Added logic for mapping between ServerEntityIDs and LocalEntityIDs removed old code that wasn't used.
Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID. // Good to know To keep this structure please use insertIntoServerClientMaps() when adding items to them. m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs. To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID); To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
This commit is contained in:
@@ -34,8 +34,6 @@ private:
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// Sending message to server logic
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int bytesRead = -1;
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char readBuf[INPUTSIZE] = { 0 };
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int snapshotInterval = 33;
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std::clock_t previousSnapshotMessage = std::clock();
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// Packet loss logic
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unsigned int m_PacketID = 0;
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@@ -46,40 +44,43 @@ private:
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World* m_World;
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std::string m_PlayerName;
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int m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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// Server Client Lookup map
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// Assumes that root node for client and server is EntityID 0.
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std::unordered_map<EntityID, EntityID> m_ServerToClientMap;
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// Don't Add items to these two maps with insert, use insertIntoServerClientMaps(EntityID, EntityID)!!!!
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std::unordered_map<EntityID, EntityID> m_ServerIDToClientID;
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std::unordered_map<EntityID, EntityID> m_ClientIDToServerID;
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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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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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// Private member functions
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void readFromServer();
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void sendInputEvents();
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int receive(char* data, size_t length);
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void send(Packet& packet);
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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(Packet& packet);
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void parseEventMessage(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseServerPing();
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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bool isConnected();
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EntityID createPlayer();
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bool hasMappedEntity(EntityID entityID);
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// Mapping Logic
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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// Returns if server EntityID exist in map
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bool serverClientMapsHasEntity(EntityID serverEntityID);
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void insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
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// Events
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EventBroker* m_EventBroker;
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@@ -11,9 +11,9 @@ enum class MessageType
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ServerPing,
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Message,
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Snapshot,
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Event,
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OnInputCommand,
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OnPlayerDamage
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OnPlayerDamage,
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PlayerConnected
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};
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#endif
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@@ -48,8 +48,6 @@ private:
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// Game logic
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World* m_World;
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EventBroker* m_EventBroker;
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// vec.size() = ammount of players to create, stores playerID's
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std::vector<unsigned int> m_PlayersToCreate;
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// Packet loss logic
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unsigned int m_PacketID;
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@@ -61,8 +59,6 @@ private:
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void readFromClients();
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void send(Packet& packet, int playerID);
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void send(Packet& packet);
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void moveMessageHead(char*& data, size_t& length, size_t stepSize);
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void broadcast(std::string message);
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void broadcast(Packet& packet);
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void sendSnapshot();
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void sendPing();
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@@ -6,15 +6,13 @@ using namespace boost::asio::ip;
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Client::Client(ConfigFile* config) : m_Socket(m_IOService)
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{
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// Asumes root node is EntityID 0
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m_ServerToClientMap.insert(std::make_pair(0, 0));
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insertIntoServerClientMaps(0, 0);
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// Default is local host
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std::string address = config->Get<std::string>("Networking.Address", "127.0.0.1");
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int port = config->Get<int>("Networking.Port", 13);
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
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// Set up network stream
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m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
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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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@@ -22,7 +20,6 @@ Client::~Client()
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void Client::Start(World* world, EventBroker* eventBroker)
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{
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m_WasStarted = true;
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m_EventBroker = eventBroker;
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m_World = world;
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@@ -47,58 +44,6 @@ void Client::readFromServer()
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parseMessageType(packet);
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}
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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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if (isConnected()) {
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//sendSnapshotToServer();
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}
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previousSnapshotMessage = currentTime;
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}
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}
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void Client::sendInputEvents()
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{
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// Reset previous key state in snapshot.
