Implemented primitive server "heartbeat" logic, which sends server info from server to client without being connected.
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@@ -8,6 +8,7 @@
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#include "Network/TCPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPClient.h" //LOL
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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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@@ -32,6 +33,7 @@ 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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UDPClient m_Heartbeat;
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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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@@ -44,11 +46,13 @@ private:
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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 previousHeartbeat = 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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float heartbeatInterval = 5000;
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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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@@ -67,6 +71,7 @@ private:
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void sendHeartBeat();
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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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