845a30ed0f
# Conflicts: # include/Engine/Network/TCPServer.h # src/Engine/Network/TCPServer.cpp
105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
#ifndef Server_h__
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#define Server_h__
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#include <string>
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#include <ctime>
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#include <glm/common.hpp>
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#include "Network/TCPServer.h"
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#include "Network/UDPServer.h"
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#include "Network/UDPClient.h" //LOL
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#include "Network/MessageType.h"
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#include "Network/PlayerDefinition.h"
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#include "Core/World.h"
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#include "Core/EventBroker.h"
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#include "../Network/Network.h"
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#include "Input/EInputCommand.h"
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#include "Core/EPlayerDamage.h"
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#include "Network/EPlayerDisconnected.h"
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#include "Core/EPlayerSpawned.h"
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#include "Core/EEntityDeleted.h"
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#include "Core/EComponentDeleted.h"
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class Server : public Network
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{
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public:
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Server(World* world, EventBroker* eventBroker, int port);
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~Server();
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void Update() override;
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private:
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// Network channels
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TCPServer m_Reliable;
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UDPServer m_Unreliable;
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UDPServer m_ServerlistRequest;
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// dont forget to set these in the childrens receive logic
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boost::asio::ip::address m_Address;
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int m_Port = 27666;
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// Sending messages to client logic
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std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
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std::vector<PlayerID> m_PlayersToDisconnect;
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// HACK: Fix INPUTSIZE
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char readBuffer[BUFFERSIZE] = { 0 };
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size_t bytesRead = 0;
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// time for previouse message
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std::clock_t previousePingMessage = std::clock();
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std::clock_t previousSnapshotMessage = std::clock();
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std::clock_t timOutTimer = std::clock();
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// How often we send messages (milliseconds)
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float pingIntervalMs;
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float snapshotInterval;
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int checkTimeOutInterval = 100;
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int m_NextPlayerID = 0;
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std::vector<Events::InputCommand> m_InputCommandsToBroadcast;
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//Timers
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std::clock_t m_StartPingTime;
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// Packet loss logic
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PacketID m_PacketID = 0;
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PacketID m_PreviousPacketID = 0;
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// Private member functions
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//int receive(char* data);
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void reliableBroadcast(Packet& packet);
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void unreliableBroadcast(Packet& packet);
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void sendSnapshot();
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void addPlayersToPacket(Packet& packet, EntityID entityID);
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void addChildrenToPacket(Packet& packet, EntityID entityID);
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void addInputCommandsToPacket(Packet& packet);
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void sendPing();
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void checkForTimeOuts();
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void disconnect(PlayerID playerID);
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void parseMessageType(Packet& packet);
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void parseOnPlayerDamage(Packet& packet);
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void identifyPacketLoss();
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void kick(PlayerID player);
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PlayerID GetPlayerIDFromEndpoint();
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void parsePlayerTransform(Packet& packet);
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void parseOnInputCommand(Packet& packet);
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void parseClientPing();
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void parsePing();
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void parseUDPConnect(Packet & packet);
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void parseTCPConnect(Packet & packet);
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void parseDisconnect();
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void parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint);
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bool shouldSendToClient(EntityWrapper childEntity);
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// Debug event
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EventRelay<Server, Events::InputCommand> m_EInputCommand;
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bool OnInputCommand(const Events::InputCommand& e);
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EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
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bool OnPlayerSpawned(const Events::PlayerSpawned& e);
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EventRelay<Server, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(const Events::EntityDeleted& e);
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EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
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bool OnComponentDeleted(const Events::ComponentDeleted& e);
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EventRelay<Server, Events::PlayerDamage> m_EPlayerDamage;
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bool OnPlayerDamage(const Events::PlayerDamage& e);
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};
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#endif
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