Added support for multiplayer.

Reactored code, clumped together variables in PlayerDefinition.h.
Integrated server with entity system.
This commit is contained in:
Jocke
2015-12-08 16:41:22 +01:00
parent c48c9e1f86
commit 94adaf8ae3
4 changed files with 85 additions and 44 deletions
+11
View File
@@ -0,0 +1,11 @@
#ifndef PlayerDefinition_h__
#define PlayerDefinition_h__
#include <string>
struct PlayerDefinition {
unsigned int EntityID;
std::string Name;
boost::asio::ip::udp::endpoint Endpoint;
};
#endif
+7 -3
View File
@@ -8,27 +8,31 @@
#include <glm/common.hpp>
#include "NetworkDefines.h"
#include "MessageType.h"
#include "Core/World.h"
#include "Network/PlayerDefinition.h"
class Server
{
public:
Server();
~Server();
void Start();
void Start(World* m_world);
private:
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
boost::asio::ip::udp::endpoint m_Connections[MAXCONNECTIONS];
// boost::asio::ip::udp::endpoint m_Connections[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
std::string m_PlayerNames[MAXCONNECTIONS];
// std::string m_PlayerNames[MAXCONNECTIONS];
char m_GameBoard[BOARDSIZE][BOARDSIZE];
glm::vec2 m_PlayerPositions[8];
World* m_World;
// Threaded
void DisplayLoop();