Merge branch 'Networking' of github.com:teamfisk/TacticalZ into Networking
# Conflicts: # include/Engine/Network/Client.h # src/Game/Game.cpp
This commit is contained in:
@@ -10,6 +10,7 @@
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#include "Network/MessageType.h"
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#include "Network/NetworkDefines.h"
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#include "Network/WinLeakCheck.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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@@ -30,6 +31,7 @@ private:
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int Receive(char* data, size_t length);
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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 MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(char* data, size_t length);
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@@ -1,12 +1,58 @@
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#ifndef Server_h__
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#define Server_h__
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#include <string>
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#include <ctime>
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#include <boost\asio.hpp>
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#include <boost/thread.hpp>
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#include <boost/bind.hpp>
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#include <glm/common.hpp>
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#include "NetworkDefines.h"
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#include "MessageType.h"
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class Server
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{
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Server();
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~Server();
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public:
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Server();
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~Server();
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void Start();
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private:
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// udp stuff
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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::ip::udp::socket m_Socket;
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boost::asio::ip::udp::endpoint m_Connections[MAXCONNECTIONS];
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//Timers
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std::clock_t m_StartPingTime;
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std::clock_t m_StopTimes[8];
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// Game logic
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std::string m_PlayerNames[MAXCONNECTIONS];
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char m_GameBoard[BOARDSIZE][BOARDSIZE];
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glm::vec2 m_PlayerPositions[8];
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// Threaded
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void DisplayLoop();
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void ReadFromClients();
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void InputLoop();
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int Receive(char* data, size_t length);
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int CreateMessage(MessageType type, std::string message, char * data);
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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(char* data, size_t length);
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void SendSnapshot();
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void SendPing();
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void CheckForTimeOuts();
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int CreateHeader(MessageType type, char* data);
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void Disconnect(int i);
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void ParseMessageType(char* data, size_t length);
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void ParseEvent(char* data, size_t length);
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void ParseConnect(char* data, size_t length);
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void ParseDisconnect();
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void ParseClientPing();
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void ParseServerPing();
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void ParseSnapshot(char* data, size_t length);
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};
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#endif
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@@ -0,0 +1,17 @@
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#if defined (_WIN64) | defined(_WIN32)
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#ifndef WinLeakeCheck_h__
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#define WinLeakeCheck_h__
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//For memory leak checking
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#define _CRTDBG_MAP_ALLOC
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#include <stdlib.h>
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#include <crtdbg.h>
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#ifdef _DEBUG
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#ifndef DBG_NEW
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#define DBG_NEW new ( _NORMAL_BLOCK , __FILE__ , __LINE__ )
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#define new DBG_NEW
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#endif
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#endif // _DEBUG
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#endif
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#endif
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+4
-1
@@ -9,10 +9,13 @@
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#include "GUI/Frame.h"
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#include "Core/World.h"
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#include "Rendering/RenderQueueFactory.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Server.h"
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#include "Network/Client.h"
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class Game
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{
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public:
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@@ -33,8 +36,8 @@ private:
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RenderQueueFactory* m_RenderQueueFactory;
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// Network variables
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boost::thread m_NetworkThread;
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Server m_Server;
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Client m_Client;
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// Network methods
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void NetworkFunction();
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// Network events
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@@ -15,7 +15,8 @@ Client::Client() : m_Socket(m_IOService)
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Client::~Client()
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{
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// will it work on linux? #if defined (_WIN64) | defined(_WIN32) otherwise.
