Files
axyz/include/Engine/Network/Client.h
T
Jocke 236230d12c Packets now dynamically allocates more memory when they need it.
Increased local receive buffer for Client and Server() and removed the magic number that was used
In Server.h and Client.h
(char readBuffer[INPUTSIZE] = { 0 }).
Packets start size has now been increased to 512 bytes.
Changed ComponentInfo::FieldsInOrder to store strings instead of pointers.
Removed HasEntity() and are now using ValidEntity() instead.
2016-01-12 12:00:19 +01:00

87 lines
2.4 KiB
C++

#ifndef Client_h__
#define Client_h__
#include <string>
#include <ctime>
#include <glm/common.hpp>
#include <boost/asio.hpp>
#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"
class Client : public Network
{
public:
Client(ConfigFile* config);
~Client();
void Start(World* world, EventBroker* eventBroker) override;
void Update() override;
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;
// 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;
// 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 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();
// Events
EventBroker* m_EventBroker;
EventRelay<Client, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand &e);
};
#endif