Restructured code and added bool to stop client from spamming Snapshots to a server when

it wasn't connected to one.
This commit is contained in:
Jocke
2015-12-16 15:47:51 +01:00
parent 6eebce05af
commit 6da5fd1263
3 changed files with 33 additions and 28 deletions
+26 -26
View File
@@ -27,57 +27,57 @@ public:
void Start(World* world, EventBroker* eventBroker);
void Update();
void Close();
private:
void ReadFromServer();
void SendSnapshotToServer();
int Receive(char* data, size_t length);
void Send(Package& message);
int CreateMessage(MessageType type, std::string message, char* data);
void Connect();
void Disconnect();
void Ping();
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void ParseMessageType(Package& package);
void ParseEventMessage(Package& package);
void ParseConnect(Package& package);
void ParsePing();
void ParseServerPing();
void ParseSnapshot(Package& package);
void CreateNewPlayer(int i);
void IdentifyPacketLoss();
private:
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
//Connection logic
bool m_IsConnected = false;
// Packet loss logic
unsigned int m_PacketID = 0;
unsigned int m_PreviousPacketID = 0;
unsigned int m_SendPacketID = 0;
// Game Logic
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
std::vector<unsigned int> m_PlayersToCreate;
World* m_World;
int m_PlayerID = -1;
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
std::clock_t m_StartPingTime;
double m_DurationOfPingTime;
std::string m_PlayerName;
bool m_ThreadIsRunning = true;
int m_PlayerID = -1;
World* m_World;
// Use to check if we should send disconnect message
// if game is turned of by closing window.
bool m_WasStarted = false;
IsWASDKeyDown m_IsWASDKeyDown;
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
// Network functions
void ReadFromServer();
void SendSnapshotToServer();
int Receive(char* data, size_t length);
void Send(Package& message);
int CreateMessage(MessageType type, std::string message, char* data);
void Connect();
void Disconnect();
void Ping();
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void ParseMessageType(Package& package);
void ParseEventMessage(Package& package);
void ParseConnect(Package& package);
void ParsePing();
void ParseServerPing();
void ParseSnapshot(Package& package);
void CreateNewPlayer(int i);
void IdentifyPacketLoss();
};
#endif
+1 -1
View File
@@ -50,7 +50,7 @@ private:
void ReadFromClients();
void InputLoop();
// Network functions
int Receive(char* data, size_t length);
void Send(Package& package, int playerID);
void Send(Package& package);
+6 -1
View File
@@ -56,6 +56,7 @@ void Client::Close()
if (m_WasStarted) {
Disconnect();
m_ThreadIsRunning = false;
m_IsConnected = false;
m_EventBroker->Unsubscribe(m_EInputCommand);
}
}
@@ -78,7 +79,9 @@ void Client::ReadFromServer()
}
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
SendSnapshotToServer();
if (m_IsConnected) {
SendSnapshotToServer();
}
previousSnapshotMessage = currentTime;
}
}
@@ -168,6 +171,7 @@ void Client::ParseConnect(Package& package)
m_PacketID = package.PopFrontPrimitive<int>();
m_PreviousPacketID = m_PacketID;
m_PlayerID = package.PopFrontPrimitive<int>();
m_IsConnected = true;
std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl;
}
@@ -267,6 +271,7 @@ void Client::Connect()
void Client::Disconnect()
{
m_IsConnected = false;
Package message(MessageType::Connect, m_SendPacketID);
message.AddString("+Disconnect");
Send(message);