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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@@ -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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