#ifndef Client_h__ #define Client_h__ #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" 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 }; int snapshotInterval = 33; std::clock_t previousSnapshotMessage = std::clock(); // Packet loss logic unsigned int m_PacketID = 0; unsigned int m_PreviousPacketID = 0; unsigned int m_SendPacketID = 0; // Game logic World* m_World; std::string m_PlayerName; int m_PlayerID = -1; // Server Client Lookup map // Assumes that root node for client and server is EntityID 0. std::unordered_map m_ServerToClientMap; // Network logic PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS]; SnapshotDefinitions m_NextSnapshot; double m_DurationOfPingTime; std::clock_t m_StartPingTime; // Use to check if we should send disconnect message // if game is turned of by closing window. bool m_WasStarted = false; // Private member functions void readFromServer(); void sendInputEvents(); int receive(char* data, size_t length); void send(Packet& packet); void connect(); void disconnect(); void ping(); void moveMessageHead(char*& data, size_t& length, size_t stepSize); void parseMessageType(Packet& packet); void parseEventMessage(Packet& packet); void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType); void parseConnect(Packet& packet); void parsePing(); void parseServerPing(); void parseSnapshot(Packet& packet); void identifyPacketLoss(); bool isConnected(); EntityID createPlayer(); bool hasMappedEntity(EntityID entityID); // Events EventBroker* m_EventBroker; EventRelay m_EInputCommand; bool OnInputCommand(const Events::InputCommand& e); EventRelay m_EPlayeDamage; bool OnPlayerDamage(const Events::PlayerDamage& e); }; #endif