#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("192.168.1.6"), 13); } Client::~Client() { // will it work on linux? #if defined (_WIN64) | defined(_WIN32) otherwise. _CrtDumpMemoryLeaks(); } void Client::Start(World* world, EventBroker* eventBroker) { // Subscribe to events m_EventBroker = eventBroker; m_World = world; m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1)); m_EventBroker->Subscribe(m_EKeyDown); 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() { Disconnect(); m_ThreadIsRunning = false; m_Socket.close(); } void Client::ReadFromServer() { int bytesRead = -1; char readBuf[1024] = { 0 }; while (m_ThreadIsRunning) { if (m_Socket.available()) { bytesRead = Receive(readBuf, INPUTSIZE); ParseMessageType(readBuf, bytesRead); } } } 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 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_PlayerID, data, sizeof(int)); std::cout << "I am player: " << m_PlayerID << std::endl; } void Client::ParsePing() { m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast(CLOCKS_PER_SEC); std::cout << "response time with ctime(ms): " << m_DurationOfPingTime << std::endl; } void Client::ParseServerPing() { char* testMessage = new char[128]; int testOffset = CreateMessage(MessageType::ServerPing, "Ping recieved", testMessage); //std::cout << "Parsing ping." << std::endl; m_Socket.send_to(boost::asio::buffer( testMessage, testOffset), m_ReceiverEndpoint, 0); delete[] testMessage; } 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 << "Event message: " << std::string(data) << std::endl; } MoveMessageHead(data, length, std::string(data).size() + 1); } void Client::ParseSnapshot(char* data, size_t length) { 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 { // 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) { int bytesReceived = m_Socket.receive_from(boost ::asio::buffer((void*)data, length), m_ReceiverEndpoint, 0); return bytesReceived; } int Client::CreateMessage(MessageType type, std::string message, char* data) { int lengthOfMessage = 0; int messageType = static_cast(type); lengthOfMessage = message.size(); int offset = 0; // Message type memcpy(data + offset, &messageType, sizeof(int)); offset += sizeof(int); // Message, add one extra byte for null terminator memcpy(data + offset, message.data(), (lengthOfMessage + 1) * sizeof(char)); offset += (lengthOfMessage + 1) * sizeof(char); return offset; } void Client::Connect() { char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled int length = CreateMessage(MessageType::Connect, m_PlayerName, dataPackage); m_StartPingTime = std::clock(); m_Socket.send_to(boost::asio::buffer( dataPackage, length), m_ReceiverEndpoint, 0); delete[] dataPackage; } void Client::Disconnect() { char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled int len = CreateMessage(MessageType::Disconnect, "+Disconnect", dataPackage); m_Socket.send_to(boost::asio::buffer( dataPackage, len), m_ReceiverEndpoint, 0); delete[] dataPackage; } void Client::Ping() { char* dataPackage = new char[INPUTSIZE]; if (GetAsyncKeyState('P')) { // Maybe use previous key here int length = CreateMessage(MessageType::ClientPing, "Ping", dataPackage); m_StartPingTime = std::clock(); m_Socket.send_to(boost::asio::buffer( dataPackage, length), m_ReceiverEndpoint, 0); } memset(dataPackage, 0, INPUTSIZE); delete[] dataPackage; } void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize) { data += stepSize; length -= stepSize; } bool Client::OnKeyDown(const Events::KeyDown& event) { char* dataPackage = new char[INPUTSIZE]; // The package that will be sent to the server, when filled if (event.KeyCode == GLFW_KEY_W) { int len = CreateMessage(MessageType::Event, "+Forward", dataPackage); m_Socket.send_to(boost::asio::buffer( dataPackage, len), m_ReceiverEndpoint, 0); } if (event.KeyCode == GLFW_KEY_A) { int len = CreateMessage(MessageType::Event, "-Right", dataPackage); m_Socket.send_to(boost::asio::buffer( dataPackage, len), m_ReceiverEndpoint, 0); } if (event.KeyCode == GLFW_KEY_S) { int len = CreateMessage(MessageType::Event, "-Forward", dataPackage); m_Socket.send_to(boost::asio::buffer( dataPackage, len), m_ReceiverEndpoint, 0); } if (event.KeyCode == GLFW_KEY_D) { int len = CreateMessage(MessageType::Event, "+Right", dataPackage); m_Socket.send_to(boost::asio::buffer( dataPackage, len), m_ReceiverEndpoint, 0); } if (event.KeyCode == GLFW_KEY_V) { Disconnect(); } if (event.KeyCode == GLFW_KEY_C) { Connect(); } if (event.KeyCode == GLFW_KEY_P) { Ping(); } memset(dataPackage, 0, INPUTSIZE); delete[] dataPackage; return true; } 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"; }