Added packet loss logic for multiple clients.
Changed packet class to fit our needs.
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@@ -14,6 +14,7 @@ public:
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Packet(MessageType type, unsigned int& packetID);
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// Used to create packet from already existing data buffer.
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Packet(char* data, const int sizeOfPacket);
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Packet(MessageType type);
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~Packet();
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void Init(MessageType type, unsigned int& packetID);
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@@ -49,7 +50,7 @@ public:
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// Pops the first element as if it was a string.
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std::string ReadString();
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char* ReadData(int SizeOfData);
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void ChangePacketID(unsigned int& packetID);
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int Size() { return m_Offset; };
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char* Data() { return m_Data; };
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unsigned int DataReadSize() { return m_ReturnDataOffset; }
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@@ -6,6 +6,8 @@ struct PlayerDefinition {
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int EntityID = -1;
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std::string Name = "";
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boost::asio::ip::udp::endpoint Endpoint;
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unsigned int PacketID;
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std::clock_t StopTime;
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};
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#endif
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@@ -43,16 +43,14 @@ private:
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//Timers
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std::clock_t m_StartPingTime;
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std::clock_t m_StopTimes[8];
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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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unsigned int m_PacketID;
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unsigned int m_PreviousPacketID;
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unsigned int m_SendPacketID;
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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// Private member functions
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int receive(char* data, size_t length);
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@@ -73,8 +71,8 @@ private:
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void parseServerPing();
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void identifyPacketLoss();
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EntityID createPlayer();
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int GetPlayerIDFromEndpoint(boost::asio::ip::udp::endpoint endpoint);
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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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};
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