#include "Network/Client.h" using namespace boost::asio::ip; Client::Client() : m_Socket(m_IOService) { // Set up network stream m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.2"), 13); m_NextSnapshot.InputForward = ""; m_NextSnapshot.InputRight = ""; } Client::~Client() { // will it work on linux? #if defined (_WIN64) | defined(_WIN32) otherwise. _CrtDumpMemoryLeaks(); } void Client::Start(World* world, EventBroker* eventBroker) { m_WasStarted = true; m_EventBroker = eventBroker; m_World = world; // Subscribe to events m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1)); m_EventBroker->Subscribe(m_EKeyDown); m_EKeyUp = decltype(m_EKeyUp)(std::bind(&Client::OnKeyUp, this, std::placeholders::_1)); m_EventBroker->Subscribe(m_EKeyUp); std::cout << "Please enter you name: "; std::cin >> m_PlayerName; while (m_PlayerName.size() > 7) { std::cout << "Please enter you name(No longer than 7 characters): "; std::cin >> m_PlayerName; } m_Socket.connect(m_ReceiverEndpoint); std::cout << "I am client. BIP BOP\n"; ReadFromServer(); } void Client::Close() { if (m_WasStarted) { Disconnect(); m_ThreadIsRunning = false; m_EventBroker->Unsubscribe(m_EKeyDown); m_EventBroker->Unsubscribe(m_EKeyUp); } } void Client::ReadFromServer() { int bytesRead = -1; char readBuf[1024] = { 0 }; int snapshotInterval = 33; std::clock_t previousSnapshotMessage = std::clock(); while (m_ThreadIsRunning) { if (m_Socket.available()) { bytesRead = Receive(readBuf, INPUTSIZE); ParseMessageType(readBuf, bytesRead); } std::clock_t currentTime = std::clock(); if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) { SendSnapshotToServer(); previousSnapshotMessage = currentTime; } } } void Client::SendSnapshotToServer() { // Reset previouse key state in snapshot. Package message(MessageType::Event, m_SendPacketID); message.AddString(m_NextSnapshot.InputForward); Send(message); m_NextSnapshot.InputRight = ""; m_NextSnapshot.InputRight = ""; // See if any movement keys are down // We dont care if it's overwritten by later // if statement. Watcha gonna do, right! if (m_IsWASDKeyDown.W) { m_NextSnapshot.InputRight = "+Forward"; } if (m_IsWASDKeyDown.A) { m_NextSnapshot.InputRight = "-Right"; } if (m_IsWASDKeyDown.S) { m_NextSnapshot.InputRight = "-Forward"; } if (m_IsWASDKeyDown.D) { m_NextSnapshot.InputRight = "+Right"; } if (m_NextSnapshot.InputForward != "") { Package message(MessageType::Event, m_SendPacketID); message.AddString(m_NextSnapshot.InputForward); Send(message); } if (m_NextSnapshot.InputRight != "") { Package message(MessageType::Event, m_SendPacketID); message.AddString(m_NextSnapshot.InputRight); Send(message); } } void Client::ParseMessageType(char* data, size_t length) { int messageType = -1; memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from // Read packet ID m_PreviousPacketID = m_PacketID; // Set previous packet id memcpy(&m_PacketID, data, sizeof(int)); //Read new packet id MoveMessageHead(data, length, sizeof(int)); IdentifyPacketLoss(); switch (static_cast(messageType)) { case MessageType::Connect: ParseConnect(data, length); break; case MessageType::ClientPing: ParsePing(); break; case MessageType::ServerPing: ParseServerPing(); break; case MessageType::Message: break; case MessageType::Snapshot: ParseSnapshot(data, length); break; case MessageType::Disconnect: break; case MessageType::Event: ParseEventMessage(data, length); break; default: break; } } void Client::ParseConnect(char* data, size_t len) { memcpy(&m_PacketID, data, sizeof(int)); m_PreviousPacketID = m_PacketID; std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl; } void Client::ParsePing() { m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast(CLOCKS_PER_SEC); std::cout << m_PacketID << ": response time with ctime(ms): " << m_DurationOfPingTime << std::endl; } void Client::ParseServerPing() { Package message(MessageType::ServerPing, m_SendPacketID); message.AddString("Ping recieved"); Send(message); //std::cout << "Parsing ping." << std::endl; } void Client::ParseEventMessage(char* data, size_t