Network not longer threaded
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@@ -15,24 +15,11 @@ void Server::Start(World* world, EventBroker* eventBroker)
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m_StopTimes[i] = std::clock();
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}
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LOG_INFO("I am Server. BIP BOP\n");
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readFromClients();
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}
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void Server::Update()
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{
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while (m_PlayersToCreate.size() > 0) {
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int tempID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(tempID, "Transform");
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transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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ComponentWrapper model = m_World->AttachComponent(tempID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
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ComponentWrapper player = m_World->AttachComponent(tempID, "Player");
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m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID = tempID;
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m_PlayersToCreate.pop_back();
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}
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readFromClients();
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}
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void Server::Close()
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@@ -42,50 +29,37 @@ void Server::Close()
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void Server::readFromClients()
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{
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char readBuffer[1024] = { 0 };
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int bytesRead = 0;
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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 timOutTimer = std::clock();
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// How often we send messages (milliseconds)
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int intervalMs = 1000;
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int snapshotInterval = 50;
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int checkTimeOutInterval = 100;
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// m_ThreadIsRunning might be unnecessary but the
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// program crashed if it executed m_Socket.available()
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// when closing the program.
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while (m_ThreadIsRunning) {
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// m_ThreadIsRunning might be unnecessary but the
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// program crashed if it executed m_Socket.available()
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// when closing the program.
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if (m_ThreadIsRunning && m_Socket.available()) {
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try {
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bytesRead = receive(readBuffer, INPUTSIZE);
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Packet packet(readBuffer, bytesRead);
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parseMessageType(packet);
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} catch (const std::exception& err) {
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//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
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}
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}
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std::clock_t currentTime = std::clock();
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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sendSnapshot();
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previousSnapshotMessage = currentTime;
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if (m_Socket.available()) {
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try {
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bytesRead = receive(readBuffer, INPUTSIZE);
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Packet packet(readBuffer, bytesRead);
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parseMessageType(packet);
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} catch (const std::exception& err) {
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//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
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}
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// Send pings each
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if (intervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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sendPing();
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previousePingMessage = currentTime;
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}
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}
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std::clock_t currentTime = std::clock();
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// Send snapshot
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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sendSnapshot();
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previousSnapshotMessage = currentTime;
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}
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// Time out logic
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if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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checkForTimeOuts();
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timOutTimer = currentTime;
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}
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// Send pings each
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if (intervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
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sendPing();
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previousePingMessage = currentTime;
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}
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// Time out logic
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if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
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checkForTimeOuts();
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timOutTimer = currentTime;
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}
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}
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@@ -291,8 +265,7 @@ void Server::parseConnect(Packet& packet)
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for (int i = 0; i < MAXCONNECTIONS; i++) {
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if (m_PlayerDefinitions[i].Endpoint.address() == boost::asio::ip::address()) {
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// Create new player
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m_PlayersToCreate.push_back(i);
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m_PlayerDefinitions[i].EntityID = createPlayer();
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m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
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m_PlayerDefinitions[i].Name = packet.ReadString();
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@@ -368,3 +341,15 @@ void Server::identifyPacketLoss()
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LOG_INFO("%i Packet(s) were lost...", difference);
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}
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}
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EntityID Server::createPlayer()
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{
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EntityID entityID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(entityID, "Transform");
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transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
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ComponentWrapper model = m_World->AttachComponent(entityID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
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ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
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return entityID;
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}
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