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
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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 (player["Forward"]) {
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m_NextSnapshot.InputForward = "+Forward";
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}
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if (player["Left"]) {
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m_NextSnapshot.InputRight = "-Right";
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}
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if (player["Back"]) {
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m_NextSnapshot.InputForward = "-Forward";
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}
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if (player["Right"]) {
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m_NextSnapshot.InputRight = "+Right";
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}
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if (m_NextSnapshot.InputForward != "") {
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Packet packet(MessageType::Event, m_SendPacketID);
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packet.WriteString(m_NextSnapshot.InputForward);
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send(packet);
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} else {
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Packet packet(MessageType::Event, m_SendPacketID);
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packet.WriteString("0Forward");
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send(packet);
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}
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if (m_NextSnapshot.InputRight != "") {
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Packet packet(MessageType::Event, m_SendPacketID);
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packet.WriteString(m_NextSnapshot.InputRight);
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send(packet);
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} else {
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Packet packet(MessageType::Event, m_SendPacketID);
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packet.WriteString("0Right");
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send(packet);
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}
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}
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void Client::parseMessageType(Packet& packet)
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@@ -130,9 +75,8 @@ void Client::parseMessageType(Packet& packet)
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break;
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case MessageType::Disconnect:
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break;
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case MessageType::Event:
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parseEventMessage(packet);
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break;
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case MessageType::PlayerConnected:
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parsePlayerConnected(packet);
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default:
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break;
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}
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@@ -140,10 +84,19 @@ void Client::parseMessageType(Packet& packet)
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void Client::parseConnect(Packet& packet)
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{
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// Set your own player id
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m_PlayerID = packet.ReadPrimitive<int>();
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m_ServerEntityID = packet.ReadPrimitive<EntityID>();
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// Map ServerEntityID and your PlayerID
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LOG_INFO("%i: I am player: %i", m_PacketID, m_PlayerID);
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}
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void Client::parsePlayerConnected(Packet & packet)
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{
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// Map ServerEntityID and other player's PlayerID
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LOG_INFO("A Player connected");
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}
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void Client::parsePing()
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{
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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@@ -157,19 +110,6 @@ void Client::parseServerPing()
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send(packet);
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}
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void Client::parseEventMessage(Packet& packet)
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{
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int Id = -1;
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std::string command = packet.ReadString();
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if (command.find("+Player") != std::string::npos) {
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Id = packet.ReadPrimitive<int>();
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// Sett Player name
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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} else {
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LOG_INFO("%i: Event message: %s", m_PacketID, command.c_str());
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}
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}
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void Client::updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType)
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{
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for (auto field : componentInfo.FieldsInOrder) {
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@@ -194,9 +134,9 @@ void Client::parseSnapshot(Packet& packet)
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EntityID receivedParentEntityID = packet.ReadPrimitive<EntityID>();
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ComponentInfo componentInfo = m_World->GetComponents(componentType)->ComponentInfo();
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// Check if the received EntityID is mapped to one of our local EntityIDs
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if (hasMappedEntity(receivedEntityID)) {
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if (clientServerMapsHasEntity(receivedEntityID)) {
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// Get the local EntityID
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EntityID entityID = m_ServerToClientMap.at(receivedEntityID);
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EntityID entityID = m_ServerIDToClientID.at(receivedEntityID);
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// Check if the component exists
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if (m_World->HasComponent(entityID, componentType)) {
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// If the entity and the component exists update it
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@@ -213,7 +153,7 @@ void Client::parseSnapshot(Packet& packet)
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// Create Entity
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// If entity dosen't exist
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EntityID newEntityID = m_World->CreateEntity();
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m_ServerToClientMap.insert(std::make_pair(receivedEntityID, newEntityID));
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insertIntoServerClientMaps(receivedEntityID, newEntityID);
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// Check if EntityIDs are out of sync
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if (newEntityID != receivedEntityID) {
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LOG_INFO("Client::parseSnapshot(Packet& packet): Newly created EntityID is not the \
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@@ -228,15 +168,15 @@ void Client::parseSnapshot(Packet& packet)
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// Parent Logic
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// Don't need to check if receivedEntityID is mapped. (It should have been set)
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if (receivedParentEntityID != std::numeric_limits<EntityID>::max()) {
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if (hasMappedEntity(receivedParentEntityID)) {
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m_World->SetParent(m_ServerToClientMap.at(receivedEntityID), m_ServerToClientMap.at(receivedParentEntityID));
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if (clientServerMapsHasEntity(receivedParentEntityID)) {
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m_World->SetParent(m_ServerIDToClientID.at(receivedEntityID), m_ServerIDToClientID.at(receivedParentEntityID));
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// If Parent dosen't exist create one and map receivedParentEntityID to it.
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} else {
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// Create the new parent and add it to map
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EntityID newParentEntityID = m_World->CreateEntity();
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m_ServerToClientMap.insert(std::make_pair(receivedParentEntityID, newParentEntityID));
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insertIntoServerClientMaps(receivedParentEntityID, newParentEntityID);
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// Set the newly created Entity as parent.
