Files
axyz/include/Engine/Network/Client.h
T
2015-12-09 14:41:26 +01:00

74 lines
1.9 KiB
C++

#ifndef Client_h__
#define Client_h__
#include <string>
#include <ctime>
#include <glm/common.hpp>
#include <GLFW/glfw3.h> // For input event
#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 "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
class Client
{
public:
Client();
~Client();
void Start(World* world, EventBroker* eventBroker);
void Close();
private:
void ReadFromServer();
void SendToServer();
int Receive(char* data, size_t length);
int CreateMessage(MessageType type, std::string message, char* data);
void Connect();
void Disconnect();
void Ping();
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void ParseMessageType(char* data, size_t length);
void ParseEventMessage(char* data, size_t length);
void ParseConnect(char* data, size_t length);
void ParsePing();
void ParseServerPing();
void ParseSnapshot(char* data, size_t length);
void CreateNewPlayer(int i);
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
World* m_World;
int m_PlayerID = -1;
glm::vec2 m_PlayerPositions[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
SnapshotDefinitions m_NextSnapshot;
std::clock_t m_StartPingTime;
double m_DurationOfPingTime;
std::string m_PlayerName;
bool m_ThreadIsRunning = true;
// Use to check if we should send disconnect message
// if game is turned of by closing window.
bool m_WasStarted = false;
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::KeyDown> m_EKeyDown;
bool OnKeyDown(const Events::KeyDown &e);
EventRelay<Client, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp &e);
};
#endif