inputForward = "";
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return true;
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}
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if (e.KeyCode == GLFW_KEY_A || e.KeyCode == GLFW_KEY_D) {
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m_NextSnapshot.inputRight = "";
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if (e.KeyCode == GLFW_KEY_A){
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m_IsWASDKeyDown.A = false;
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return true;
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}
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if (e.KeyCode == GLFW_KEY_S){
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m_IsWASDKeyDown.S = false;
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return true;
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}
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if (e.KeyCode == GLFW_KEY_D) {
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m_IsWASDKeyDown.D = false;
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//m_NextSnapshot.inputRight = "";
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return true;
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}
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return false;
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