Merge pull request #19 from teamfisk/Networking

Networking
This commit is contained in:
Viktor Ljung
2015-12-18 14:54:11 +01:00
21 changed files with 1123 additions and 92 deletions
+74 -4
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@@ -1,14 +1,84 @@
#ifndef Client_h__
#define Client_h__
#include <boost\asio.hpp>
#include <string>
#include <ctime>
class Client
#include <glm/common.hpp>
#include <boost/asio.hpp>
#include "Network/Network.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Network/SnapshotDefinitions.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ConfigFile.h"
#include "Input/EInputCommand.h"
class Client : public Network
{
Client();
~Client();
public:
Client(ConfigFile* config);
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Update() override;
void Close();
private:
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// Sending message to server logic
int bytesRead = -1;
char readBuf[1024] = { 0 };
int snapshotInterval = 33;
std::clock_t previousSnapshotMessage = std::clock();
// Packet loss logic
unsigned int m_PacketID = 0;
unsigned int m_PreviousPacketID = 0;
unsigned int m_SendPacketID = 0;
// Game logic
World* m_World;
std::string m_PlayerName;
int m_PlayerID = -1;
// Network logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
bool m_ThreadIsRunning = true;
double m_DurationOfPingTime;
std::clock_t m_StartPingTime;
// Use to check if we should send disconnect message
// if game is turned of by closing window.
bool m_WasStarted = false;
// Private member functions
void readFromServer();
void sendSnapshotToServer();
int receive(char* data, size_t length);
void send(Packet& packet);
void connect();
void disconnect();
void ping();
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void parseMessageType(Packet& packet);
void parseEventMessage(Packet& packet);
void parseConnect(Packet& packet);
void parsePing();
void parseServerPing();
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
bool isConnected();
EntityID createPlayer();
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
};
#endif
+17
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@@ -0,0 +1,17 @@
#ifndef MessageType_h__
#define MessageType_h__
// Message types used by both server and client.
// Used to determine what type of message was sent.
enum class MessageType
{
Connect,
Disconnect,
ClientPing,
ServerPing,
Message,
Snapshot,
Event,
};
#endif
+19
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@@ -0,0 +1,19 @@
#ifndef Network_h__
#define Network_h__
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Network/Packet.h"
#define MAXCONNECTIONS 8
#define INPUTSIZE 128
class Network
{
public:
virtual ~Network() { };
virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
virtual void Update() = 0;
};
#endif
+61
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@@ -0,0 +1,61 @@
#ifndef Packet_h__
#define Packet_h__
#include <string>
#include "Network/MessageType.h"
#include "Core/Util/Logging.h"
// Defines the
class Packet
{
public:
// arg1: Type of message (Connect, Disconnect...)
// arg2: PacketID for identifying packet loss.
Packet(MessageType type, unsigned int& packetID);
// Used to create packet from already existing data buffer.
Packet(char* data, const int sizeOfPacket);
~Packet();
// Add primitive types like int, float, char...
template<typename T>
void WritePrimitive(T val)
{
// Check if we are trying to add more than the package can fit.
if (m_MaxPacketSize < m_Offset + sizeof(T)) {
LOG_WARNING("Packet AddPrimitive(): You are trying to add more than we have allocated for!");
}
memcpy(m_Data + m_Offset, &val, sizeof(T));
m_Offset += sizeof(T);
}
// Pops the first element as if it was a primitive.
template<typename T>
T ReadPrimitive()
{
if (m_Offset < m_ReturnDataOffset + sizeof(T)) {
LOG_WARNING("Packet PopFrontPrimitive(): You are trying to remove more than what exists in this packet!");
return -1;
}
T returnValue;
memcpy(&returnValue, m_Data + m_ReturnDataOffset, sizeof(T));
m_ReturnDataOffset += sizeof(T);
return returnValue;
}
// Add a string to the message
void WriteString(std::string str);
// Add data to the message
void WriteData(char* data, int sizeOfData);
// Pops the first element as if it was a string.
