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