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
+66 -40
View File
@@ -9,8 +9,9 @@ Server::~Server()
}
void Server::Start()
void Server::Start(World* world)
{
m_World = world;
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
m_StopTimes[i] = std::clock();
m_PlayerPositions[i].x = -1;
@@ -178,10 +179,10 @@ void Server::Broadcast(std::string message)
char* data = new char[128];
int offset = CreateMessage(MessageType::Event, message, data);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_Connections[i].address() != boost::asio::ip::address()) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer(data, offset),
m_Connections[i],
m_PlayerDefinitions[i].Endpoint,
0);
}
}
@@ -191,10 +192,10 @@ void Server::Broadcast(std::string message)
void Server::Broadcast(char * data, size_t length)
{
for (int i = 0; i < MAXCONNECTIONS; ++i) {
if (m_Connections[i].address() != boost::asio::ip::address()) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer(data, length),
m_Connections[i],
m_PlayerDefinitions[i].Endpoint,
0);
}
}
@@ -210,8 +211,8 @@ void Server::SendSnapshot()
memcpy(data + offset, &m_PlayerPositions[i].y, sizeof(float));
offset += sizeof(float);
// +1 for null terminator
memcpy(data + offset, m_PlayerNames[i].data(), m_PlayerNames[i].size() + 1);
offset += (m_PlayerNames[i].size() + 1) * sizeof(char);
memcpy(data + offset, m_PlayerDefinitions[i].Name.data(), m_PlayerDefinitions[i].Name.size() + 1);
offset += (m_PlayerDefinitions[i].Name.size() + 1) * sizeof(char);
}
Broadcast(data, offset);
delete[] data;
@@ -221,7 +222,7 @@ void Server::SendPing()
{
// Prints connected players ping
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_Connections[i].address() != boost::asio::ip::address())
if (m_PlayerDefinitions[i].Endpoint.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;
}
@@ -245,14 +246,13 @@ void Server::CheckForTimeOuts()
/ static_cast<double>(CLOCKS_PER_SEC);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_Connections[i].address() != boost::asio::ip::address()) {
if (m_PlayerDefinitions[i].Endpoint.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);
}
}
}
}
@@ -271,7 +271,9 @@ 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();
m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
m_PlayerDefinitions[i].EntityID = -1;
m_PlayerDefinitions[i].Name = "Name not Set";
// Reset disconnected players position
m_PlayerPositions[i].x = -1;
m_PlayerPositions[i].y = -1;
@@ -281,23 +283,37 @@ 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()) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
break;
}
}
// If no player matches the ip return.
if (i >= 8)
return;
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--;
unsigned int entityId = m_PlayerDefinitions[i].EntityID;
if ("+Forward" == std::string(data)) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.z -= 0.5f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("-Forward" == std::string(data)) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.z += 0.5f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("+Right" == std::string(data)) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.x += 0.5f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("-Right" == std::string(data)) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.x -= 0.5f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
}
void Server::ParseConnect(char * data, size_t length)
@@ -305,37 +321,47 @@ 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()) {
if (m_PlayerDefinitions[i].Endpoint.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;
if (m_PlayerDefinitions[i].Endpoint.address() == boost::asio::ip::address()) {
m_PlayerNames[i] = std::string(data);
m_PlayerPositions[i].x = 0;
m_PlayerPositions[i].y = 0;
m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
m_PlayerDefinitions[i].Name = std::string(data);
m_StopTimes[i] = std::clock();
std::cout << "Player \"" << m_PlayerNames[i] << "\" connected on IP: " << m_Connections[i].address().to_string() << std::endl;
std::cout << "Player \"" << m_PlayerDefinitions[i].Name << "\" connected on IP: " <<
m_PlayerDefinitions[i].Endpoint.address().to_string() << std::endl;
int offset = 0;
char* temp = new char[sizeof(int) * 2];
int msgType = 0;
memcpy(temp, &msgType, sizeof(int));
int messagType = 0;
memcpy(temp, &messagType, 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],
m_PlayerDefinitions[i].Endpoint,
0);
// Send notification that a player has connected
std::string str = "Player " + m_PlayerNames[i] + " connected on: " + m_ReceiverEndpoint.address().to_string();
std::string str = "Player " + m_PlayerDefinitions[i].Name + " connected on: "
+ m_PlayerDefinitions[i].Endpoint.address().to_string();
Broadcast(str);
// +1 is the null terminator
MoveMessageHead(data, length, m_PlayerNames[i].size() + 1);
MoveMessageHead(data, length, m_PlayerDefinitions[i].Name.size() + 1);
delete[] temp;
break;
}
@@ -347,7 +373,7 @@ void Server::ParseDisconnect()
std::cout << "Parsing disconnect. \n";
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
Disconnect(i);
break;
}
@@ -373,7 +399,7 @@ void Server::ParseClientPing()
void Server::ParseServerPing()
{
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_Connections[i].address() == m_ReceiverEndpoint.address()) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_StopTimes[i] = std::clock();
break;
}
@@ -385,10 +411,10 @@ 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()) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer("I'm sending a snapshot to you guys!"),
m_Connections[i],
m_PlayerDefinitions[i].Endpoint,
0);
}
}