Files
axyz/include/Engine/Network/Server.h
T
Jocke 94adaf8ae3 Added support for multiplayer.
Reactored code, clumped together variables in PlayerDefinition.h.
Integrated server with entity system.
2015-12-08 16:41:22 +01:00

64 lines
1.7 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 "NetworkDefines.h"
#include "MessageType.h"
#include "Core/World.h"
#include "Network/PlayerDefinition.h"
class Server
{
public:
Server();
~Server();
void Start(World* m_world);
private:
// udp stuff
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
// boost::asio::ip::udp::endpoint m_Connections[MAXCONNECTIONS];
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
// std::string m_PlayerNames[MAXCONNECTIONS];
char m_GameBoard[BOARDSIZE][BOARDSIZE];
glm::vec2 m_PlayerPositions[8];
World* m_World;
// Threaded
void DisplayLoop();
void ReadFromClients();
void InputLoop();
int Receive(char* data, size_t length);
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(char* data, size_t length);
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