340 lines
9.7 KiB
C++
340 lines
9.7 KiB
C++
#include "Network/Client.h"
|
|
|
|
using namespace boost::asio::ip;
|
|
|
|
|
|
Client::Client() : m_Socket(m_IOService)
|
|
{
|
|
// Set up network stream
|
|
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.2"), 13);
|
|
m_NextSnapshot.InputForward = "";
|
|
m_NextSnapshot.InputRight = "";
|
|
}
|
|
|
|
Client::~Client()
|
|
{
|
|
// will it work on linux? #if defined (_WIN64) | defined(_WIN32) otherwise.
|
|
_CrtDumpMemoryLeaks();
|
|
}
|
|
|
|
void Client::Start(World* world, EventBroker* eventBroker)
|
|
{
|
|
m_WasStarted = true;
|
|
m_EventBroker = eventBroker;
|
|
m_World = world;
|
|
|
|
// Subscribe to events
|
|
m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Client::OnKeyDown, this, std::placeholders::_1));
|
|
m_EventBroker->Subscribe(m_EKeyDown);
|
|
m_EKeyUp = decltype(m_EKeyUp)(std::bind(&Client::OnKeyUp, this, std::placeholders::_1));
|
|
m_EventBroker->Subscribe(m_EKeyUp);
|
|
|
|
std::cout << "Please enter you name: ";
|
|
std::cin >> m_PlayerName;
|
|
while (m_PlayerName.size() > 7) {
|
|
std::cout << "Please enter you name(No longer than 7 characters): ";
|
|
std::cin >> m_PlayerName;
|
|
}
|
|
m_Socket.connect(m_ReceiverEndpoint);
|
|
std::cout << "I am client. BIP BOP\n";
|
|
ReadFromServer();
|
|
}
|
|
|
|
void Client::Close()
|
|
{
|
|
if (m_WasStarted) {
|
|
Disconnect();
|
|
m_ThreadIsRunning = false;
|
|
m_EventBroker->Unsubscribe(m_EKeyDown);
|
|
m_EventBroker->Unsubscribe(m_EKeyUp);
|
|
}
|
|
}
|
|
|
|
void Client::ReadFromServer()
|
|
{
|
|
int bytesRead = -1;
|
|
char readBuf[1024] = { 0 };
|
|
|
|
int snapshotInterval = 33;
|
|
std::clock_t previousSnapshotMessage = std::clock();
|
|
|
|
while (m_ThreadIsRunning) {
|
|
if (m_Socket.available()) {
|
|
bytesRead = Receive(readBuf, INPUTSIZE);
|
|
ParseMessageType(readBuf, bytesRead);
|
|
}
|
|
std::clock_t currentTime = std::clock();
|
|
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
|
|
SendSnapshotToServer();
|
|
previousSnapshotMessage = currentTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Client::SendSnapshotToServer()
|
|
{
|
|
// Reset previouse key state in snapshot.
|
|
Package message(MessageType::Event, m_SendPacketID);
|
|
message.AddString(m_NextSnapshot.InputForward);
|
|
Send(message);
|
|
m_NextSnapshot.InputRight = "";
|
|
m_NextSnapshot.InputRight = "";
|
|
// See if any movement keys are down
|
|
// We dont care if it's overwritten by later
|
|
// if statement. Watcha gonna do, right!
