Added an event to search for servers.
Client now broadcasts a serverlistrequest. An active server will then answer the request and send info about the server. The client saves this data to a list and presents it to the user.
This commit is contained in:
@@ -14,7 +14,6 @@
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/UDPClient.h"
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#include "Network/UDPServer.h" //LOL
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#include "Network/TCPClient.h"
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#include "Network/SnapshotDefinitions.h"
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#include "Core/World.h"
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@@ -25,6 +24,19 @@
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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#include "Network/ESearchForServers.h"
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struct ServerInfo
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{
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ServerInfo(std::string a, int b, std::string c, int d)
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{
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Address = a; Port = b; Name = c; PlayersConnected = d;
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}
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std::string Address = "";
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int Port = 0;
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std::string Name = "";
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int PlayersConnected = 0;
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};
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class Client : public Network
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{
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@@ -83,10 +95,11 @@ public:
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void parseTCPConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseHeartbeat(Packet& packet, PlayerDefinition);
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void parseServerlist(Packet& packet);
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void parseKick();
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void parsePlayersSpawned(Packet& packet);
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void parseEntityDeletion(Packet& packet);
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void parsePlayerDamage(Packet& packet);
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void parseComponentDeletion(Packet& packet);
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void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType);
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void parseSnapshot(Packet& packet);
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@@ -96,6 +109,7 @@ public:
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void sendInputCommands();
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void sendLocalPlayerTransform();
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void becomePlayer();
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void displayServerlist();
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// Mapping Logic
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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@@ -111,11 +125,16 @@ public:
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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EventRelay<Client, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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void parsePlayerDamage(Packet& packet);
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EventRelay< Client, Events::SearchForServers> m_ESearchForServers;
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bool OnSearchForServers(const Events::SearchForServers& e);
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private:
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UDPClient m_Unreliable;
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UDPServer m_Heartbeat;
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UDPClient m_ServerlistRequest;
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TCPClient m_Reliable;
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std::vector<ServerInfo> m_Serverlist;
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bool m_SearchingForServers = false;
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std::clock_t m_StartSearchTime;
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double m_SearchingTime = 2000; // Config I guess
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};
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#endif
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@@ -0,0 +1,12 @@
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#ifndef Events_SearchForServers_h__
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#define Events_SearchForServers_h__
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#include "Core/Event.h"
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namespace Events
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{
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struct SearchForServers : public Event { };
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}
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#endif
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@@ -19,7 +19,7 @@ enum class MessageType
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EntityDeleted,
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ComponentDeleted,
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PlayerTransform,
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Heartbeat,
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ServerlistRequest,
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Invalid
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};
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@@ -33,7 +33,7 @@ private:
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// Network channels
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TCPServer m_Reliable;
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UDPServer m_Unreliable;
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UDPClient m_Heartbeat;
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UDPServer m_ServerlistRequest;
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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@@ -46,13 +46,11 @@ private:
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// time for previouse message
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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 previousHeartbeat = std::clock();
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std::clock_t timOutTimer = std::clock();
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// How often we send messages (milliseconds)
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float pingIntervalMs;
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float snapshotInterval;
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float heartbeatInterval = 5000;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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@@ -71,7 +69,6 @@ private:
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void sendHeartBeat();
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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void parseMessageType(Packet& packet);
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@@ -86,6 +83,7 @@ private:
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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@@ -16,8 +16,9 @@ public:
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet);
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void Disconnect();
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int Port() { return acceptor->local_endpoint().port(); }
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std::string Address();
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int Port() { return m_Port; }
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std::string Address() { return m_Address; }
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private:
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// TCP logic
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boost::asio::io_service m_IOService;