std::string ReadString();
char* ReadData(int SizeOfData);
int Size() { return m_Offset; };
char* Data() { return m_Data; };
private:
char* m_Data;
unsigned int m_ReturnDataOffset = 0;
int m_Offset = 0;
unsigned int m_MaxPacketSize = 128;
};
#endif
+11
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@@ -0,0 +1,11 @@
#ifndef PlayerDefinition_h__
#define PlayerDefinition_h__
#include <string>
struct PlayerDefinition {
int EntityID = -1;
std::string Name = "";
boost::asio::ip::udp::endpoint Endpoint;
};
#endif
+77 -4
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@@ -1,12 +1,85 @@
#ifndef Server_h__
#define Server_h__
#include <boost\asio.hpp>
#include <string>
#include <ctime>
class Server
#include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Network/Network.h"
class Server : public Network
{
Server();
~Server();
public:
Server();
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
void Close();
private:
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
// Sending messages to client logic
char readBuffer[1024] = { 0 };
int bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds)
int intervalMs = 1000;
int snapshotInterval = 50;
int checkTimeOutInterval = 100;
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// vec.size() = ammount of players to create, stores playerID's
std::vector<unsigned int> m_PlayersToCreate;
// Packet loss logic
unsigned int m_PacketID;
unsigned int m_PreviousPacketID;
unsigned int m_SendPacketID;
// Close logic
bool m_ThreadIsRunning = true;
// Private member functions
int receive(char* data, size_t length);
void readFromClients();
void send(Packet& packet, int playerID);
void send(Packet& packet);
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void broadcast(std::string message);
void broadcast(Packet& packet);
void sendSnapshot();
void sendPing();
void checkForTimeOuts();
void disconnect(int i);
void parseMessageType(Packet& packet);
void parseEvent(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parseServerPing();
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
EntityID createPlayer();
};
#endif
@@ -0,0 +1,12 @@
#ifndef SnapshotDefinitions_h__
#define SnapshotDefinitions_h__
struct SnapshotDefinitions
{
// "+Forward" is 8 characters * sizeof(char) = 8
std::string InputForward;
// "+Right" is 6 characters * sizeof(char) = 6
std::string InputRight;
};
#endif
+1 -1
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@@ -35,7 +35,7 @@ public:
virtual void Draw(RenderQueueCollection& rq) = 0;
protected:
Rectangle m_Resolution = Rectangle(1280, 720);
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
bool m_Fullscreen = false;
bool m_VSYNC = false;
int m_GLVersion[2];
+16
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@@ -19,6 +19,13 @@
#include "PlayerSystem.h"
#include "Editor/EditorSystem.h"
// Network
#include <boost/thread.hpp>
#include "Network/Network.h"
#include "Network/Server.h"
#include "Network/Client.h"
class Game
{
public:
@@ -39,12 +46,21 @@ private:
World* m_World;
SystemPipeline* m_SystemPipeline;
RenderQueueFactory* m_RenderQueueFactory;
// Network variables
boost::thread m_NetworkThread;
// Network methods
void networkFunction();
Network* m_ClientOrServer;
bool m_IsClientOrServer = false;
EventRelay<Game, Events::InputCommand> m_EInputCommand;
bool debugOnInputCommand(const Events::InputCommand& e);
void debugInitialize();
void debugTick(double dt);
EventRelay<Client, Events::KeyDown> m_EKeyDown;
};
#endif
-21
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@@ -6,43 +6,22 @@
#include "Common.h"
#include "Core/System.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Collision/ETrigger.h"
struct KeyInput
{
bool Forward = false;
bool Left = false;
bool Back = false;
bool Right = false;
};
class PlayerSystem : public PureSystem
{
public:
PlayerSystem(EventBroker* eventBroker)
: PureSystem(eventBroker, "Player")
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PlayerSystem::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PlayerSystem::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_ETouch, &PlayerSystem::OnTouch);
