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.
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@@ -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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