|
|
if (m_IsWASDKeyDown.W) {
|
|
m_NextSnapshot.InputRight = "+Forward";
|
|
}
|
|
if (m_IsWASDKeyDown.A) {
|
|
m_NextSnapshot.InputRight = "-Right";
|
|
}
|
|
if (m_IsWASDKeyDown.S) {
|
|
m_NextSnapshot.InputRight = "-Forward";
|
|
}
|
|
if (m_IsWASDKeyDown.D) {
|
|
m_NextSnapshot.InputRight = "+Right";
|
|
}
|
|
|
|
if (m_NextSnapshot.InputForward != "") {
|
|
Package message(MessageType::Event, m_SendPacketID);
|
|
message.AddString(m_NextSnapshot.InputForward);
|
|
Send(message);
|
|
}
|
|
if (m_NextSnapshot.InputRight != "") {
|
|
Package message(MessageType::Event, m_SendPacketID);
|
|
message.AddString(m_NextSnapshot.InputRight);
|
|
Send(message);
|
|
}
|
|
}
|
|
|
|
void Client::ParseMessageType(char* data, size_t length)
|
|
{
|
|
int messageType = -1;
|
|
memcpy(&messageType, data, sizeof(int)); // Read what type off message was sent from server
|
|
MoveMessageHead(data, length, sizeof(int)); // Move the message head to know where to read from
|
|
|
|
// Read packet ID
|
|
m_PreviousPacketID = m_PacketID; // Set previous packet id
|
|
memcpy(&m_PacketID, data, sizeof(int)); //Read new packet id
|
|
MoveMessageHead(data, length, sizeof(int));
|
|
IdentifyPacketLoss();
|
|
|
|
switch (static_cast<MessageType>(messageType)) {
|
|
case MessageType::Connect:
|
|
ParseConnect(data, length);
|
|
break;
|
|
case MessageType::ClientPing:
|
|
ParsePing();
|
|
break;
|
|
case MessageType::ServerPing:
|
|
ParseServerPing();
|
|
break;
|
|
case MessageType::Message:
|
|
break;
|
|
case MessageType::Snapshot:
|
|
ParseSnapshot(data, length);
|
|
break;
|
|
case MessageType::Disconnect:
|
|
break;
|
|
case MessageType::Event:
|
|
ParseEventMessage(data, length);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void Client::ParseConnect(char* data, size_t len)
|
|
{
|
|
memcpy(&m_PacketID, data, sizeof(int));
|
|
m_PreviousPacketID = m_PacketID;
|
|
std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl;
|
|
}
|
|
|
|
void Client::ParsePing()
|
|
{
|
|
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
|
|
std::cout << m_PacketID << ": response time with ctime(ms): " << m_DurationOfPingTime << std::endl;
|
|
}
|
|
|
|
void Client::ParseServerPing()
|
|
{
|
|
Package message(MessageType::ServerPing, m_SendPacketID);
|
|
message.AddString("Ping recieved");
|
|
Send(message);
|
|
//std::cout << "Parsing ping." << std::endl;
|
|
}
|
|
|
|
void Client::ParseEventMessage(char* data, size_t length)
|
|
{
|
|
int Id = -1;
|
|
std::string command = std::string(data);
|
|
if (command.find("+Player") != std::string::npos) {
|
|
MoveMessageHead(data, length, command.size() + 1);
|
|
memcpy(&Id, data, sizeof(int));
|
|
MoveMessageHead(data, length, sizeof(int));
|
|
// Sett Player name
|
|
m_PlayerDefinitions[Id].Name = command.erase(0, 7);
|
|
} else {
|
|
std::cout << m_PacketID << ": Event message: " << std::string(data) << std::endl;
|
|
}
|
|
|
|
MoveMessageHead(data, length, std::string(data).size() + 1);
|
|
}
|
|
|
|
void Client::ParseSnapshot(char* data, size_t length)
|
|
{
|
|
std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
|
|
std::string tempName;
|
|
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
|
|
// We're checking for empty name for now. This might not be the best way,
|
|
// but it is to avoid sending redundant data.
