Files
axyz/src/Engine/Network/Client.cpp
T
stiffly 50822d09fc Merge remote-tracking branch 'origin/master' into Networking
# Conflicts:
#	src/Game/Game.cpp
2015-12-17 14:10:02 +01:00

348 lines
10 KiB
C++

#include "Network/Client.h"
using namespace boost::asio::ip;
Client::Client() : m_Socket(m_IOService)
{
m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.2"), 13);
// Set up network stream
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_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EInputCommand);
LOG_INFO("Please enter your name: ");
std::cin >> m_PlayerName;
while (m_PlayerName.size() > 7) {
LOG_INFO("Please enter your name (No longer than 7 characters):");
std::cin >> m_PlayerName;
}
m_Socket.connect(m_ReceiverEndpoint);
LOG_INFO("I am client. BIP BOP");
ReadFromServer();
}
void Client::Update()
{
while (m_PlayersToCreate.size() > 0) {
unsigned int i = m_PlayersToCreate.size() - 1;
unsigned int tempID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(tempID, "Transform");
ComponentWrapper model = m_World->AttachComponent(tempID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
ComponentWrapper player = m_World->AttachComponent(tempID, "Player");
m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID = tempID;
m_PlayersToCreate.pop_back();
}
}
void Client::Close()
{
if (m_WasStarted) {
Disconnect();
m_ThreadIsRunning = false;
m_EventBroker->Unsubscribe(m_EInputCommand);
}
}
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);
if (bytesRead > 0) {
Package package(readBuf, bytesRead);
ParseMessageType(package);
}
}
std::clock_t currentTime = std::clock();
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
if (IsConnected()) {
SendSnapshotToServer();
}
previousSnapshotMessage = currentTime;
}
}
}
void Client::SendSnapshotToServer()
{
// Reset previouse key state in snapshot.
m_NextSnapshot.InputForward = "";
m_NextSnapshot.InputRight = "";
auto player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
// See if any movement keys are down
// We dont care if it's overwritten by later
// if statement. Watcha gonna do, right!
if (player["Forward"]) {
m_NextSnapshot.InputForward = "+Forward";
}
if (player["Left"]) {
m_NextSnapshot.InputRight = "-Right";
}
if (player["Back"]) {
m_NextSnapshot.InputForward = "-Forward";
}
if (player["Right"]) {
m_NextSnapshot.InputRight = "+Right";
}
if (m_NextSnapshot.InputForward != "") {
Package package(MessageType::Event, m_SendPacketID);
package.AddString(m_NextSnapshot.InputForward);
Send(package);
} else {
Package package(MessageType::Event, m_SendPacketID);
package.AddString("0Forward");
Send(package);
}
if (m_NextSnapshot.InputRight != "") {
Package package(MessageType::Event, m_SendPacketID);
package.AddString(m_NextSnapshot.InputRight);
Send(package);
} else {
Package package(MessageType::Event, m_SendPacketID);
package.AddString("0Right");
Send(package);
}
}
void Client::ParseMessageType(Package& package)
{
int messageType = package.PopFrontPrimitive<int>();
if (messageType == -1)
return;
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = package.PopFrontPrimitive<int>(); //Read new packet id
IdentifyPacketLoss();
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
ParseConnect(package);
break;
case MessageType::ClientPing:
ParsePing();
break;
case MessageType::ServerPing:
ParseServerPing();
break;
case MessageType::Message:
break;
case MessageType::Snapshot:
ParseSnapshot(package);
break;
case MessageType::Disconnect:
break;
case MessageType::Event:
ParseEventMessage(package);
break;
default:
break;
}
}
void Client::ParseConnect(Package& package)
{
m_PlayerID = package.PopFrontPrimitive<int>();
LOG_INFO("%i: I am player: %i", m_PacketID, m_PlayerID);
}
void Client::ParsePing()
{
m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
LOG_INFO("%i: response time with ctime(ms): %f", m_PacketID, m_DurationOfPingTime);
}
void Client::ParseServerPing()
{
Package message(MessageType::ServerPing, m_SendPacketID);
message.AddString("Ping recieved");
Send(message);
}
void Client::ParseEventMessage(Package& package)
{
int Id = -1;
std::string command = package.PopFrontString();
if (command.find("+Player") != std::string::npos) {
Id = package.PopFrontPrimitive<int>();
// Sett Player name
m_PlayerDefinitions[Id].Name = command.erase(0, 7);
} else {
LOG_INFO("%i: Event message: %s", m_PacketID, command.c_str());
}
}
void Client::ParseSnapshot(Package& package)
{
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.
tempName = package.PopFrontString();
// Apply the position data read to the player entity
// New player connected on the server side
if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
m_PlayerDefinitions[i].Name = tempName;
m_PlayersToCreate.push_back(i);
} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
// Someone disconnected
// TODO: Insert code here
break;
} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
// Not a connected player
break;
}
if (m_PlayerDefinitions[i].EntityID != -1) {
// Move player to server position
int dataSize = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Info.Meta.Stride;
memcpy(m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform").Data, package.PopData(dataSize), dataSize);
}
}
}
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) {
//LOG_ERROR("Receive: %s", error.message().c_str());
}
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::OnInputCommand(const Events::InputCommand & e)
{
if (IsConnected()) {
ComponentWrapper& player = m_World->GetComponent(m_PlayerDefinitions[m_PlayerID].EntityID, "Player");
if (e.Command == "Forward") {
if (e.Value > 0) {
(bool&)player["Forward"] = true;
(bool&)player["Back"] = false;
} else if (e.Value < 0) {
(bool&)player["Back"] = true;
(bool&)player["Forward"] = false;
} else {
(bool&)player["Forward"] = false;
(bool&)player["Back"] = false;
}
}
if (e.Command == "Right") {
if (e.Value > 0) {
(bool&)player["Right"] = true;
(bool&)player["Left"] = false;
} else if (e.Value < 0) {
(bool&)player["Left"] = true;
(bool&)player["Right"] = false;
} else {
(bool&)player["Left"] = false;
(bool&)player["Right"] = false;
}
}
}
if (e.Command == "ConnectToServer") { // Connect for now
Connect();
}
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) {
LOG_INFO("%i Packet(s) were lost...", difference);
}
}
bool Client::IsConnected()
{
if (m_PlayerID != -1) {
if (m_PlayerDefinitions[m_PlayerID].EntityID != -1) {
return true;
}
}
return false;
}