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@@ -28,6 +29,10 @@ private:
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int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers,
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const boost::system::error_code& error);
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int readBuffer(char* data, PlayerDefinition& playerDefinition);
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int GetPort();
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std::string GetAddress();
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int m_Port = 0;
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std::string m_Address = "";
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};
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#endif
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@@ -14,6 +14,7 @@ public:
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void Disconnect();
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void Receive(Packet& packet);
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void Send(Packet & packet);
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void Broadcast(Packet& packet, int port);
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bool IsSocketAvailable();
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private:
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// Assio UDP logic
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@@ -13,7 +13,9 @@ public:
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void AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers);
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void Receive(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet, PlayerDefinition & playerDefinition);
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void Send(Packet & packet);
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void Send(Packet & packet);
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void Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint);
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void Broadcast(Packet & packet, int port);
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bool IsSocketAvailable();
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private:
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// UDP logic
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@@ -1,9 +1,8 @@
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#include "Network/Client.h"
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using namespace boost::asio::ip;
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Client::Client(World* world, EventBroker* eventBroker)
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Client::Client(World* world, EventBroker* eventBroker)
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: Network(world, eventBroker)
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, m_Heartbeat(13)
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{
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// Asumes root node is EntityID_Invalid
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insertIntoServerClientMaps(EntityID_Invalid, EntityID_Invalid);
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@@ -14,6 +13,8 @@ Client::Client(World* world, EventBroker* eventBroker)
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m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
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m_SendInputIntervalMs = config->Get<int>("Networking.SendInputIntervalMs", 33);
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LOG_INFO("Client initialized");
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m_ServerlistRequest.Connect(m_PlayerName, "192.168.1.255", 32554);
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}
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Client::Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter)
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@@ -31,6 +32,7 @@ void Client::Connect(std::string address, int port)
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Client::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Client::OnPlayerDamage);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Client::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_ESearchForServers, &Client::OnSearchForServers);
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auto config = ResourceManager::Load<ConfigFile>("Config.ini");
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m_Address = address;
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if (address.empty()) {
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@@ -66,15 +68,22 @@ void Client::Update()
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}
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}
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while (m_Heartbeat.IsSocketAvailable()) {
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while (m_ServerlistRequest.IsSocketAvailable()) {
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Packet packet(MessageType::Invalid);
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PlayerDefinition localArea;
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localArea.Endpoint = boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string("127.0.0.1"), 13);
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m_Heartbeat.Receive(packet, localArea);
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if(packet.GetMessageType() == MessageType::Heartbeat) {
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parseHeartbeat(packet, localArea);
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m_ServerlistRequest.Receive(packet);
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if (packet.GetMessageType() == MessageType::ServerlistRequest) {
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parseServerlist(packet);
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}
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}
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if (m_SearchingForServers) {
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if (m_SearchingTime < (1000* (std::clock() - m_StartSearchTime) / (double)CLOCKS_PER_SEC)) {
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m_SearchingForServers = false;
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displayServerlist();
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}
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}
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if (m_IsConnected) {
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// Don't send 1 input in 1 packet, bunch em up.
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if (m_SendInputIntervalMs < (1000 * (std::clock() - m_TimeSinceSentInputs) / (double)CLOCKS_PER_SEC)) {
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@@ -183,20 +192,18 @@ void Client::parsePing()
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}
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void Client::parseHeartbeat(Packet& packet, PlayerDefinition pd)
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void Client::parseServerlist(Packet& packet)
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{
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// Pop size, message type, and ID
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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std::string serverName = packet.ReadString();
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int playersConnected = packet.ReadPrimitive<int>();
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std::string address = packet.ReadString();
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int port = packet.ReadPrimitive<int>();
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//TODO: save these to some kind of list which can be represented to the player
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std::string serverName = packet.ReadString();
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int playersConnected = packet.ReadPrimitive<int>();
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//TODO: This should not happen when a client is connected to a server
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LOG_INFO("Serverlist\nName\tPlayers\tIP\t\tPort\n%s\t%i\t%s\t%i\n", serverName.c_str(), playersConnected, address, port);
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m_Serverlist.push_back({ address, port, serverName, playersConnected });
