Major networking refactoring to allow for snapshot filtering outside of netcode
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@@ -20,16 +20,22 @@
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EInterpolate.h"
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#include "Network/SnapshotFilter.h"
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#include "Core/EPlayerSpawned.h"
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class Client : public Network
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{
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public:
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Client(ConfigFile* config);
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Client(World* world, EventBroker* eventBroker);
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Client(World* world, EventBroker* eventBroker, std::unique_ptr<SnapshotFilter> snapshotFilter);
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~Client();
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void Start(World* world, EventBroker* eventBroker) override;
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void Connect(std::string address, int port);
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void Update() override;
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private:
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std::unique_ptr<SnapshotFilter> m_SnapshotFilter = nullptr;
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// Assio 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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@@ -45,10 +51,8 @@ private:
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PacketID m_SendPacketID = 0;
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// Game logic
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World* m_World;
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std::string m_PlayerName;
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PlayerID m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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bool m_IsConnected = false;
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EntityWrapper m_LocalPlayer = EntityWrapper::Invalid;
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// Server Client Lookup map
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@@ -74,7 +78,9 @@ private:
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void connect();
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void disconnect();
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void parseMessageType(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID);
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SharedComponentWrapper createSharedComponent(Packet& packet, EntityID entityID, const ComponentInfo& componentInfo);
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void ignoreFields(Packet& packet, const ComponentInfo& componentInfo);
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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@@ -99,7 +105,6 @@ private:
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void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
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// Events
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Client, Events::PlayerDamage> m_EPlayerDamage;
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@@ -11,8 +11,13 @@ namespace Events
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struct Interpolate : Event
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{
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EntityID Entity;
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boost::shared_array<char> DataArray;
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Interpolate(EntityWrapper Entity, SharedComponentWrapper Component)
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: Entity(Entity)
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, Component(Component)
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{ }
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EntityWrapper Entity;
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SharedComponentWrapper Component;
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};
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}
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@@ -19,10 +19,15 @@ typedef unsigned int PacketID;
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class Network
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{
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public:
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Network(World* world, EventBroker* eventBroker);
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virtual ~Network() { };
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virtual void Start(World* m_world, EventBroker *eventBroker) = 0;
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virtual void Update() = 0;
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protected:
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World* m_World;
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EventBroker* m_EventBroker;
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// For Debug
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bool isReadingData = false;
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NetworkData m_NetworkData;
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@@ -32,7 +37,6 @@ protected:
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double m_TimeoutMs;
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void saveToFile();
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void updateNetworkData();
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void initialize();
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};
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#endif
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@@ -22,15 +22,17 @@
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class Server : public Network
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{
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public:
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Server();
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Server(World* world, EventBroker* eventBroker, int port);
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~Server();
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void Start(World* m_world, EventBroker *eventBroker) override;
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void Update() override;
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private:
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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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boost::asio::ip::udp::socket m_Socket;
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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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@@ -49,10 +51,6 @@ private:
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//Timers
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std::clock_t m_StartPingTime;
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// Game logic
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World* m_World;
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EventBroker* m_EventBroker;
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// Packet loss logic
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PacketID m_PacketID = 0;
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@@ -0,0 +1,19 @@
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#ifndef SnapshotFilter_h__
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#define SnapshotFilter_h__
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#include "../Core/EntityWrapper.h"
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#include "../Core/ComponentWrapper.h"
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class SnapshotFilter
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{
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public:
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// Filters an incoming snapshot.
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// Modify the component and return true if the component snapshot should be applied.
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// Otherwise return false and it will be ignored.
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virtual bool FilterComponent(EntityWrapper entity, SharedComponentWrapper& component)
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{
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return true;
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}
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};
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#endif
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