diff --git a/include/Engine/Network/Client.h b/include/Engine/Network/Client.h index 2fa81549..4ee071d2 100644 --- a/include/Engine/Network/Client.h +++ b/include/Engine/Network/Client.h @@ -52,7 +52,7 @@ public: void Connect(std::string address, int port); void Update() override; private: - //UDPClient m_Unreliable; + UDPClient m_Unreliable; TCPClient m_Reliable; std::vector m_PlayerSpawnEvents; void parseSpawnEvents(); diff --git a/include/Engine/Network/Server.h b/include/Engine/Network/Server.h index 48b7bcfa..395c80c7 100644 --- a/include/Engine/Network/Server.h +++ b/include/Engine/Network/Server.h @@ -36,7 +36,7 @@ public: private: // Network channels TCPServer m_Reliable; - //UDPServer m_Unreliable; + UDPServer m_Unreliable; UDPServer m_ServerlistRequest; // dont forget to set these in the childrens receive logic boost::asio::ip::address m_Address; diff --git a/src/Engine/Network/Client.cpp b/src/Engine/Network/Client.cpp index d8a8ae2b..d05e1541 100644 --- a/src/Engine/Network/Client.cpp +++ b/src/Engine/Network/Client.cpp @@ -49,16 +49,17 @@ void Client::Connect(std::string address, int port) void Client::Update() { m_EventBroker->Process(); - //while (m_Unreliable.IsSocketAvailable()) { - // // Packet will get real data in receive - // Packet packet(MessageType::Invalid); - // m_Unreliable.Receive(packet); - // if (packet.GetMessageType() == MessageType::Connect) { - // parseUDPConnect(packet); - // } else { - // parseMessageType(packet); - // } - //} + while (m_Unreliable.IsSocketAvailable()) { + // Packet will get real data in receive + Packet packet(MessageType::Invalid); + m_Unreliable.Receive(packet); + if (packet.GetMessageType() == MessageType::Connect) { + parseUDPConnect(packet); + } else { + parseMessageType(packet); + } + } + while (m_Reliable.IsSocketAvailable()) { // Packet will get real data in receive Packet packet(MessageType::Invalid); @@ -162,6 +163,7 @@ void Client::parseMessageType(Packet& packet) void Client::parseUDPConnect(Packet& packet) { // Map ServerEntityID and your PlayerID + // TODO: If this is not received send a new connect message. LOG_INFO("I be connected PogChamp"); } @@ -179,12 +181,12 @@ void Client::parseTCPConnect(Packet& packet) m_PacketID = packet.ReadPrimitive(); //Read new packet id // parse player id and other stuff m_PlayerID = packet.ReadPrimitive(); - m_PlayerID = packet.ReadPrimitive(); LOG_INFO("A Player connected"); + // TODO: If this is not received send a new connect message. Packet UnreliablePacket(MessageType::Connect, m_SendPacketID); // Add player id and other stuff packet.WritePrimitive(m_PlayerID); - // m_Unreliable.Send(packet); + m_Unreliable.Send(packet); // LOG_INFO("Sent UDP Connect Server"); } @@ -483,7 +485,7 @@ bool Client::OnInputCommand(const Events::InputCommand & e) if (e.Command == "ConnectToServer") { // Connect for now if (e.Value > 0) { m_Reliable.Connect(m_PlayerName, m_Address, m_Port); - // m_Unreliable.Connect(m_PlayerName, m_Address, m_Port); + m_Unreliable.Connect(m_PlayerName, m_Address, m_Port); } //LOG_DEBUG("Client::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID); return true; @@ -620,7 +622,7 @@ void Client::sendLocalPlayerTransform() packet.WritePrimitive((int)cAssaultWeapon["Ammo"]); } - m_Reliable.Send(packet); + m_Unreliable.Send(packet); } void Client::identifyPacketLoss() diff --git a/src/Engine/Network/Server.cpp b/src/Engine/Network/Server.cpp index 92cfbedb..27f0a0cb 100644 --- a/src/Engine/Network/Server.cpp +++ b/src/Engine/Network/Server.cpp @@ -47,19 +47,19 @@ void Server::Update() } } - //PlayerDefinition pd; - //while (m_Unreliable.IsSocketAvailable()) { - // // Packet will get real data in receive - // Packet packet(MessageType::Invalid); - // m_Unreliable.Receive(packet, pd); - // m_Address = pd.Endpoint.address(); - // m_Port = pd.Endpoint.port(); - // if (packet.GetMessageType() == MessageType::Connect) { - // parseUDPConnect(packet); - // } else { - // parseMessageType(packet); - // } - //} + PlayerDefinition pd; + while (m_Unreliable.IsSocketAvailable()) { + // Packet will get real data in receive + Packet packet(MessageType::Invalid); + m_Unreliable.Receive(packet, pd); + m_Address = pd.Endpoint.address(); + m_Port = pd.Endpoint.port(); + if (packet.GetMessageType() == MessageType::Connect) { + parseUDPConnect(packet); + } else { + parseMessageType(packet); + } + } while (m_ServerlistRequest.IsSocketAvailable()) { Packet packet(MessageType::Invalid); @@ -164,7 +164,7 @@ void Server::unreliableBroadcast(Packet& packet) { for (auto& kv : m_ConnectedPlayers) { packet.ChangePacketID(kv.second.PacketID); -// m_Unreliable.Send(packet, kv.second); + m_Unreliable.Send(packet, kv.second); } } @@ -174,7 +174,7 @@ void Server::sendSnapshot() Packet packet(MessageType::Snapshot); addInputCommandsToPacket(packet); addPlayersToPacket(packet, EntityID_Invalid); - reliableBroadcast(packet); + unreliableBroadcast(packet); } void Server::addInputCommandsToPacket(Packet& packet) @@ -322,30 +322,30 @@ void Server::checkForTimeOuts() } } -//void Server::parseUDPConnect(Packet & packet) -//{ -// Pop packetSize, sequenceNumber and packetsInSequence. -//packet.ReadPrimitive(); -//packet.ReadPrimitive(); -//packet.ReadPrimitive(); -// int messageType = packet.ReadPrimitive(); -// // Read packet ID -// m_PreviousPacketID = m_PacketID; // Set previous packet id -// m_PacketID = packet.ReadPrimitive(); //Read new packet id -// // parse player id and other stuff -// PlayerID playerID = packet.ReadPrimitive(); -// if (!EntityWrapper(m_World, playerID).Valid()) { -// -// } -// // Do something here? -// boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port); -// m_ConnectedPlayers.at(playerID).Endpoint = endpoint; -// LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str()); -// // Send a message to the player that connected -// Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID); -// m_Unreliable.Send(connnectPacket); -// LOG_INFO("UDP Connect sent to client"); -//} +void Server::parseUDPConnect(Packet & packet) +{ + //Pop packetSize, sequenceNumber and packetsInSequence. + packet.ReadPrimitive(); + packet.ReadPrimitive(); + packet.ReadPrimitive(); + int messageType = packet.ReadPrimitive(); + // Read packet ID + m_PreviousPacketID = m_PacketID; // Set previous packet id + m_PacketID = packet.ReadPrimitive(); //Read new packet id + // parse player id and other stuff + PlayerID playerID = packet.ReadPrimitive(); + if (!EntityWrapper(m_World, playerID).Valid()) { + + } + // Do something here? + boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port); + m_ConnectedPlayers.at(playerID).Endpoint = endpoint; + LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str()); + // Send a message to the player that connected + Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID); + m_Unreliable.Send(connnectPacket); + LOG_INFO("UDP Connect sent to client"); +} void Server::parseTCPConnect(Packet & packet) { @@ -656,9 +656,9 @@ bool Server::shouldSendToClient(EntityWrapper childEntity) return true; } } - return childEntity.HasComponent("Player") + return childEntity.HasComponent("Player") || childEntity.FirstParentWithComponent("Player").Valid() - || childEntity.HasComponent("CapturePoint") + || childEntity.HasComponent("CapturePoint") || childEntity.HasComponent("HealthPickup") || childEntity.HasComponent("AmmoPickup") || childEntity.HasComponent("ScoreScreen") @@ -681,7 +681,7 @@ PlayerID Server::getPlayerIDFromEndpoint() PlayerID Server::getPlayerIDFromEntityID(EntityID entityID) { - for(auto& kv : m_ConnectedPlayers) { + for (auto& kv : m_ConnectedPlayers) { if (entityID == kv.second.EntityID) { return kv.first; }