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}
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void Client::parseKick()
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@@ -216,12 +223,12 @@ void Client::parseSpawnEvents()
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}
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e.Player = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Player.ID));
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//e.Spawner = EntityWrapper(m_World, m_ServerIDToClientID.at(m_PlayerSpawnEvents.at(i).Spawner.ID));
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e.PlayerID = -1;
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e.PlayerID = -1;
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e.PlayerName = m_PlayerSpawnEvents.at(i).PlayerName;
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m_EventBroker->Publish(e);
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}
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m_PlayerSpawnEvents = tempSpawn;
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// m_PlayerSpawnEvents.clear();
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// m_PlayerSpawnEvents.clear();
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}
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void Client::parsePlayersSpawned(Packet& packet)
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@@ -338,7 +345,7 @@ void Client::parseSnapshot(Packet& packet)
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if (serverClientMapsHasEntity(serverEntityID)) {
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EntityID localEntityID = m_ServerIDToClientID.at(serverEntityID);
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EntityWrapper localEntity(m_World, localEntityID);
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// Update entity
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if (m_World->HasComponent(localEntityID, componentType)) {
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SharedComponentWrapper newComponent = createSharedComponent(packet, localEntityID, componentInfo);
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@@ -397,6 +404,12 @@ void Client::disconnect()
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bool Client::OnInputCommand(const Events::InputCommand & e)
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{
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// TEMP
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if (e.Command == "SearchForServers" && e.Value > 0) {
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Events::SearchForServers e;
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m_EventBroker->Publish(e);
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}
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if (e.PlayerID != -1) {
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return false;
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}
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@@ -459,12 +472,23 @@ bool Client::OnPlayerSpawned(const Events::PlayerSpawned& e)
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return true;
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}
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bool Client::OnSearchForServers(const Events::SearchForServers& e)
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{
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m_SearchingForServers = true;
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m_StartSearchTime = std::clock();
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m_Serverlist.clear();
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LOG_INFO("Searching for LAN servers...\n");
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Packet packet(MessageType::ServerlistRequest);
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m_ServerlistRequest.Broadcast(packet, 13); // TODO: Config
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return true;
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}
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void Client::parsePlayerDamage(Packet& packet)
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{
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Events::PlayerDamage e;
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PlayerID victimID = packet.ReadPrimitive<EntityID>();
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PlayerID inflictorID = packet.ReadPrimitive<EntityID>();
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if(!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)){
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if (!serverClientMapsHasEntity(victimID) || !serverClientMapsHasEntity(inflictorID)) {
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return;
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}
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e.Inflictor = EntityWrapper(m_World, m_ServerIDToClientID.at(victimID));
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@@ -493,7 +517,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive(orientation.x);
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packet.WritePrimitive(orientation.y);
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packet.WritePrimitive(orientation.z);
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bool hasAssaultWeapon = m_LocalPlayer.HasComponent("AssaultWeapon");
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packet.WritePrimitive(hasAssaultWeapon);
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if (hasAssaultWeapon) {
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@@ -501,7 +525,7 @@ void Client::sendLocalPlayerTransform()
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packet.WritePrimitive((int)cAssaultWeapon["MagazineAmmo"]);
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packet.WritePrimitive((int)cAssaultWeapon["Ammo"]);
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}
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m_Unreliable.Send(packet);
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}
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@@ -554,6 +578,16 @@ void Client::becomePlayer()
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m_Reliable.Send(packet);
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}
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void Client::displayServerlist()
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{
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LOG_INFO("This is a serverlist:\n");
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for (int i = 0; i < m_Serverlist.size(); i++) {
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ServerInfo si = m_Serverlist[i];
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LOG_INFO("%s:%i\t%s\t%i\n", si.Address, si.Port, si.Name, si.PlayersConnected);
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}
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}
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bool Client::clientServerMapsHasEntity(EntityID clientEntityID)
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{
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if (m_ClientIDToServerID.find(clientEntityID) != m_ClientIDToServerID.end()) {
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@@ -2,6 +2,7 @@
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Server::Server(World* world, EventBroker* eventBroker, int port)
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: Network(world, eventBroker)
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, m_ServerlistRequest(13)
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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snapshotInterval = 1000 * config->Get<float>("Networking.SnapshotInterval", 0.05f);
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@@ -19,7 +20,6 @@ Server::Server(World* world, EventBroker* eventBroker, int port)
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}
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m_Port = port;
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LOG_INFO("Server initialized and bound to port %i", port);
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m_Heartbeat.Connect("Server", "127.0.0.1", 13);
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}
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Server::~Server()