EVENT_SUBSCRIBE_MEMBER(m_EEnter, &PlayerSystem::OnEnter);
EVENT_SUBSCRIBE_MEMBER(m_ELeave, &PlayerSystem::OnLeave);
}
virtual void UpdateComponent(World* world, ComponentWrapper& player, double dt) override;
private:
float m_Speed = 5;
glm::vec3 m_Direction;
KeyInput input;
EventRelay<PlayerSystem, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown &event);
EventRelay<PlayerSystem, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &event);
EventRelay<PlayerSystem, Events::TriggerEnter> m_EEnter;
bool OnEnter(const Events::TriggerEnter &event);
EventRelay<PlayerSystem, Events::TriggerTouch> m_ETouch;
+9 -1
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@@ -3,9 +3,17 @@ LogLevel=1
LoadMap=
EditorEnabled=false
[Video]
Fullscreen=false
VSYNC=false
Width=1280
Height=720
FOV=45
FOV=45
[Networking]
StartNetwork=false
IsServer=false
Name=Bob
Address=127.0.0.1
Port=13
+4 -1
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@@ -18,4 +18,7 @@ F1=ToggleEditor
1=EditorToolMove
2=EditorToolRotate
3=EditorToolScale
X=EditorToggleTransformSpace
X=EditorToggleTransformSpace
C=ConnectToServer
N=SwitchToServer
M=SwitchToClient
+4
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@@ -1,3 +1,7 @@
<c:Player>
<Velocity X="0" Y="0" Z="0"/>
<Forward>false</Forward>
<Left>false</Left>
<Back>false</Back>
<Right>false</Right>
</c:Player>
+4
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@@ -7,6 +7,10 @@
<xs:complexType>
<xs:all>
<xs:element name="Velocity" type="t:Vector" minOccurs="0"/>
<xs:element name="Forward" type="t:bool" minOccurs="0"/>
<xs:element name="Left" type="t:bool" minOccurs="0"/>
<xs:element name="Back" type="t:bool" minOccurs="0"/>
<xs:element name="Right" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+2 -2
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@@ -34,7 +34,7 @@
</c:Trigger>
</Components>
</Entity>
<Entity>
<!--<Entity>
<Components>
<c:Player>
<Velocity X="0" Y="0" Z="0"/>
@@ -48,7 +48,7 @@
<c:AABB>
</c:AABB>
</Components>
</Entity>
</Entity>-->
<Entity>
<Components>
<c:Transform>
+3
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@@ -252,6 +252,9 @@ bool GetEntityBox(World* world, ComponentWrapper& AABBComponent, AABB& outBox)
glm::vec3 mini = outBox.MinCorner();
glm::vec3 maxi = outBox.MaxCorner();
if (modelRes == nullptr) {
return false;
}
glm::mat4 modelMatrix = modelRes->m_Matrix *
glm::translate(glm::mat4(), (glm::vec3)cTrans["Position"]) *
glm::scale((glm::vec3)cTrans["Scale"]);
+326 -3
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@@ -1,11 +1,334 @@
#include "Network\Client.h"
#include "Network/Client.h"
Client::Client()
using namespace boost::asio::ip;
Client::Client(ConfigFile* config) : m_Socket(m_IOService)
{
// Default is local host
std::string address = config->Get<std::string>("Networking.Address", "127.0.0.1");
int port = config->Get<int>("Networking.Port", 13);
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string(address), port);
// Set up network stream
m_PlayerName = config->Get<std::string>("Networking.Name", "Raptorcopter");
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
}
Client::~Client()
{
}
void Client::Start(World* world, EventBroker* eventBroker)
{
m_WasStarted = true;
m_EventBroker = eventBroker;
m_World = world;
// Subscribe to events
m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EInputCommand);
//while (m_PlayerName.size() > 7) {
// LOG_INFO("Please enter your name (No longer than 7 characters):");
// std::cin >> m_PlayerName;
//}
m_Socket.connect(m_ReceiverEndpoint);
LOG_INFO("I am client. BIP BOP");
}
void Client::Update()
{
readFromServer();
}
void Client::Close()
{
if (m_WasStarted) {
disconnect();
m_ThreadIsRunning = false;
m_EventBroker->Unsubscribe(m_EInputCommand);
}
}
void Client::readFromServer()
{
if (m_Socket.available()) {
bytesRead = receive(readBuf, INPUTSIZE);
if (bytesRead > 0) {
Packet packet(readBuf, bytesRead);
parseMessageType(packet);
}
}
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
if (isConnected()) {
sendSnapshotToServer();
}
previousSnapshotMessage = currentTime;
}
}
void Client::sendSnapshotToServer()
{
// Reset previouse key state in snapshot.
