Network is now working as udp or tcp. Next step is making the hybrid.
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@@ -6,71 +6,23 @@ UDPServer::UDPServer()
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}
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UDPServer::~UDPServer()
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{ }
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void UDPServer::readFromClients()
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{
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while (m_Socket->available()) {
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try {
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bytesRead = receive(readBuffer);
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m_Address = m_ReceiverEndpoint.address();
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m_Port = m_ReceiverEndpoint.port();
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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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}
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void UDPServer::parseConnect(Packet& packet)
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{
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LOG_INFO("Parsing connections");
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// Check if player is already connected
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if (GetPlayerIDFromEndpoint() != -1) {
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return;
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}
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// Create a new player
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PlayerDefinition pd;
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pd.EntityID = 0; // Overlook this
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pd.Endpoint = m_ReceiverEndpoint;
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pd.Address = m_ReceiverEndpoint.address();
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pd.Port = m_ReceiverEndpoint.port();
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pd.Name = packet.ReadString();
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pd.PacketID = 0;
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pd.StopTime = std::clock();
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m_ConnectedPlayers[m_NextPlayerID++] = pd;
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LOG_INFO("Spectator \"%s\" connected on IP: %s", pd.Name.c_str(), pd.Endpoint.address().to_string().c_str());
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// Send a message to the player that connected
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Packet connnectPacket(MessageType::Connect, pd.PacketID);
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send(connnectPacket);
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// Send notification that a player has connected
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Packet notificationPacket(MessageType::PlayerConnected);
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broadcast(notificationPacket);
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}
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void UDPServer::send(Packet& packet, PlayerDefinition & playerDefinition)
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void UDPServer::Send(Packet& packet, PlayerDefinition & playerDefinition)
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{
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try {
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int bytesSent = m_Socket->send_to(
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boost::asio::buffer(packet.Data(), packet.Size()),
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playerDefinition.Endpoint,
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0);
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// Network Debug data
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if (isReadingData) {
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m_NetworkData.TotalDataSent += packet.Size();
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m_NetworkData.DataSentThisInterval += packet.Size();
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m_NetworkData.AmountOfMessagesSent++;
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}
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} catch (const boost::system::system_error& e) {
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// TODO: Clean up invalid endpoints out of m_ConnectedPlayers later
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playerDefinition.Endpoint = boost::asio::ip::udp::endpoint();
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}
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}
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// Send back to endpoint of received packet
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void UDPServer::send(Packet & packet)
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void UDPServer::Send(Packet & packet)
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{
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m_Socket->send_to(
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boost::asio::buffer(
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@@ -78,27 +30,32 @@ void UDPServer::send(Packet & packet)
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packet.Size()),
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m_ReceiverEndpoint,
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0);
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if (isReadingData) {
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// Network Debug data
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m_NetworkData.TotalDataSent += packet.Size();
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m_NetworkData.DataSentThisInterval += packet.Size();
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}
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}
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int UDPServer::receive(char * data)
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void UDPServer::Receive(Packet & packet, PlayerDefinition & playerDefinition)
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{
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int bytesRead = readBuffer(m_ReadBuffer);
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if (bytesRead > 0) {
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packet.ReconstructFromData(m_ReadBuffer, bytesRead);
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}
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playerDefinition.Endpoint = m_ReceiverEndpoint;
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}
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bool UDPServer::IsSocketAvailable()
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{
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return m_Socket->available();
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}
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int UDPServer::readBuffer(char* data)
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{
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unsigned int length = m_Socket->receive_from(
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boost::asio::buffer((void*)data
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, BUFFERSIZE)
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, m_ReceiverEndpoint, 0);
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// Network Debug data
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if (isReadingData) {
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m_NetworkData.TotalDataReceived += length;
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m_NetworkData.DataReceivedThisInterval += length;
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m_NetworkData.AmountOfMessagesReceived++;
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}
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return length;
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}
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void UDPServer::AcceptNewConnections(int& nextPlayerID, std::map<PlayerID, PlayerDefinition>& connectedPlayers)
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{
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}
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