Merge remote-tracking branch 'origin/Networking' into Networking

# Conflicts:
#	src/Engine/Network/Client.cpp
#	src/Engine/Network/Server.cpp
This commit is contained in:
stiffly
2015-12-16 11:12:15 +01:00
6 changed files with 110 additions and 88 deletions
+31 -46
View File
@@ -71,7 +71,10 @@ void Client::ReadFromServer()
while (m_ThreadIsRunning) {
if (m_Socket.available()) {
bytesRead = Receive(readBuf, INPUTSIZE);
ParseMessageType(readBuf, bytesRead);
if (bytesRead > 0) {
Package package(readBuf, bytesRead);
ParseMessageType(package);
}
}
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
@@ -84,9 +87,6 @@ void Client::ReadFromServer()
void Client::SendSnapshotToServer()
{
// Reset previouse key state in snapshot.
//Package message(MessageType::Event, m_SendPacketID);
//message.AddString(m_NextSnapshot.InputForward);
//Send(message);
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
// See if any movement keys are down
@@ -128,21 +128,19 @@ void Client::SendSnapshotToServer()
}
}
void Client::ParseMessageType(char* data, size_t length)
void Client::ParseMessageType(Package& package)
{
int messageType = -1;
memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
int messageType = package.PopFrontPrimitive<int>();
if (messageType == -1)
return;
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
memcpy(&m_PacketID, data, sizeof(int)); //Read new packet id
MoveMessageHead(data, length, sizeof(int));
m_PacketID = package.PopFrontPrimitive<int>(); //Read new packet id
IdentifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
ParseConnect(data, length);
ParseConnect(package);
break;
case MessageType::ClientPing:
ParsePing();
@@ -153,25 +151,23 @@ void Client::ParseMessageType(char* data, size_t length)
case MessageType::Message:
break;
case MessageType::Snapshot:
ParseSnapshot(data, length);
ParseSnapshot(package);
break;
case MessageType::Disconnect:
break;
case MessageType::Event:
ParseEventMessage(data, length);
ParseEventMessage(package);
break;
default:
break;
}
}
void Client::ParseConnect(char* data, size_t len)
void Client::ParseConnect(Package& package)
{
memcpy(&m_PacketID, data, sizeof(int));
m_PacketID = package.PopFrontPrimitive<int>();
m_PreviousPacketID = m_PacketID;
MoveMessageHead(data, len, sizeof(int));
memcpy(&m_PlayerID, data, sizeof(int));
MoveMessageHead(data, len, sizeof(int));
m_PlayerID = package.PopFrontPrimitive<int>();
std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl;
}
@@ -189,61 +185,50 @@ void Client::ParseServerPing()
//std::cout << "Parsing ping." << std::endl;
}
void Client::ParseEventMessage(char* data, size_t length)
void Client::ParseEventMessage(Package& package)
{
int Id = -1;
std::string command = std::string(data);
std::string command = package.PopFrontString();
if (command.find("+Player") != std::string::npos) {
MoveMessageHead(data, length, command.size() + 1);
memcpy(&Id, data, sizeof(int));
MoveMessageHead(data, length, sizeof(int));
Id = package.PopFrontPrimitive<int>();
// Sett Player name
m_PlayerDefinitions[Id].Name = command.erase(0, 7);
} else {
std::cout << m_PacketID << ": Event message: " << std::string(data) << std::endl;
std::cout << m_PacketID << ": Event message: " << command << std::endl;
}
MoveMessageHead(data, length, std::string(data).size() + 1);
}
void Client::ParseSnapshot(char* data, size_t length)
void Client::ParseSnapshot(Package& package)
{
std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
//std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
std::string tempName;
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
// We're checking for empty name for now. This might not be the best way,
// but it is to avoid sending redundant data.
tempName = package.PopFrontString();
// Read position data
glm::vec3 playerPos;
memcpy(&playerPos.x, data, sizeof(float));
MoveMessageHead(data, length, sizeof(float));
memcpy(&playerPos.y, data, sizeof(float));
MoveMessageHead(data, length, sizeof(float));
memcpy(&playerPos.z, data, sizeof(float));
MoveMessageHead(data, length, sizeof(float));
tempName = std::string(data);
// +1 for null terminator
MoveMessageHead(data, length, tempName.size() + 1);
// Apply the position data read to the player entity
// New player connected on the server side
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
//CreateNewPlayer(i);
m_PlayerDefinitions[i].Name = tempName;
m_PlayersToCreate.push_back(i);
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
// Someone disconnected
// TODO: Insert code here
break;
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
// Not a connected player
break;
}
// Read position data
glm::vec3 playerPos;
playerPos.x = package.PopFrontPrimitive<float>();
playerPos.y = package.PopFrontPrimitive<float>();
playerPos.z = package.PopFrontPrimitive<float>();
// Move player to server position
if (m_PlayerDefinitions[i].EntityID != -1) {
if (m_World->HasComponent(m_PlayerDefinitions[i].EntityID, "Player")) {
m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
}
m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
}
}
}