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