6da5fd1263
it wasn't connected to one.
339 lines
9.7 KiB
C++
339 lines
9.7 KiB
C++
#include "Network/Client.h"
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using namespace boost::asio::ip;
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Client::Client() : m_Socket(m_IOService)
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{
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m_ReceiverEndpoint = udp::endpoint(boost::asio::ip::address::from_string("192.168.1.6"), 13);
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// Set up network stream
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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}
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Client::~Client()
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{
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// will it work on linux? #if defined (_WIN64) | defined(_WIN32) otherwise.
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_CrtDumpMemoryLeaks();
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}
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void Client::Start(World* world, EventBroker* eventBroker)
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{
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m_WasStarted = true;
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m_EventBroker = eventBroker;
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m_World = world;
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// Subscribe to events
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m_EInputCommand = decltype(m_EInputCommand)(std::bind(&Client::OnInputCommand, this, std::placeholders::_1));
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m_EventBroker->Subscribe(m_EInputCommand);
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std::cout << "Please enter you name: ";
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std::cin >> m_PlayerName;
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while (m_PlayerName.size() > 7) {
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std::cout << "Please enter you name(No longer than 7 characters): ";
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std::cin >> m_PlayerName;
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}
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m_Socket.connect(m_ReceiverEndpoint);
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std::cout << "I am client. BIP BOP\n";
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ReadFromServer();
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}
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void Client::Update()
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{
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while (m_PlayersToCreate.size() > 0) {
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unsigned int i = m_PlayersToCreate.size() - 1;
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unsigned int tempID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(tempID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(tempID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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ComponentWrapper player = m_World->AttachComponent(tempID, "Player");
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m_PlayerDefinitions[m_PlayersToCreate[i]].EntityID = tempID;
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m_PlayersToCreate.pop_back();
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}
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}
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void Client::Close()
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{
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if (m_WasStarted) {
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Disconnect();
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m_ThreadIsRunning = false;
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m_IsConnected = false;
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m_EventBroker->Unsubscribe(m_EInputCommand);
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}
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}
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void Client::ReadFromServer()
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{
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int bytesRead = -1;
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char readBuf[1024] = { 0 };
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int snapshotInterval = 33;
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std::clock_t previousSnapshotMessage = std::clock();
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while (m_ThreadIsRunning) {
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if (m_Socket.available()) {
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bytesRead = Receive(readBuf, INPUTSIZE);
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if (bytesRead > 0) {
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Package package(readBuf, bytesRead);
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ParseMessageType(package);
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}
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}
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std::clock_t currentTime = std::clock();
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if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
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if (m_IsConnected) {
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SendSnapshotToServer();
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}
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previousSnapshotMessage = currentTime;
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}
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}
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}
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void Client::SendSnapshotToServer()
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{
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// Reset previouse key state in snapshot.
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m_NextSnapshot.InputForward = "";
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m_NextSnapshot.InputRight = "";
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// See if any movement keys are down
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// We dont care if it's overwritten by later
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// if statement. Watcha gonna do, right!
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if (m_IsWASDKeyDown.W) {
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m_NextSnapshot.InputForward = "+Forward";
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}
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if (m_IsWASDKeyDown.A) {
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m_NextSnapshot.InputRight = "-Right";
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}
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if (m_IsWASDKeyDown.S) {
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m_NextSnapshot.InputForward = "-Forward";
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}
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if (m_IsWASDKeyDown.D) {
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m_NextSnapshot.InputRight = "+Right";
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}
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if (m_NextSnapshot.InputForward != "") {
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Package package(MessageType::Event, m_SendPacketID);
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package.AddString(m_NextSnapshot.InputForward);
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Send(package);
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} else {
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Package package(MessageType::Event, m_SendPacketID);
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package.AddString("0Forward");
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Send(package);
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}
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if (m_NextSnapshot.InputRight != "") {
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Package package(MessageType::Event, m_SendPacketID);
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package.AddString(m_NextSnapshot.InputRight);
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Send(package);
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} else {
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Package package(MessageType::Event, m_SendPacketID);
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package.AddString("0Right");
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Send(package);
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}
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}
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void Client::ParseMessageType(Package& package)
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{
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int messageType = package.PopFrontPrimitive<int>();
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if (messageType == -1)
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return;
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// Read packet ID
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m_PreviousPacketID = m_PacketID; // Set previous packet id
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m_PacketID = package.PopFrontPrimitive<int>(); //Read new packet id
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IdentifyPacketLoss();
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switch (static_cast<MessageType>(messageType)) {
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case MessageType::Connect:
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ParseConnect(package);
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break;
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case MessageType::ClientPing:
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ParsePing();
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break;
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case MessageType::ServerPing:
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ParseServerPing();
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break;
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case MessageType::Message:
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break;
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case MessageType::Snapshot:
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ParseSnapshot(package);
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break;
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case MessageType::Disconnect:
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break;
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case MessageType::Event:
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ParseEventMessage(package);
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break;
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default:
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break;
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}
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}
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void Client::ParseConnect(Package& package)
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{
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m_PacketID = package.PopFrontPrimitive<int>();
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m_PreviousPacketID = m_PacketID;
