Files
axyz/include/Engine/Network/Server.h
T

72 lines
1.8 KiB
C++

#ifndef Server_h__
#define Server_h__
#include <string>
#include <ctime>
#include <boost/thread.hpp>
#include <boost/bind.hpp>
#include <glm/common.hpp>
#include "Network/MessageType.h"
#include "Network/NetworkDefinitions.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
class Server
{
public:
Server();
~Server();
void Start(World* m_world);
void Close();
private:
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
World* m_World;
// Packet loss logic
unsigned int m_PacketCounter = 0;
unsigned int m_PacketID = 0;
const unsigned int m_PacketModolus = 1000;
// Close logic
bool m_ThreadIsRunning = true;
// Threaded
void DisplayLoop();
void ReadFromClients();
void InputLoop();
int Receive(char* data, size_t length);
void Send(Package& package, int playerID);
void Send(Package& package);
int CreateMessage(MessageType type, std::string message, char * data);
void MoveMessageHead(char*& data, size_t& length, size_t stepSize);
void Broadcast(std::string message);
void Broadcast(Package& package);
void SendSnapshot();
void SendPing();
void CheckForTimeOuts();
int CreateHeader(MessageType type, char* data);
void Disconnect(int i);
void ParseMessageType(char* data, size_t length);
void ParseEvent(char* data, size_t length);
void ParseConnect(char* data, size_t length);
void ParseDisconnect();
void ParseClientPing();
void ParseServerPing();
void ParseSnapshot(char* data, size_t length);
};
#endif