|
|
|
|
// Read position data
|
|
glm::vec3 playerPos;
|
|
memcpy(&playerPos.x, data, sizeof(float));
|
|
MoveMessageHead(data, length, sizeof(float));
|
|
memcpy(&playerPos.y, data, sizeof(float));
|
|
MoveMessageHead(data, length, sizeof(float));
|
|
memcpy(&playerPos.z, data, sizeof(float));
|
|
MoveMessageHead(data, length, sizeof(float));
|
|
|
|
tempName = std::string(data);
|
|
// +1 for null terminator
|
|
MoveMessageHead(data, length, tempName.size() + 1);
|
|
// Apply the position data read to the player entity
|
|
// New player connected on the server side
|
|
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
|
|
CreateNewPlayer(i);
|
|
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
|
|
// Someone disconnected
|
|
// TODO: Insert code here
|
|
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
|
|
// Not a connected player
|
|
break;
|
|
}
|
|
m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
|
|
m_PlayerDefinitions[i].Name = tempName;
|
|
}
|
|
}
|
|
|
|
int Client::Receive(char* data, size_t length)
|
|
{
|
|
boost::system::error_code error;
|
|
|
|
int bytesReceived = m_Socket.receive_from(boost
|
|
::asio::buffer((void*)data, length),
|
|
m_ReceiverEndpoint,
|
|
0, error);
|
|
|
|
if (error) {
|
|
std::cout << "ReadFromServer crashed: " << error.message();
|
|
}
|
|
|
|
return bytesReceived;
|
|
}
|
|
|
|
void Client::Send(Package& package)
|
|
{
|
|
m_Socket.send_to(boost::asio::buffer(
|
|
package.Data(),
|
|
package.Size()),
|
|
m_ReceiverEndpoint, 0);
|
|
}
|
|
|
|
void Client::Connect()
|
|
{
|
|
Package message(MessageType::Connect, m_SendPacketID);
|
|
message.AddString(m_PlayerName);
|
|
m_StartPingTime = std::clock();
|
|
Send(message);
|
|
}
|
|
|
|
void Client::Disconnect()
|
|
{
|
|
Package message(MessageType::Connect, m_SendPacketID);
|
|
message.AddString("+Disconnect");
|
|
Send(message);
|
|
}
|
|
|
|
void Client::Ping()
|
|
{
|
|
Package message(MessageType::Connect, m_SendPacketID);
|
|
message.AddString("Ping");
|
|
m_StartPingTime = std::clock();
|
|
Send(message);
|
|
}
|
|
|
|
void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
|
|
{
|
|
data += stepSize;
|
|
length -= stepSize;
|
|
}
|
|
|
|
bool Client::OnKeyDown(const Events::KeyDown& event)
|
|
{
|
|
if (event.KeyCode == GLFW_KEY_W) {
|
|
m_IsWASDKeyDown.W = true;
|
|
}
|
|
if (event.KeyCode == GLFW_KEY_A) {
|
|
m_IsWASDKeyDown.A = true;
|
|
}
|
|
if (event.KeyCode == GLFW_KEY_S) {
|
|
m_IsWASDKeyDown.S = true;
|
|
}
|
|
if (event.KeyCode == GLFW_KEY_D) {
|
|
m_IsWASDKeyDown.D = true;
|
|
}
|
|
|
|
if (event.KeyCode == GLFW_KEY_V) {
|
|
Disconnect();
|
|
}
|
|
if (event.KeyCode == GLFW_KEY_C) {
|
|
Connect();
|
|
}
|
|
if (event.KeyCode == GLFW_KEY_P) {
|
|
Ping();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool Client::OnKeyUp(const Events::KeyUp & e)
|
|
{
|
|
if (e.KeyCode == GLFW_KEY_W) {
|
|
m_IsWASDKeyDown.W = false;
|
|
return true;
|
|
}
|
|
if (e.KeyCode == GLFW_KEY_A) {
|
|
m_IsWASDKeyDown.A = false;
|
|
return true;
|
|
}
|
|
if (e.KeyCode == GLFW_KEY_S) {
|
|
m_IsWASDKeyDown.S = false;
|
|
return true;
|
|
}
|
|
if (e.KeyCode == GLFW_KEY_D) {
|
|
m_IsWASDKeyDown.D = false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Client::CreateNewPlayer(int i)
|
|
{
|
|
m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
|
|
ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
|
|
ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
|
|
model["Resource"] = "Models/Core/UnitSphere.obj";
|
|
}
|
|
|
|
void Client::IdentifyPacketLoss()
|
|
{
|
|
// if no packets lost, difference should be equal to 1
|
|
int difference = m_PacketID - m_PreviousPacketID;
|
|
if (difference != 1) {
|
|
for (int i = m_PreviousPacketID + 1; i < m_PacketID; i++) {
|
|
LOG_INFO("Packet %i was lost...", i);
|
|
}
|
|
}
|
|
}
|