Network is now working as udp or tcp. Next step is making the hybrid.

This commit is contained in:
Jocke
2016-02-09 19:14:56 +01:00
parent fccd8c64e7
commit d2ed293183
12 changed files with 225 additions and 190 deletions
+84 -6
View File
@@ -23,7 +23,35 @@ void Server::Start(World* world, EventBroker* eventBroker)
void Server::Update()
{
readFromClients();
m_TCPServer.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
PlayerDefinition pd;
for (auto& kv : m_ConnectedPlayers) {
while (kv.second.TCPSocket->available()) {
// Packet will get real data in receive
Packet packet(MessageType::Invalid);
m_TCPServer.Receive(packet, kv.second);
m_Address = kv.second.TCPSocket->remote_endpoint().address();
m_Port = kv.second.TCPSocket->remote_endpoint().port();
if (packet.GetMessageType() == MessageType::Connect) {
parseTCPConnect(packet);
} else {
parseMessageType(packet);
}
}
}
//while (m_UDPServer.IsSocketAvailable()) {
// // Packet will get real data in receive
// Packet packet(MessageType::Invalid);
// m_UDPServer.Receive(packet, pd);
// m_Address = pd.Endpoint.address();
// m_Port = pd.Endpoint.port();
// if (packet.GetMessageType() == MessageType::Connect) {
// parseConnect(packet, pd);
// } else {
// parseMessageType(packet);
// }
//}
std::clock_t currentTime = std::clock();
// Send snapshot
@@ -60,7 +88,7 @@ void Server::parseMessageType(Packet& packet)
//identifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
parseConnect(packet);
//parseConnect(packet);
break;
case MessageType::Ping:
parsePing();
@@ -90,7 +118,7 @@ void Server::broadcast(Packet& packet)
{
for (auto& kv : m_ConnectedPlayers) {
packet.ChangePacketID(kv.second.PacketID);
send(packet, kv.second);
m_TCPServer.Send(packet, kv.second);
}
}
@@ -184,6 +212,56 @@ void Server::checkForTimeOuts()
}
}
void Server::parseConnect(Packet & packet, PlayerDefinition & pd)
{
//LOG_INFO("Parsing connections");
//// Check if player is already connected
//if (GetPlayerIDFromEndpoint() != -1) {
// return;
//}
//// Create a new player
//pd.EntityID = 0; // Overlook this
//pd.Address = pd.Endpoint.address();
//pd.Port = pd.Endpoint.port();
//pd.Name = packet.ReadString();
//pd.PacketID = 0;
//pd.StopTime = std::clock();
//m_ConnectedPlayers[m_NextPlayerID++] = pd;
//LOG_INFO("Spectator \"%s\" connected on IP: %s", pd.Name.c_str(), pd.Endpoint.address().to_string().c_str());
//// Send a message to the player that connected
//Packet connnectPacket(MessageType::Connect, pd.PacketID);
//m_UDPServer.Send(connnectPacket);
//// Send notification that a player has connected
//Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket);
}
void Server::parseTCPConnect(Packet & packet)
{
LOG_INFO("Parsing connections");
// Check if player is already connected
PlayerID playerID = GetPlayerIDFromEndpoint();
if (playerID = -1) {
return;
}
// Create a new player
m_ConnectedPlayers.at(playerID).EntityID = 0; // Overlook this
m_ConnectedPlayers.at(playerID).Name = packet.ReadString();
m_ConnectedPlayers.at(playerID).PacketID = 0;
m_ConnectedPlayers.at(playerID).StopTime = std::clock();
LOG_INFO("Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
// Send a message to the player that connected
Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
m_TCPServer.Send(connnectPacket);
// Send notification that a player has connected
Packet notificationPacket(MessageType::PlayerConnected);
//broadcast(notificationPacket);
}
void Server::parseDisconnect()
{
LOG_INFO("%i: Parsing disconnect", m_PacketID);
@@ -232,7 +310,7 @@ void Server::kick(PlayerID player)
{
disconnect(player);
Packet packet = Packet(MessageType::Kick);
send(packet);
m_TCPServer.Send(packet);
}
bool Server::OnInputCommand(const Events::InputCommand & e)
@@ -261,7 +339,7 @@ bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
packet.WritePrimitive<EntityID>(e.Spawner.ID);
// We don't send PlayerID here because it will always be set to -1
packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
send(packet, m_ConnectedPlayers[e.PlayerID]);
m_TCPServer.Send(packet, m_ConnectedPlayers[e.PlayerID]);
return false;
}
@@ -297,7 +375,7 @@ void Server::parseClientPing()
// Return ping
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
packet.WriteString("Ping received");
send(packet);
m_TCPServer.Send(packet);
}
void Server::parsePing()