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
// See if any movement keys are down
// We dont care if it's overwritten by later
// if statement. Watcha gonna do, right!
if (player["Forward"]) {
m_NextSnapshot.InputForward = "+Forward";
}
if (player["Left"]) {
m_NextSnapshot.InputRight = "-Right";
}
if (player["Back"]) {
m_NextSnapshot.InputForward = "-Forward";
}
if (player["Right"]) {
m_NextSnapshot.InputRight = "+Right";
}
if (m_NextSnapshot.InputForward != "") {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(m_NextSnapshot.InputForward);
send(packet);
} else {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString("0Forward");
send(packet);
}
if (m_NextSnapshot.InputRight != "") {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(m_NextSnapshot.InputRight);
send(packet);
} else {
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString("0Right");
send(packet);
}
}
void Client::parseMessageType(Packet& packet)
{
int messageType = packet.ReadPrimitive<int>();
if (messageType == -1)
return;
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
//IdentifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
break;
case MessageType::ClientPing:
parsePing();
break;
case MessageType::ServerPing:
parseServerPing();
break;
case MessageType::Message:
break;
case MessageType::Snapshot:
parseSnapshot(packet);
break;
case MessageType::Disconnect:
break;
case MessageType::Event:
parseEventMessage(packet);
break;
default:
break;
}
}
void Client::parseConnect(Packet& packet)
{
m_PlayerID = packet.ReadPrimitive<int>();
LOG_INFO("%i: I am player: %i", m_PacketID, m_PlayerID);
}
void Client::parsePing()
{
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
}
void Client::parseServerPing()
{
Packet packet(MessageType::ServerPing, m_SendPacketID);
packet.WriteString("Ping recieved");
send(packet);
}
void Client::parseEventMessage(Packet& packet)
{
int Id = -1;
std::string command = packet.ReadString();
if (command.find("+Player") != std::string::npos) {
Id = packet.ReadPrimitive<int>();
// Sett Player name
m_PlayerDefinitions[Id].Name = command.erase(0, 7);
} else {
LOG_INFO("%i: Event message: %s", m_PacketID, command.c_str());
}
}
void Client::parseSnapshot(Packet& packet)
{
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 = packet.ReadString();
// Apply the position data read to the player entity
// New player connected on the server side
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
m_PlayerDefinitions[i].Name = tempName;
m_PlayerDefinitions[i].EntityID = createPlayer();
} 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;
}
if (m_PlayerDefinitions[i].EntityID != -1) {
// Move player to server position
int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride;
memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, packet.ReadData(dataSize), dataSize);
}
}
}
int Client::receive(char* data, size_t length)
{
boost::system::error_code error;
int bytesReceived = m_Socket.receive_from(boost
::asio::buffer((void*)data, length),
m_ReceiverEndpoint,
0, error);
if (error) {
//LOG_ERROR("receive: %s", error.message().c_str());
}
return bytesReceived;
}
void Client::send(Packet& packet)
{
m_Socket.send_to(boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint, 0);
}
void Client::connect()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString(m_PlayerName);
m_StartPingTime = std::clock();
send(packet);
}
