696f44a673
Added 1 map to Client and renamed m_ServerToClientMap to m_ServerIDToClientID. // Good to know To keep this structure please use insertIntoServerClientMaps() when adding items to them. m_ServerIDToClientID and m_ClientIDToServerID maps between server EntityIDs and local EntityIDs. To see if a local EntityID exist in m_ClientIDToServerID use clientServerMapsHasEntity(EntityID clientEntityID); To see if server EntityID exist in m_ServerIDToClientID use serverClientMapsHasEntity(EntityID serverEntityID);
95 lines
2.9 KiB
C++
95 lines
2.9 KiB
C++
#ifndef Client_h__
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#define Client_h__
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#include <string>
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#include <ctime>
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#include <limits>
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#include <glm/common.hpp>
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#include <boost/asio.hpp>
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#include "Network/Network.h"
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Network/SnapshotDefinitions.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "Core/ConfigFile.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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class Client : public Network
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{
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public:
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Client(ConfigFile* config);
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~Client();
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void Start(World* world, EventBroker* eventBroker) override;
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void Update() override;
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private:
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// Assio UDP logic
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boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
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boost::asio::io_service m_IOService;
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boost::asio::ip::udp::socket m_Socket;
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// Sending message to server logic
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int bytesRead = -1;
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char readBuf[INPUTSIZE] = { 0 };
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// Packet loss logic
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unsigned int m_PacketID = 0;
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unsigned int m_PreviousPacketID = 0;
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unsigned int m_SendPacketID = 0;
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// Game logic
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World* m_World;
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std::string m_PlayerName;
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int m_PlayerID = -1;
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EntityID m_ServerEntityID = std::numeric_limits<EntityID>::max();
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// Server Client Lookup map
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// Assumes that root node for client and server is EntityID 0.
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// Don't Add items to these two maps with insert, use insertIntoServerClientMaps(EntityID, EntityID)!!!!
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std::unordered_map<EntityID, EntityID> m_ServerIDToClientID;
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std::unordered_map<EntityID, EntityID> m_ClientIDToServerID;
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// Network logic
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PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
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SnapshotDefinitions m_NextSnapshot;
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double m_DurationOfPingTime;
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std::clock_t m_StartPingTime;
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// Private member functions
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void readFromServer();
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int receive(char* data, size_t length);
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void send(Packet& packet);
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void connect();
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void disconnect();
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void ping();
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void parseMessageType(Packet& packet);
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void updateFields(Packet& packet, const ComponentInfo& componentInfo, const EntityID& entityID, const std::string& componentType);
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void parseConnect(Packet& packet);
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void parsePlayerConnected(Packet& packet);
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void parsePing();
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void parseServerPing();
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void parseSnapshot(Packet& packet);
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void identifyPacketLoss();
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bool isConnected();
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EntityID createPlayer();
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// Mapping Logic
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// Returns if local EntityID exist in map
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bool clientServerMapsHasEntity(EntityID clientEntityID);
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// Returns if server EntityID exist in map
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bool serverClientMapsHasEntity(EntityID serverEntityID);
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void insertIntoServerClientMaps(EntityID serverEntityID, EntityID clientEntityID);
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// Events
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EventBroker* m_EventBroker;
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EventRelay<Client, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Client, Events::PlayerDamage> m_EPlayeDamage;
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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};
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#endif
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