We are now using udp again

This commit is contained in:
Jocke
2016-03-07 16:06:10 +01:00
parent 078d6eb712
commit 68a88ed756
4 changed files with 60 additions and 58 deletions
+16 -14
View File
@@ -49,16 +49,17 @@ void Client::Connect(std::string address, int port)
void Client::Update()
{
m_EventBroker->Process<Client>();
//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<int>(); //Read new packet id
// parse player id and other stuff
m_PlayerID = packet.ReadPrimitive<int>();
m_PlayerID = packet.ReadPrimitive<int>();
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()