void Client::disconnect()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString("+Disconnect");
send(packet);
}
void Client::ping()
{
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WriteString("Ping");
m_StartPingTime = std::clock();
send(packet);
}
void Client::moveMessageHead(char*& data, size_t& length, size_t stepSize)
{
data += stepSize;
length -= stepSize;
}
bool Client::OnInputCommand(const Events::InputCommand & e)
{
if (isConnected()) {
ComponentWrapper& player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
if (e.Command == "Forward") {
if (e.Value > 0) {
(bool&)player["Forward"] = true;
(bool&)player["Back"] = false;
} else if (e.Value < 0) {
(bool&)player["Back"] = true;
(bool&)player["Forward"] = false;
} else {
(bool&)player["Forward"] = false;
(bool&)player["Back"] = false;
}
}
if (e.Command == "Right") {
if (e.Value > 0) {
(bool&)player["Right"] = true;
(bool&)player["Left"] = false;
} else if (e.Value < 0) {
(bool&)player["Left"] = true;
(bool&)player["Right"] = false;
} else {
(bool&)player["Left"] = false;
(bool&)player["Right"] = false;
}
}
}
if (e.Command == "ConnectToServer") { // Connect for now
connect();
}
return false;
}
void Client::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
int difference = m_PacketID - m_PreviousPacketID;
if (difference != 1) {
LOG_INFO("%i Packet(s) were lost...", difference);
}
}
bool Client::isConnected()
{
if (m_PlayerID != -1) {
if (m_PlayerDefinitions[m_PlayerID].EntityID != -1) {
return true;
}
}
return false;
}
EntityID Client::createPlayer()
{
EntityID entityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(entityID, "Transform");
ComponentWrapper model = m_World->AttachComponent(entityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
return entityID;
}
+72
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@@ -0,0 +1,72 @@
#include "Network/Packet.h"
Packet::Packet(MessageType type, unsigned int& packetID)
{
m_Data = new char[m_MaxPacketSize];
// Create message header
// Add message type
int messageType = static_cast<int>(type);
Packet::WritePrimitive<int>(messageType);
packetID = packetID % 1000; // Packet id modulos
Packet::WritePrimitive<int>(packetID);
packetID++;
}
// Create message
Packet::Packet(char* data, const int sizeOfPacket)
{
// Resize message
m_MaxPacketSize = sizeOfPacket;
// Copy data newly allocated memory
m_Data = new char[sizeOfPacket];
memcpy(m_Data, data, sizeOfPacket);
m_Offset = sizeOfPacket;
}
Packet::~Packet()
{
delete[] m_Data;
}
void Packet::WriteString(std::string str)
{
// Message, add one extra byte for null terminator
int sizeOfString = str.size() + 1;
if (m_Offset + sizeOfString > m_MaxPacketSize) {
LOG_WARNING("Package::WriteString(): Data size in packet exceeded maximum package size.\n");
}
memcpy(m_Data + m_Offset, str.data(), sizeOfString * sizeof(char));
m_Offset += sizeOfString * sizeof(char);
}
void Packet::WriteData(char * data, int sizeOfData)
{
if (m_Offset + sizeOfData > m_MaxPacketSize) {
LOG_WARNING("Packet::WriteData(): Data size in packet exceeded maximum packet size.\n");
}
memcpy(m_Data + m_Offset, data, sizeOfData);
m_Offset += sizeOfData;
}
std::string Packet::ReadString()
{
std::string returnValue(m_Data + m_ReturnDataOffset);
if (m_Offset < m_ReturnDataOffset + returnValue.size()) {
LOG_WARNING("packet ReadString(): Oh no! You are trying to remove things outside my memory kingdom");
return "PopFrontString Failed";
}
// +1 for null terminator.