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m_PlayerID = package.PopFrontPrimitive<int>();
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m_IsConnected = true;
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std::cout << m_PacketID << ": I am player: " << m_PlayerID << std::endl;
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}
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void Client::ParsePing()
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{
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m_DurationOfPingTime = 1000 * (std::clock() - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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std::cout << m_PacketID << ": response time with ctime(ms): " << m_DurationOfPingTime << std::endl;
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}
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void Client::ParseServerPing()
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{
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Package message(MessageType::ServerPing, m_SendPacketID);
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message.AddString("Ping recieved");
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Send(message);
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//std::cout << "Parsing ping." << std::endl;
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}
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void Client::ParseEventMessage(Package& package)
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{
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int Id = -1;
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std::string command = package.PopFrontString();
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if (command.find("+Player") != std::string::npos) {
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Id = package.PopFrontPrimitive<int>();
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// Sett Player name
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m_PlayerDefinitions[Id].Name = command.erase(0, 7);
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} else {
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std::cout << m_PacketID << ": Event message: " << command << std::endl;
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}
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}
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void Client::ParseSnapshot(Package& package)
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{
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//std::cout << m_PacketID << ": Parsing incoming snapshot." << std::endl;
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std::string tempName;
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for (size_t i = 0; i < MAXCONNECTIONS; i++) {
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// We're checking for empty name for now. This might not be the best way,
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// but it is to avoid sending redundant data.
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tempName = package.PopFrontString();
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// Apply the position data read to the player entity
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// New player connected on the server side
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if (m_PlayerDefinitions[i].Name == "" && tempName != "") {
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m_PlayerDefinitions[i].Name = tempName;
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m_PlayersToCreate.push_back(i);
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} else if (m_PlayerDefinitions[i].Name != "" && tempName == "") {
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// Someone disconnected
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// TODO: Insert code here
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break;
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} else if (m_PlayerDefinitions[i].Name == "" && tempName == "") {
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// Not a connected player
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break;
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}
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// Read position data
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glm::vec3 playerPos;
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playerPos.x = package.PopFrontPrimitive<float>();
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playerPos.y = package.PopFrontPrimitive<float>();
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playerPos.z = package.PopFrontPrimitive<float>();
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// Move player to server position
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if (m_PlayerDefinitions[i].EntityID != -1) {
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m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"] = playerPos;
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}
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}
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}
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int Client::Receive(char* data, size_t length)
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{
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boost::system::error_code error;
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int bytesReceived = m_Socket.receive_from(boost
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::asio::buffer((void*)data, length),
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m_ReceiverEndpoint,
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0, error);
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if (error) {
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std::cout << "ReadFromServer crashed: " << error.message();
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}
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return bytesReceived;
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}
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void Client::Send(Package& package)
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{
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m_Socket.send_to(boost::asio::buffer(
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package.Data(),
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package.Size()),
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m_ReceiverEndpoint, 0);
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}
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void Client::Connect()
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{
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Package message(MessageType::Connect, m_SendPacketID);
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message.AddString(m_PlayerName);
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m_StartPingTime = std::clock();
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Send(message);
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}
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void Client::Disconnect()
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{
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m_IsConnected = false;
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Package message(MessageType::Connect, m_SendPacketID);
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message.AddString("+Disconnect");
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Send(message);
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}
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void Client::Ping()
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{
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Package message(MessageType::Connect, m_SendPacketID);
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message.AddString("Ping");
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m_StartPingTime = std::clock();
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Send(message);
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}
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void Client::MoveMessageHead(char*& data, size_t& length, size_t stepSize)
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{
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data += stepSize;
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length -= stepSize;
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}
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bool Client::OnInputCommand(const Events::InputCommand & e)
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{
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if (e.Command == "Forward") {
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if (e.Value > 0) {
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m_IsWASDKeyDown.W = true;
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}
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else if (e.Value < 0) {
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m_IsWASDKeyDown.S = true;
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} else {
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m_IsWASDKeyDown.W = false;
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m_IsWASDKeyDown.S = false;
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}
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}
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if (e.Command == "Right") {
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if (e.Value > 0) {
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m_IsWASDKeyDown.D = true;
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} else if (e.Value < 0) {
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m_IsWASDKeyDown.A = true;
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} else {
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m_IsWASDKeyDown.A = false;
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m_IsWASDKeyDown.D = false;
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}
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}
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if (e.Command == "Sprint") { // Temp connect
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Connect();
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}
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return false;
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}
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void Client::CreateNewPlayer(int i)
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{
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m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
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ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
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ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
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model["Resource"] = "Models/Core/UnitSphere.obj";
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}
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void Client::IdentifyPacketLoss()
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{
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// if no packets lost, difference should be equal to 1
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int difference = m_PacketID - m_PreviousPacketID;
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if (difference != 1) {
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LOG_INFO("%i Packet(s) were lost...", difference);
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}
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}
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