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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