m_ReturnDataOffset += returnValue.size() + 1;
return returnValue;
}
char * Packet::ReadData(int SizeOfData)
{
if (m_Offset < m_ReturnDataOffset + SizeOfData) {
LOG_WARNING("packet ReadData(): Oh no! You are trying to remove things outside my memory kingdom");
return nullptr;
}
unsigned int oldReturnDataOffset = m_ReturnDataOffset;
m_ReturnDataOffset += SizeOfData;
return (m_Data + oldReturnDataOffset);
}
+350 -6
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@@ -1,11 +1,355 @@
#include "Network\Server.h"
#include "Network/Server.h"
Server::Server()
{
}
Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 13))
{ }
Server::~Server()
{
{ }
void Server::Start(World* world, EventBroker* eventBroker)
{
m_World = world;
m_EventBroker = eventBroker;
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
m_StopTimes[i] = std::clock();
}
LOG_INFO("I am Server. BIP BOP\n");
}
void Server::Update()
{
readFromClients();
}
void Server::Close()
{
m_ThreadIsRunning = false;
}
void Server::readFromClients()
{
// m_ThreadIsRunning might be unnecessary but the
// program crashed if it executed m_Socket.available()
// when closing the program.
if (m_Socket.available()) {
try {
bytesRead = receive(readBuffer, INPUTSIZE);
Packet packet(readBuffer, bytesRead);
parseMessageType(packet);
} catch (const std::exception& err) {
//LOG_ERROR("%i: Read from client crashed %s", m_PacketID, err.what());
}
}
std::clock_t currentTime = std::clock();
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
sendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (intervalMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
sendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (checkTimeOutInterval < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
checkForTimeOuts();
timOutTimer = currentTime;
}
}
void Server::parseMessageType(Packet& packet)
{
int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = packet.ReadPrimitive<int>(); //Read new packet id
//IdentifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
break;
case MessageType::ClientPing:
//parseClientPing();
break;
case MessageType::ServerPing:
parseServerPing();
break;
case MessageType::Message:
break;
case MessageType::Snapshot:
parseSnapshot(packet);
break;
case MessageType::Disconnect:
parseDisconnect();
break;
case MessageType::Event:
parseEvent(packet);
break;
default:
break;
}
}
int Server::receive(char * data, size_t length)
{
length = m_Socket.receive_from(
boost::asio::buffer((void*)data
, length)
, m_ReceiverEndpoint, 0);
return length;
}
void Server::send(Packet& packet, int playerID)
{
m_Socket.send_to(
boost::asio::buffer(packet.Data(), packet.Size()),
m_PlayerDefinitions[playerID].Endpoint,
0);
}
void Server::send(Packet & packet)
{
m_Socket.send_to(
boost::asio::buffer(
packet.Data(),
packet.Size()),
m_ReceiverEndpoint,
0);
}
void Server::moveMessageHead(char *& data, size_t & length, size_t stepSize)
{
data += stepSize;
length -= stepSize;
}
void Server::broadcast(std::string message)
{
Packet packet(MessageType::Event, m_SendPacketID);
packet.WriteString(message);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
send(packet, i);
}
}
}
void Server::broadcast(Packet& packet)
{
for (int i = 0; i < MAXCONNECTIONS; ++i) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
send(packet, i);
}
}
}
void Server::sendSnapshot()
{
Packet packet(MessageType::Snapshot, m_SendPacketID);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
// Send an empty name if there is no player connected on this position.
packet.WriteString(m_PlayerDefinitions[i].Name);
if (m_PlayerDefinitions[i].EntityID == -1) {
continue;
}
// Pack transfrom component into data packet
auto transform = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform");
packet.WriteData(transform.Data, transform.Info.Meta.Stride);
}
broadcast(packet);
}
void Server::sendPing()
{
// Prints connected players ping
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int ping = 1000 * (m_StopTimes[i] - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: Player %i's ping: %i", m_PacketID, i, ping);
}
}
// Create ping message
Packet packet(MessageType::ServerPing, m_SendPacketID);
packet.WriteString("Ping from server");
// Time message
m_StartPingTime = std::clock();
// Send message
broadcast(packet);
}
void Server::checkForTimeOuts()
{
int timeOutTimeMs = 5000;
int startPing = 1000 * m_StartPingTime
/ static_cast<double>(CLOCKS_PER_SEC);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int stopPing = 1000 * m_StopTimes[i]
/ static_cast<double>(CLOCKS_PER_SEC);
if (startPing > stopPing + timeOutTimeMs) {
LOG_INFO("Player %i timed out!", i);
disconnect(i);
}
}
}
}
void Server::disconnect(int i)
{
broadcast("A player disconnected");
LOG_INFO("Player %i disconnected/timed out", i);
// Remove enteties and stuff
m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
m_PlayerDefinitions[i].EntityID = -1;
m_PlayerDefinitions[i].Name = "";
}
void Server::parseEvent(Packet& packet)
{
size_t i;
for (i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
break;
}
}
// If no player matches the address return.