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_CrtDumpMemoryLeaks();
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}
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void Client::Start(EventBroker* eventBroker)
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@@ -32,7 +33,6 @@ void Client::Start(EventBroker* eventBroker)
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}
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boost::thread_group threads;
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socket_ptr sock(new udp::socket(m_IOService));
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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@@ -60,6 +60,7 @@ void Client::Close()
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{
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Disconnect();
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m_ThreadIsRunning = false;
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m_Socket.close();
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}
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void Client::InputLoop()
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@@ -161,15 +162,16 @@ void Client::ParsePing()
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void Client::ParseServerPing()
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{
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char* testMsg = new char[128];
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int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMsg);
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char* testMessage = new char[128];
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int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMessage);
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//std::cout << "Parsing ping." << std::endl;
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m_Socket.send_to(boost::asio::buffer(
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testMsg,
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testMessage,
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testOffset),
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m_ReceiverEndpoint, 0);
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delete[] testMessage;
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}
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void Client::ParseEventMessage(char* data, size_t length)
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@@ -257,6 +259,18 @@ int Client::CreateMessage(MessageType type, std::string message, char* data)
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return offset;
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}
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void Client::Connect()
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int length = CreateMessage(MessageType::Connect, m_PlayerName, dataPackage);
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m_StartPingTime = std::clock();
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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length),
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m_ReceiverEndpoint, 0);
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delete[] dataPackage;
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}
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void Client::Disconnect()
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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@@ -265,6 +279,7 @@ void Client::Disconnect()
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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delete[] dataPackage;
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}
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void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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@@ -286,16 +301,11 @@ void Client::SendDebugInput()
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}
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if (GetAsyncKeyState('C')) {
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int length = CreateMessage(MessageType::Connect, m_PlayerName, dataPackage);
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m_StartPingTime = std::clock();
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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length),
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m_ReceiverEndpoint, 0);
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Connect();
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}
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if (GetAsyncKeyState('Q')) { // Does not work. Plez fix
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exit(1);
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if (GetAsyncKeyState('Q')) {
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Disconnect();
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}
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memset(dataPackage, 0, INPUTSIZE);
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delete[] dataPackage;
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@@ -1,11 +1,395 @@
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#include "Network/Server.h"
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Server::Server()
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{
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Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 13))
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{
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}
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Server::~Server()
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{
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}
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void Server::Start()
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{
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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m_StopTimes[i] = std::clock();
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m_PlayerPositions[i].x = -1;
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m_PlayerPositions[i].y = -1;
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}
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m_PlayerPositions[0].x = 0;
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m_PlayerPositions[0].y = 0;
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boost::thread_group threads;
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std::cout << "I am Server. BIP BOP\n";
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threads.create_thread(boost::bind(&Server::DisplayLoop, this));
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threads.create_thread(boost::bind(&Server::ReadFromClients, this));
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threads.create_thread(boost::bind(&Server::InputLoop, this));
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threads.join_all();
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}
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void Server::DisplayLoop()
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{
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int lengthOfMsg = -1;
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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int intervallMs = 1000;
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int snapshotInterval = 50;
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int timeToCheckTimeOutTime = 100;
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char* data;
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for (;;) {
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std::clock_t currentTime = std::clock();
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// int tempTestRemovePlz = (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC);
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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SendSnapshot();
