#ifndef Client_h__ #define Client_h__ #include #include #include #include #include #include #include #include "Network/Network.h" #include "Network/MessageType.h" #include "Network/PlayerDefinition.h" #include "Network/SnapshotDefinitions.h" #include "Core/World.h" #include "Core/EventBroker.h" #include "Core/ConfigFile.h" #include "Input/EInputCommand.h" #include "Core/EPlayerDamage.h" #include "Network/EInterpolate.h" #include "Core/EPlayerSpawned.h" class Client : public Network { public: Client(ConfigFile* config); ~Client(); void Start(World* world, EventBroker* eventBroker) override; void Update() override; private: // Assio UDP logic boost::asio::ip::udp::endpoint m_ReceiverEndpoint; boost::asio::io_service m_IOService; boost::asio::ip::udp::socket m_Socket; // Sending message to server logic int bytesRead = -1; char readBuf[INPUTSIZE] = { 0 }; // Packet loss logic PacketID m_PacketID = 0; PacketID m_PreviousPacketID = 0; PacketID m_SendPacketID = 0; // Game logic World* m_World; std::string m_PlayerName; PlayerID m_PlayerID = -1; EntityID m_ServerEntityID = std::numeric_limits::max(); bool m_IsConnected = false; // Server Client Lookup map // Assumes that root node for client and server is EntityID 0. // Don't Add items to these two maps with insert, use insertIntoServerClientMaps(EntityID, EntityID)!!!! std::unordered_map m_ServerIDToClientID; std::unordered_map m_ClientIDToServerID; // Network logic PlayerDefinition m_PlayerDefinitions[8]; SnapshotDefinitions m_NextSnapshot; double m_DurationOfPingTime; std::clock_t m_StartPingTime; std::clock_t m_TimeSinceSentInputs; unsigned int m_SendInputIntervalMs; std::vector m_InputCommandBuffer; // Private member functions void readFromServer(); int receive(char* data); void send(Packet& packet); void connect(); void disconnect(); void parseMessageType(Packet& packet); void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType); void parseConnect(Packet& packet); void parsePlayerConnected(Packet& packet); void parsePing(); void parseKick(); void parsePlayersSpawned(Packet& packet); void parseEntityDeletion(Packet& packet); void parseComponentDeletion(Packet& packet); void InterpolateFields(Packet & packet, const ComponentInfo & componentInfo, const EntityID & entityID, const std::string & componentType); void parseSnapshot(Packet& packet); void identifyPacketLoss(); bool hasServerTimedOut(); EntityID createPlayer(); void sendInputCommands(); void becomePlayer(); // Mapping Logic // Returns if local EntityID exist in map bool clientServerMapsHasEntity(EntityID clientEntityID); // Returns if server EntityID exist in map bool serverClientMapsHasEntity(EntityID serverEntityID); void insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID); void deleteFromServerClientMaps(EntityID serverEntityID, EntityID clientEntityID); // Events EventBroker* m_EventBroker; EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); EventRelay m_EPlayeDamage; bool OnPlayerDamage(const Events::PlayerDamage& e); }; #endif