if (i >= 8)
return;
unsigned int entityId = m_PlayerDefinitions[i].EntityID;
std::string eventString = packet.ReadString();
if ("+Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = true;
m_World->GetComponent(entityId, "Player")["Back"] = false;
} else if ("-Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = false;
m_World->GetComponent(entityId, "Player")["Back"] = true;
} else if ("0Forward" == eventString) {
m_World->GetComponent(entityId, "Player")["Forward"] = false;
m_World->GetComponent(entityId, "Player")["Back"] = false;
}
if ("+Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Left"] = false;
m_World->GetComponent(entityId, "Player")["Right"] = true;
} else if ("-Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Right"] = false;
m_World->GetComponent(entityId, "Player")["Left"] = true;
} else if ("0Right" == eventString) {
m_World->GetComponent(entityId, "Player")["Right"] = false;
m_World->GetComponent(entityId, "Player")["Left"] = false;
}
}
void Server::parseConnect(Packet& packet)
{
LOG_INFO("Parsing connections");
// Check if player is already connected
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
return;
}
}
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == boost::asio::ip::address()) {
// Create new player
m_PlayerDefinitions[i].EntityID = createPlayer();
m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
m_PlayerDefinitions[i].Name = packet.ReadString();
m_StopTimes[i] = std::clock();
LOG_INFO("Player \"%s\" connected on IP: %s", m_PlayerDefinitions[i].Name, m_PlayerDefinitions[i].Endpoint.address().to_string());
Packet packet(MessageType::Connect, m_SendPacketID);
packet.WritePrimitive<int>(i); // Player ID
send(packet, i);
// Send notification that a player has connected
std::string str = m_PacketID + "Player " + m_PlayerDefinitions[i].Name + " connected on: "
+ m_PlayerDefinitions[i].Endpoint.address().to_string();
broadcast(str);
break;
}
}
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
disconnect(i);
break;
}
}
}
void Server::parseClientPing()
{
LOG_INFO("%i: Parsing ping", m_PacketID);
// Return ping
Packet packet(MessageType::ClientPing, m_SendPacketID);
packet.WriteString("Ping received");
send(packet); // This dosen't work for multiple users
}
void Server::parseServerPing()
{
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_StopTimes[i] = std::clock();
break;
}
}
}
// NOT USED
void Server::parseSnapshot(Packet& packet)
{
// Does no logic. Returns snapshot if client request one
// The snapshot is not a real snapshot tho...
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer("I'm sending a snapshot to you guys!"),
m_PlayerDefinitions[i].Endpoint,
0);
}
}
}
void Server::identifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
int difference = m_PacketID - m_PreviousPacketID;
if (difference != 1) {
LOG_INFO("%i Packet(s) were lost...", difference);
}
}
EntityID Server::createPlayer()
{
EntityID entityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(entityID, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = m_World->AttachComponent(entityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
ComponentWrapper player = m_World->AttachComponent(entityID, "Player");
return entityID;
}
+46 -1
View File
@@ -22,7 +22,7 @@ Game::Game(int argc, char* argv[])
m_Renderer = new Renderer(m_EventBroker);
m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
m_Renderer->SetResolution(Rectangle(
m_Renderer->SetResolution(Rectangle::Rectangle(
0,
0,
m_Config->Get<int>("Video.Width", 1280),
@@ -58,6 +58,11 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<CollisionSystem>();
m_SystemPipeline->AddSystem<TriggerSystem>();
// Invoke network
if (m_Config->Get<bool>("Networking.StartNetwork", false)) {
//boost::thread workerThread(&Game::networkFunction, this);
networkFunction();
}
m_LastTime = glfwGetTime();
debugInitialize();
@@ -65,6 +70,10 @@ Game::Game(int argc, char* argv[])
Game::~Game()
{
// Call before to ensure that thread closes correctly.
