Files
axyz/include/Engine/Network/Client.h
T
2015-12-17 17:28:43 +01:00

82 lines
2.2 KiB
C++

#ifndef Client_h__
#define Client_h__
#include <string>
#include <ctime>
#include <glm/common.hpp>
#include "Network/MessageType.h"
#include "Network/NetworkDefinitions.h"
#include "Network/PlayerDefinition.h"
#include "Network/SnapshotDefinitions.h"
#include "Network/WinLeakCheck.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Input/EInputCommand.h"
#include "Network/Network.h"
class Client : public Network
{
public:
Client();
~Client();
void Start(World* world, EventBroker* eventBroker);
void Update();
void Close();
private:
// Assio UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// Packet loss logic
unsigned int m_PacketID = 0;
unsigned int m_PreviousPacketID = 0;
unsigned int m_SendPacketID = 0;
// Game logic
World* m_World;
std::vector<unsigned int> m_PlayersToCreate;
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
std::string m_PlayerName;
int m_PlayerID = -1;
// Network logic
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
bool m_ThreadIsRunning = true;
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 sendSnapshotToServer();
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 parseConnect(Packet& packet);
void parsePing();
void parseServerPing();
void parseSnapshot(Packet& packet);
void createNewPlayer(int i);
void identifyPacketLoss();
bool isConnected();
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
};
#endif