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previousSnapshotMessage = currentTime;
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}
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// Send pings each
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if (intervallMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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SendPing();
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previousePingMessage = currentTime;
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}
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// Time out logic
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if (timeToCheckTimeOutTime < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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CheckForTimeOuts();
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timOutTimer = currentTime;
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}
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}
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}
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void Server::ReadFromClients()
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{
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char readBuf[1024] = { 0 };
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int bytesRead = 0;
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for (;;) {
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if (m_Socket.available()) {
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try {
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bytesRead = Receive(readBuf, INPUTSIZE);
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ParseMessageType(readBuf, bytesRead);
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} catch (const std::exception& err) {
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// To not spam "socket closed messages"
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//if (std::string(err.what()).find("forcefully closed") != std::string::npos) {
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std::cout << "Read from client crashed: " << err.what();
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//}
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}
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}
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}
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}
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void Server::InputLoop()
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{
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char inputBuffer[INPUTSIZE] = { 0 };
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std::string inputMessage;
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for (;;) {
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std::cin.getline(inputBuffer, INPUTSIZE);
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inputMessage = (std::string)inputBuffer;
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if (!inputMessage.empty()) {
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try {
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// Broadcast message typed in console
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Broadcast(inputMessage);
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} catch (const std::exception& err) {
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std::cout << "Read from WriteLoop crashed: " << err.what();
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}
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}
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if (inputMessage.find("exit") != std::string::npos)
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exit(1);
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inputMessage.clear();
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memset(inputBuffer, 0, INPUTSIZE);
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}
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}
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void Server::ParseMessageType(char * data, size_t length)
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{
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int messageType = -1;
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memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
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MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
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switch (static_cast<MessageType>(messageType)) {
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case MessageType::Connect:
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ParseConnect(data, length);
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break;
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case MessageType::ClientPing:
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ParseClientPing();
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break;
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case MessageType::ServerPing:
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ParseServerPing();
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break;
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case MessageType::Message:
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break;
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case MessageType::Snapshot:
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ParseSnapshot(data, length);
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break;
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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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ParseEvent(data, length);
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break;
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default:
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break;
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}
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}
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int Server::Receive(char * data, size_t length)
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{
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length = m_Socket.receive_from(
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boost::asio::buffer((void*)data
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, length)
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, m_ReceiverEndpoint, 0);
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return length;
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}
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int Server::CreateMessage(MessageType type, std::string message, char * data)
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{
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int lengthOfMessage = 0;
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int offset = 0;
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lengthOfMessage = message.size();
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// Message type
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memcpy(data + offset, &type, sizeof(int));
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offset += sizeof(int);
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// Message, add one extra byte for null terminator
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memcpy(data + offset, message.data(), (lengthOfMessage + 1) * sizeof(char));
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offset += (lengthOfMessage + 1) * sizeof(char);
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return offset;
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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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std::cout << "Broadcast: " << message << std::endl;
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char* data = new char[128];