//if (m_IsClientOrServer)
// m_ClientOrServer.Close();
delete m_FrameStack;
delete m_EventBroker;
}
@@ -87,10 +96,16 @@ void Game::Tick()
m_InputProxy->Process();
m_EventBroker->Swap();
// Update network
if (m_IsClientOrServer) {
m_ClientOrServer->Update();
}
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
debugTick(dt);
m_Renderer->Update(dt);
m_EventBroker->Process<Client>();
m_RenderQueueFactory->Update(m_World);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
@@ -112,6 +127,16 @@ bool Game::debugOnInputCommand(const Events::InputCommand& e)
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
}
if (e.Command == "SwitchToServer" && e.Value > 0) {
m_ClientOrServer = new Server();
LOG_INFO("Switching to server");
m_ClientOrServer->Start(m_World, m_EventBroker);
}
if (e.Command == "SwitchToClient" && e.Value > 0) {
m_ClientOrServer = new Client(m_Config);
m_ClientOrServer->Start(m_World, m_EventBroker);
LOG_INFO("Switching to client");
}
return false;
}
@@ -125,3 +150,23 @@ void Game::debugTick(double dt)
{
m_EventBroker->Process<Game>();
}
void Game::networkFunction()
{
bool isServer = m_Config->Get<bool>("Networking.IsServer", false);
if (!isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Client(m_Config);
}
if (isServer) {
m_IsClientOrServer = true;
m_ClientOrServer = new Server();
}
m_ClientOrServer->Start(m_World, m_EventBroker);
// I don't think we are reaching this part of the code right now.
// ~Game() is not called if the game is exited by closing console windows
// When server or client is done set it to false.
//m_IsClientOrServer = false;
// Destroy it
//delete m_ClientOrServer;
}
+15 -48
View File
@@ -2,58 +2,25 @@
void PlayerSystem::UpdateComponent(World * world, ComponentWrapper & player, double dt)
{
if (input.Forward) {
m_Direction.z = -1;
} else if (input.Back) {
m_Direction.z = 1;
} else {
m_Direction.z = 0;
player["Velocity"] = glm::vec3(0.f, 0.f, 0.f);
if ((bool&)player["Forward"] == true) {
((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt) * -1;
}
if (input.Left) {
m_Direction.x = -1;
} else if (input.Right) {
m_Direction.x = 1;
} else {
m_Direction.x = 0;
if ((bool&)player["Left"] == true) {
((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt) * -1;
}
if ((bool&)player["Back"] == true) {
((glm::vec3&)player["Velocity"]).z = m_Speed * float(dt);
}
if ((bool&)player["Right"] == true) {
((glm::vec3&)player["Velocity"]).x = m_Speed * float(dt);
}
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)player["Velocity"] = m_Speed * float(dt) * m_Direction;
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
bool PlayerSystem::OnKeyDown(const Events::KeyDown & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = true;
if ((glm::vec3)player["Velocity"] != glm::vec3(0.f)) {
ComponentWrapper& transform = world->GetComponent(player.EntityID, "Transform");
(glm::vec3&)transform["Position"] += (glm::vec3)player["Velocity"];
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = true;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = true;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = true;
}
return true;
}
bool PlayerSystem::OnKeyUp(const Events::KeyUp & event)
{
if (event.KeyCode == GLFW_KEY_W) {
input.Forward = false;
}
if (event.KeyCode == GLFW_KEY_A) {
input.Left = false;
}
if (event.KeyCode == GLFW_KEY_S) {
input.Back = false;
}
if (event.KeyCode == GLFW_KEY_D) {
input.Right = false;
}
return false;
}
bool PlayerSystem::OnTouch(const Events::TriggerTouch &event)