length) { int Id = -1; std::string command = std::string(data); if (command.find("+Player") != std::string::npos) { MoveMessageHead(data, length, command.size() + 1); memcpy(&Id, data, sizeof(int)); MoveMessageHead(data, length, sizeof(int)); // Sett Player name m_PlayerDefinitions[Id].Name = command.erase(0, 7); } else { std::cout << m_PacketID << ": Event message: " << std::string(data) << std::endl; } MoveMessageHead(data, length, std::string(data).size() + 1); } void Client::ParseSnapshot(char* data, size_t length) { std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl; std::string tempName; for (size_t i = 0; i < MAXCONNECTIONS; i++) { // We're checking for empty name for now. This might not be the best way, // but it is to avoid sending redundant data. // Read position data glm::vec3 playerPos; memcpy(&playerPos.x, data, sizeof(float)); MoveMessageHead(data, length, sizeof(float)); memcpy(&playerPos.y, data, sizeof(float)); MoveMessageHead(data, length, sizeof(float)); memcpy(&playerPos.z, data, sizeof(float)); MoveMessageHead(data, length, sizeof(float)); tempName = std::string(data); // +1 for null terminator MoveMessageHead(data, length, tempName.size() + 1); // Apply the position data read to the player entity // New player connected on the server side if (m_PlayerDefinitions[i].Name == "" && tempName != "") { CreateNewPlayer(i); } else if (m_PlayerDefinitions[i].Name != "" && tempName == "") { // Someone disconnected // TODO: Insert code here } else if (m_PlayerDefinitions[i].Name == "" && tempName == "") { // Not a connected player break; } m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos; m_PlayerDefinitions[i].Name = tempName; } } int Client::Receive(char* data, size_t length) { boost::system::error_code error; int bytesReceived = m_Socket.receive_from(boost ::asio::buffer((void*)data, length), m_ReceiverEndpoint, 0, error); if (error) { std::cout << "ReadFromServer crashed: " << error.message(); } return bytesReceived; } void Client::Send(Package& package) { m_Socket.send_to(boost::asio::buffer( package.Data(), package.Size()), m_ReceiverEndpoint, 0); } void Client::Connect() { Package message(MessageType::Connect, m_SendPacketID); message.AddString(m_PlayerName); m_StartPingTime = std::clock(); Send(message); } void Client::Disconnect() { Package message(MessageType::Connect, m_SendPacketID); message.AddString("+Disconnect"); Send(message); } void Client::Ping() { Package message(MessageType::Connect, m_SendPacketID); message.AddString("Ping"); m_StartPingTime = std::clock(); Send(message); } void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize) { data += stepSize; length -= stepSize; } bool Client::OnKeyDown(const Events::KeyDown& event) { if (event.KeyCode == GLFW_KEY_W) { m_IsWASDKeyDown.W = true; } if (event.KeyCode == GLFW_KEY_A) { m_IsWASDKeyDown.A = true; } if (event.KeyCode == GLFW_KEY_S) { m_IsWASDKeyDown.S = true; } if (event.KeyCode == GLFW_KEY_D) { m_IsWASDKeyDown.D = true; } if (event.KeyCode == GLFW_KEY_V) { Disconnect(); } if (event.KeyCode == GLFW_KEY_C) { Connect(); } if (event.KeyCode == GLFW_KEY_P) { Ping(); } return true; } bool Client::OnKeyUp(const Events::KeyUp & e) { if (e.KeyCode == GLFW_KEY_W) { m_IsWASDKeyDown.W = false; return true; } if (e.KeyCode == GLFW_KEY_A) { m_IsWASDKeyDown.A = false; return true; } if (e.KeyCode == GLFW_KEY_S) { m_IsWASDKeyDown.S = false; return true; } if (e.KeyCode == GLFW_KEY_D) { m_IsWASDKeyDown.D = false; return true; } return false; } void Client::CreateNewPlayer(int i) { m_PlayerDefinitions[i].EntityID = m_World->CreateEntity(); ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform"); ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model"); model["Resource"] = "Models/Core/UnitSphere.obj"; } void Client::IdentifyPacketLoss() { // if no packets lost, difference should be equal to 1 int difference = m_PacketID - m_PreviousPacketID; if (difference != 1) { for (int i = m_PreviousPacketID + 1; i < m_PacketID; i++) { LOG_INFO("Packet %i was lost...", i); } } }