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int offset = CreateMessage(MessageType::Event, message, data);
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for (int i = 0; i < MAXCONNECTIONS; i++) {
|
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if (m_Connections[i].address() != boost::asio::ip::address()) {
|
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m_Socket.send_to(
|
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boost::asio::buffer(data, offset),
|
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m_Connections[i],
|
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0);
|
||||
}
|
||||
}
|
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delete[] data;
|
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}
|
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|
||||
void Server::Broadcast(char * data, size_t length)
|
||||
{
|
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for (int i = 0; i < MAXCONNECTIONS; ++i) {
|
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if (m_Connections[i].address() != boost::asio::ip::address()) {
|
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m_Socket.send_to(
|
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boost::asio::buffer(data, length),
|
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m_Connections[i],
|
||||
0);
|
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}
|
||||
}
|
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}
|
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|
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void Server::SendSnapshot()
|
||||
{
|
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char* data = new char[128];
|
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int offset = CreateHeader(MessageType::Snapshot, data);
|
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
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memcpy(data + offset, &m_PlayerPositions[i].x, sizeof(float));
|
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offset += sizeof(float);
|
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memcpy(data + offset, &m_PlayerPositions[i].y, sizeof(float));
|
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offset += sizeof(float);
|
||||
// +1 for null terminator
|
||||
memcpy(data + offset, m_PlayerNames[i].data(), m_PlayerNames[i].size() + 1);
|
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offset += (m_PlayerNames[i].size() + 1) * sizeof(char);
|
||||
}
|
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Broadcast(data, offset);
|
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delete[] data;
|
||||
}
|
||||
|
||||
void Server::SendPing()
|
||||
{
|
||||
// Prints connected players ping
|
||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() != boost::asio::ip::address())
|
||||
std::cout << "Player " << i << "'s ping: " << 1000 * (m_StopTimes[i] - m_StartPingTime)
|
||||
/ static_cast<double>(CLOCKS_PER_SEC) << std::endl;
|
||||
}
|
||||
|
||||
// Create ping message
|
||||
char* data = new char[128];
|
||||
int len = CreateMessage(MessageType::ServerPing, "Ping from server", data);
|
||||
// Time message
|
||||
m_StartPingTime = std::clock();
|
||||
// Send message
|
||||
Broadcast(data, len);
|
||||
delete[] data;
|
||||
|
||||
}
|
||||
|
||||
void Server::CheckForTimeOuts()
|
||||
{
|
||||
int timeOutTimeMs = 5000;
|
||||
|
||||
int tempStartPing = 1000 * m_StartPingTime
|
||||
/ static_cast<double>(CLOCKS_PER_SEC);
|
||||
|
||||
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() != boost::asio::ip::address()) {
|
||||
int tempStopPing = 1000 * m_StopTimes[i]
|
||||
/ static_cast<double>(CLOCKS_PER_SEC);
|
||||
if (tempStartPing > tempStopPing + timeOutTimeMs) {
|
||||
std::cout << "player " << i << " timed out!" << std::endl;
|
||||
Disconnect(i);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int Server::CreateHeader(MessageType type, char * data)
|
||||
{
|
||||
int messageType = static_cast<int>(type);
|
||||
int offset = 0;
|
||||
memcpy(data, &messageType, sizeof(int));
|
||||
offset += sizeof(int);
|
||||
|
||||
return offset;
|
||||
}
|
||||
|
||||
void Server::Disconnect(int i)
|
||||
{
|
||||
Broadcast("A player disconnected");
|
||||
std::cout << "Player " << i << " disconnected/Timed out" << std::endl;
|
||||
m_Connections[i] = boost::asio::ip::udp::endpoint();
|
||||
// Reset disconnected players position
|
||||
m_PlayerPositions[i].x = -1;
|
||||
m_PlayerPositions[i].y = -1;
|
||||
}
|
||||
|
||||
void Server::ParseEvent(char * data, size_t length)
|
||||
{
|
||||
size_t i;
|
||||
for (i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ("+Forward" == std::string(data))
|
||||
if (m_PlayerPositions[i].y > 0)
|
||||
m_PlayerPositions[i].y--;
|
||||
if ("-Forward" == std::string(data))
|
||||
if (m_PlayerPositions[i].y < BOARDSIZE - 1)
|
||||
m_PlayerPositions[i].y++;
|
||||
if ("+Right" == std::string(data))
|
||||
if (m_PlayerPositions[i].x < BOARDSIZE - 1)
|
||||
m_PlayerPositions[i].x++;
|
||||
if ("-Right" == std::string(data))
|
||||
if (m_PlayerPositions[i].x > 0)
|
||||
m_PlayerPositions[i].x--;
|
||||
}
|
||||
|
||||
void Server::ParseConnect(char * data, size_t length)
|
||||
{
|
||||
std::cout << "Parsing connection." << std::endl;
|
||||
|
||||
for (int i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() == boost::asio::ip::address()) {
|
||||
m_Connections[i] = m_ReceiverEndpoint;
|
||||
|
||||
m_PlayerNames[i] = std::string(data);
|
||||
m_PlayerPositions[i].x = 0;
|
||||
m_PlayerPositions[i].y = 0;
|
||||
m_StopTimes[i] = std::clock();
|
||||
std::cout << "Player \"" << m_PlayerNames[i] << "\" connected on IP: " << m_Connections[i].address().to_string() << std::endl;
|
||||
|
||||
int offset = 0;
|
||||
char* temp = new char[sizeof(int) * 2];
|
||||
int msgType = 0;
|
||||
memcpy(temp, &msgType, sizeof(int));
|
||||
offset += sizeof(int);
|
||||
memcpy(temp + offset, &i, sizeof(int));
|
||||
|
||||
m_Socket.send_to(
|
||||
boost::asio::buffer(temp, sizeof(int) * 2),
|
||||
m_Connections[i],
|
||||
0);
|
||||
// Send notification that a player has connected
|
||||
std::string str = "Player " + m_PlayerNames[i] + " connected on: " + m_ReceiverEndpoint.address().to_string();
|
||||
Broadcast(str);
|
||||
// +1 is the null terminator
|
||||
MoveMessageHead(data, length, m_PlayerNames[i].size() + 1);
|
||||
delete[] temp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Server::ParseDisconnect()
|
||||
{
|
||||
std::cout << "Parsing disconnect. \n";
|
||||
|
||||
for (int i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
|
||||
Disconnect(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Server::ParseClientPing()
|
||||
{
|
||||
char* testMesssage = new char[128];
|
||||
int testOffset = CreateMessage(MessageType::ClientPing, "Ping recieved", testMesssage);
|
||||
|
||||
std::cout << "Parsing ping." << std::endl;
|
||||
// Return ping
|
||||
m_Socket.send_to(
|
||||
boost::asio::buffer(
|
||||
testMesssage,
|
||||
testOffset),
|
||||
m_ReceiverEndpoint,
|
||||
0);
|
||||
delete[] testMesssage;
|
||||
}
|
||||
|
||||
void Server::ParseServerPing()
|
||||
{
|
||||
for (int i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
|
||||
m_StopTimes[i] = std::clock();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Server::ParseSnapshot(char * data, size_t length)
|
||||
{
|
||||
// Does no logic. Returns snapshot if client request one
|
||||
// The snapshot is not a real snapshot tho...
|
||||
for (int i = 0; i < MAXCONNECTIONS; i++) {
|
||||
if (m_Connections[i].address() != boost::asio::ip::address()) {
|
||||
m_Socket.send_to(
|
||||
boost::asio::buffer("I'm sending a snapshot to you guys!"),
|
||||
m_Connections[i],
|
||||
0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -82,4 +82,7 @@ void Game::NetworkFunction()
|
||||
if (inputMessage == "c" || inputMessage == "C") {
|
||||
m_Client.Start(m_EventBroker);
|
||||
}
|
||||
if (inputMessage == "s" || inputMessage == "S") {
|
||||
m_Server.Start();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user