Merge remote-tracking branch 'origin/TCPConnections' into WeaponSystem
# Conflicts: # include/Engine/Network/Server.h # src/Engine/Network/Client.cpp # src/Engine/Network/Server.cpp
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@@ -5,8 +5,9 @@
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#include <ctime>
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#include <glm/common.hpp>
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#include <boost/asio/ip/udp.hpp>
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#include "Network/TCPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Core/World.h"
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@@ -28,28 +29,29 @@ public:
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void Update() override;
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private:
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// Network channels
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TCPServer m_Reliable;
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UDPServer m_Unreliable;
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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// UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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std::unique_ptr<boost::asio::ip::udp::socket> m_Socket;
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// Sending messages to client logic
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std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
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std::vector<PlayerID> m_PlayersToDisconnect;
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// HACK: Fix INPUTSIZE
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char readBuffer[INPUTSIZE] = { 0 };
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char readBuffer[BUFFERSIZE] = { 0 };
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size_t 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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float pingIntervalMs;
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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@@ -58,11 +60,9 @@ private:
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PacketID m_PreviousPacketID = 0;
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// Private member functions
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size_t receive(char* data);
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void readFromClients();
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void send(PlayerID player, Packet& packet);
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void send(Packet& packet);
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void broadcast(Packet& packet);
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//int receive(char* data);
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void reliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void sendSnapshot();
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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@@ -70,15 +70,18 @@ private:
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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void parseMessageType(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseOnPlayerDamage(Packet& packet);
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void parseConnect(Packet& packet);
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void parseDisconnect();
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void parseClientPing();
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void parsePing();
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void identifyPacketLoss();
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void kick(PlayerID player);
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PlayerID GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
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PlayerID GetPlayerIDFromEndpoint();
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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void parsePing();
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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// Debug event
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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@@ -88,7 +91,6 @@ private:
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
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bool OnComponentDeleted(const Events::ComponentDeleted& e);
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void parsePlayerTransform(Packet& packet);
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bool shouldSendToClient(EntityWrapper childEntity);
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};
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