Network now runs on it's own thread.
Network now sends Disconnect message when game is terminated.
This commit is contained in:
@@ -18,6 +18,7 @@ public:
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Client();
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~Client();
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void Start();
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void Close();
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private:
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// Threaded
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@@ -27,6 +28,7 @@ private:
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int Receive(char* data, size_t length);
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int CreateMessage(MessageType type, std::string message, char* data);
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void Disconnect();
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void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
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void ParseMessageType(char* data, size_t length);
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void ParseEventMessage(char* data, size_t length);
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@@ -51,6 +53,7 @@ private:
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double m_DurationOfPingTime;
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bool m_ShouldDrawGameBoard = true;
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std::string m_PlayerName;
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bool m_ThreadIsRunning = true;
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};
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#endif
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@@ -8,6 +8,9 @@
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#include "Core/InputManager.h"
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#include "GUI/Frame.h"
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#include "Core/World.h"
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// Network
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#include <boost/thread.hpp>
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#include "Network/Client.h"
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class Game
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{
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@@ -26,6 +29,13 @@ private:
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InputManager* m_InputManager;
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GUI::Frame* m_FrameStack;
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World* m_World;
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// Network viriables
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boost::thread m_NetworkThread;
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Client m_Client;
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// Network methods
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void NetworkFunction();
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};
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#endif
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@@ -49,6 +49,12 @@ void Client::Start()
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threads.join_all();
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}
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void Client::Close()
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{
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Disconnect();
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m_ThreadIsRunning = false;
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}
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void Client::InputLoop()
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{
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int intervallMs = 33; // ~30 times per second
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@@ -56,7 +62,7 @@ void Client::InputLoop()
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std::clock_t previousInputTime = std::clock();
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std::clock_t previousCommandTime = std::clock();
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while (true) {
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while (m_ThreadIsRunning) {
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std::clock_t currentTime = std::clock();
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int testTimeShit = (1000 * (currentTime - previousCommandTime) / (double)CLOCKS_PER_SEC);
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@@ -77,7 +83,7 @@ void Client::InputLoop()
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void Client::DisplayLoop()
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{
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while (true) {
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while (m_ThreadIsRunning) {
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// Update gameboard
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for (size_t i = 0; i < BOARDSIZE; i++) {
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for (size_t j = 0; j < BOARDSIZE; j++) {
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@@ -95,7 +101,7 @@ void Client::ReadFromServer()
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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for (;;) {
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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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@@ -244,6 +250,16 @@ int Client::CreateMessage(MessageType type, std::string message, char* data)
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return offset;
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}
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void Client::Disconnect()
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{
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char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled
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int len = CreateMessage(MessageType::Disconnect, "+Disconnect", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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}
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void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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{
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data += stepSize;
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@@ -310,11 +326,7 @@ void Client::SendInput()
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m_ReceiverEndpoint, 0);
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}
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if (GetAsyncKeyState('V')) {
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int len = CreateMessage(MessageType::Disconnect, "+Disconnect", dataPackage);
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m_Socket.send_to(boost::asio::buffer(
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dataPackage,
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len),
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m_ReceiverEndpoint, 0);
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Disconnect();
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}
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memset(dataPackage, 0, INPUTSIZE);
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+12
-8
@@ -1,6 +1,5 @@
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#include "Game.h"
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#include "HardcodedTestWorld.h"
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#include "Network/Client.h"
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Game::Game(int argc, char* argv[])
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{
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@@ -38,13 +37,7 @@ Game::Game(int argc, char* argv[])
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m_World = new HardcodedTestWorld();
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// TEMP: Invoke network
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std::string inputMessage;
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std::cout << "Start client or server? (c/s)" << std::endl;
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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Client client;
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client.Start();
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}
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boost::thread workerThread(&Game::NetworkFunction, this);
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m_LastTime = glfwGetTime();
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}
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@@ -53,6 +46,7 @@ Game::~Game()
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{
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delete m_FrameStack;
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delete m_EventBroker;
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m_Client.Close();
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}
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void Game::Tick()
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@@ -75,3 +69,13 @@ void Game::Tick()
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glfwPollEvents();
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}
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void Game::NetworkFunction()
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{
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std::string inputMessage;
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std::cout << "Start client or server? (c/s)" << std::endl;
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std::cin >> inputMessage;
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if (inputMessage == "c" || inputMessage == "C") {
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m_Client.Start();
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}
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}
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