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@@ -60,8 +60,23 @@ void Server::Update()
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}
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}
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while (m_ServerlistRequest.IsSocketAvailable()) {
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Packet packet(MessageType::Invalid);
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PlayerDefinition localArea;
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localArea.Endpoint = boost::asio::ip::udp::endpoint();
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m_ServerlistRequest.Receive(packet, localArea);
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if(packet.GetMessageType() == MessageType::ServerlistRequest) {
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packet.ReadPrimitive<int>(); // Pop size
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packet.ReadPrimitive<int>(); // Pop MsgType
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packet.ReadPrimitive<int>(); // Pop packet ID
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int port = packet.ReadPrimitive<int>();
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std::string address = localArea.Endpoint.address().to_string();
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parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
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}
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}
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// Check if players have disconnected
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for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
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for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
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disconnect(m_PlayersToDisconnect.at(i));
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}
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m_PlayersToDisconnect.clear();
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@@ -77,11 +92,7 @@ void Server::Update()
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sendPing();
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previousePingMessage = currentTime;
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}
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// Server heartbeat (display server list on clients)
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if (heartbeatInterval < (1000 * (currentTime - previousHeartbeat) / (double)CLOCKS_PER_SEC)) {
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sendHeartBeat();
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previousHeartbeat = currentTime;
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}
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// Time out logic
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if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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checkForTimeOuts();
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@@ -238,15 +249,6 @@ void Server::sendPing()
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}
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void Server::sendHeartBeat()
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{
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Packet packet(MessageType::Heartbeat);
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packet.WriteString("Bob"); // server name
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packet.WritePrimitive<int>(m_ConnectedPlayers.size());
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packet.WriteString(m_Reliable.Address());
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packet.WritePrimitive<int>(m_Reliable.Port());
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m_Heartbeat.Send(packet);
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}
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void Server::checkForTimeOuts()
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{
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@@ -340,6 +342,20 @@ void Server::parseDisconnect()
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}
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}
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void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
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{
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Packet packet(MessageType::ServerlistRequest);
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packet.WriteString(m_Reliable.Address());
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packet.WritePrimitive<int>(m_Reliable.Port());
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packet.WriteString("SERVERNAME");
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packet.WritePrimitive<int>(m_ConnectedPlayers.size());
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//PlayerDefinition pDef;
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//pDef.Endpoint = boost::asio::ip::udp::endpoint(endpoint.address(), 13);
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m_ServerlistRequest.Send(packet/*, endpoint*/);
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}
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void Server::disconnect(PlayerID playerID)
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{
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//broadcast("A player disconnected");
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@@ -364,6 +380,7 @@ void Server::parseOnPlayerDamage(Packet & packet)
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e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
|
||||
e.Damage = packet.ReadPrimitive<double>();
|
||||
m_EventBroker->Publish(e);
|
||||
|
||||
//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,8 @@ using namespace boost::asio::ip;
|
||||
TCPServer::TCPServer()
|
||||
{
|
||||
acceptor = std::unique_ptr<tcp::acceptor>(new tcp::acceptor(m_IOService, tcp::endpoint(tcp::v4(), 27666)));
|
||||
m_Port = GetPort();
|
||||
m_Address = GetAddress();
|
||||
}
|
||||
|
||||
TCPServer::~TCPServer()
|
||||
@@ -76,8 +78,12 @@ void TCPServer::Disconnect()
|
||||
{
|
||||
}
|
||||
|
||||
int TCPServer::GetPort()
|
||||
{
|
||||
return acceptor->local_endpoint().port();
|
||||
}
|
||||
|
||||
std::string TCPServer::Address()
|
||||
std::string TCPServer::GetAddress()
|
||||
{
|
||||
boost::asio::ip::tcp::resolver resolver(m_IOService);
|
||||
boost::asio::ip::tcp::resolver::query query(boost::asio::ip::tcp::v4(), boost::asio::ip::host_name(), "");
|
||||
|
||||
@@ -15,9 +15,9 @@ void UDPClient::Connect(std::string playerName, std::string address, int port)
|
||||
if (m_Socket) {
|
||||
return;
|
||||
}
|
||||
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
|
||||
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address().from_string(address), port);
|
||||
m_Socket = boost::shared_ptr<boost::asio::ip::udp::socket>(new boost::asio::ip::udp::socket(m_IOService));
|
||||
m_Socket->connect(m_ReceiverEndpoint);
|
||||
m_Socket->open(boost::asio::ip::udp::v4());
|
||||
}
|
||||
|
||||
void UDPClient::Disconnect()
|
||||
@@ -55,6 +55,17 @@ void UDPClient::Send(Packet& packet)
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
m_ReceiverEndpoint, 0);
|
||||
}
|
||||
|
||||
void UDPClient::Broadcast(Packet& packet, int port)
|
||||
{
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
udp::endpoint(boost::asio::ip::address_v4().broadcast(), port)
|
||||
, 0);
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||
}
|
||||
|
||||
bool UDPClient::IsSocketAvailable()
|
||||
|
||||
@@ -36,7 +36,29 @@ void UDPServer::Send(Packet & packet)
|
||||
0);
|
||||
}
|
||||
|
||||
// Broadcasting respond specific logic
|
||||
void UDPServer::Send(Packet & packet, boost::asio::ip::udp::endpoint endpoint)
|
||||
{
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
endpoint,
|
||||
0);
|
||||
}
|
||||
|
||||
// Broadcasting
|
||||
void UDPServer::Broadcast(Packet & packet, int port)
|
||||
{
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(true));
|
||||
m_Socket->send_to(
|
||||
boost::asio::buffer(
|
||||
packet.Data(),
|
||||
packet.Size()),
|
||||
boost::asio::ip::udp::endpoint(boost::asio::ip::address_v4().broadcast(),port),
|
||||
0);
|
||||
m_Socket->set_option(boost::asio::socket_base::broadcast(false));
|
||||
}
|
||||
|
||||
void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user