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m_World->SetParent(m_ServerToClientMap.at(receivedEntityID), newParentEntityID);
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m_World->SetParent(m_ServerIDToClientID.at(receivedEntityID), newParentEntityID);
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}
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}
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}
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@@ -252,7 +192,7 @@ int Client::receive(char* data, size_t length)
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0, error);
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if (error) {
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LOG_ERROR("receive: %s", error.message().c_str());
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//LOG_ERROR("receive: %s", error.message().c_str());
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}
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return bytesReceived;
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}
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@@ -288,12 +228,6 @@ void Client::ping()
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send(packet);
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}
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void Client::moveMessageHead(char*& data, size_t& length, size_t stepSize)
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{
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data += stepSize;
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length -= stepSize;
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}
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bool Client::OnInputCommand(const Events::InputCommand & e)
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{
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if (e.Command == "ConnectToServer") { // Connect for now
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@@ -351,7 +285,19 @@ EntityID Client::createPlayer()
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return entityID;
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}
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bool Client::hasMappedEntity(EntityID entityID)
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bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
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{
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return m_ServerToClientMap.find(entityID) != m_ServerToClientMap.end();
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return m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end();
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}
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bool Client::serverClientMapsHasEntity(EntityID serverEntityID)
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{
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return m_ServerIDToClientID.find(serverEntityID) != m_ServerIDToClientID.end();
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}
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void Client::insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID)
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{
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m_ServerIDToClientID.insert(std::make_pair(serverEntityID, clientEntityID));
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m_ClientIDToServerID.insert(std::make_pair(clientEntityID, serverEntityID));
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}
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@@ -50,7 +50,7 @@ void Server::readFromClients()
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// Time out logic
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if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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//checkForTimeOuts();
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checkForTimeOuts();
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timOutTimer = currentTime;
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}
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}
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@@ -80,8 +80,6 @@ void Server::parseMessageType(Packet& packet)
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case MessageType::Disconnect:
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parseDisconnect();
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break;
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case MessageType::Event:
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break;
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case MessageType::OnInputCommand:
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parseOnInputCommand(packet);
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break;
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@@ -120,23 +118,6 @@ void Server::send(Packet & packet)
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0);
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}
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void Server::moveMessageHead(char *& data, size_t & length, size_t stepSize)
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{
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data += stepSize;
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length -= stepSize;
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}
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void Server::broadcast(std::string message)
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{
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Packet packet(MessageType::Event, m_SendPacketID);
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packet.WriteString(message);
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for (int i = 0; i < MAXCONNECTIONS; i++) {
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if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
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send(packet, i);
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}
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}
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}
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void Server::broadcast(Packet& packet)
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{
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for (int i = 0; i < MAXCONNECTIONS; ++i) {
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@@ -214,7 +195,7 @@ void Server::checkForTimeOuts()
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void Server::disconnect(int i)
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{
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broadcast("A player disconnected");
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//broadcast("A player disconnected");
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LOG_INFO("Player %i disconnected/timed out", i);
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// Remove enteties and stuff
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@@ -234,7 +215,7 @@ void Server::parseOnInputCommand(Packet& packet)
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}
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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{
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Events::PlayerDamage e;
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e.DamageAmount = packet.ReadPrimitive<double>();
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e.PlayerDamagedID = packet.ReadPrimitive<EntityID>();
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@@ -264,15 +245,16 @@ void Server::parseConnect(Packet& packet)
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LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name.c_str(), m_PlayerDefinitions[i].Endpoint.address().to_string().c_str());
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// Send a message to the player that connected
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Packet packet(MessageType::Connect, m_SendPacketID);
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packet.WritePrimitive<int>(i); // Player ID
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packet.WritePrimitive<EntityID>(m_PlayerDefinitions[i].EntityID); // Entity ID
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send(packet, i);
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// Send notification that a player has connected
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std::string str = m_PacketID + "Player " + m_PlayerDefinitions[i].Name + " connected on: "
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+ m_PlayerDefinitions[i].Endpoint.address().to_string();
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broadcast(str);
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Packet notificationPacket(MessageType::PlayerConnected, m_PacketID);
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broadcast(notificationPacket);
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break;
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}
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}
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Reference in New Issue
Block a user