713 lines
24 KiB
C++
713 lines
24 KiB
C++
#include "Network/Server.h"
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Server::Server(World* world, EventBroker* eventBroker, int port)
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: Network(world, eventBroker)
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, m_ServerlistRequest(13)
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{
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ConfigFile* config = ResourceManager::Load<ConfigFile>("Config.ini");
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snapshotInterval = config->Get<float>("Networking.SnapshotInterval", 0.05);
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pingInterval = config->Get<float>("Networking.PingIntervalMs", 1000) / 1000.0;
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m_ServerName = config->Get<std::string>("Networking.Name", "Unnamed");
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// Subscribe to events
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EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Server::OnInputCommand);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &Server::OnPlayerSpawned);
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EVENT_SUBSCRIBE_MEMBER(m_EEntityDeleted, &Server::OnEntityDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EComponentDeleted, &Server::OnComponentDeleted);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDamage, &Server::OnPlayerDamage);
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EVENT_SUBSCRIBE_MEMBER(m_EAmmoPickup, &Server::OnAmmoPickup);
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerDeath, &Server::OnPlayerDeath);
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EVENT_SUBSCRIBE_MEMBER(m_EWin, &Server::OnWin);
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// BindWW
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if (port == 0) {
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port = config->Get<float>("Networking.Port", 27666);
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}
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m_Port = port;
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LOG_INFO("Server initialized and bound to port %i", port);
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}
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Server::~Server()
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{
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}
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void Server::Update(double dt)
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{
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m_Reliable.AcceptNewConnections(m_NextPlayerID, m_ConnectedPlayers);
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for (auto& kv : m_ConnectedPlayers) {
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while (kv.second.TCPSocket->available()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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m_Reliable.Receive(packet, kv.second);
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m_Address = kv.second.TCPSocket->remote_endpoint().address();
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m_Port = kv.second.TCPSocket->remote_endpoint().port();
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if (packet.GetMessageType() == MessageType::Connect) {
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parseTCPConnect(packet);
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} else {
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parseMessageType(packet);
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}
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}
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}
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PlayerDefinition pd;
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while (m_Unreliable.IsSocketAvailable()) {
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// Packet will get real data in receive
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Packet packet(MessageType::Invalid);
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m_Unreliable.Receive(packet, pd);
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m_Address = pd.Endpoint.address();
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m_Port = pd.Endpoint.port();
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if (packet.GetMessageType() == MessageType::Connect) {
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parseUDPConnect(packet);
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} else {
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parseMessageType(packet);
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}
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}
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while (m_ServerlistRequest.IsSocketAvailable()) {
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Packet packet(MessageType::Invalid);
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PlayerDefinition localArea;
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localArea.Endpoint = boost::asio::ip::udp::endpoint();
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m_ServerlistRequest.Receive(packet, localArea);
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if (packet.GetMessageType() == MessageType::ServerlistRequest) {
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// Pop header
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popNetworkSegmentOfHeader(packet);
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packet.ReadPrimitive<int>();
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packet.ReadPrimitive<int>();
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int port = packet.ReadPrimitive<int>();
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std::string address = localArea.Endpoint.address().to_string();
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parseServerlistRequest(boost::asio::ip::udp::endpoint(boost::asio::ip::address().from_string(address), port));
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}
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}
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// Check if players have disconnected
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for (int i = 0; i < m_PlayersToDisconnect.size(); i++) {
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disconnect(m_PlayersToDisconnect.at(i));
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}
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m_PlayersToDisconnect.clear();
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// Send snapshot
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previousSnapshotMessage += dt;
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if (snapshotInterval < previousSnapshotMessage) {
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sendSnapshot();
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previousSnapshotMessage = 0;
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}
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// Send pings each
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previousePingMessage += dt;
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if (pingInterval < previousePingMessage) {
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sendPing();
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previousePingMessage = 0;
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}
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// Time out logic
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timOutTimer += dt;
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if (checkTimeOutInterval < timOutTimer) {
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checkForTimeOuts();
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timOutTimer = 0;
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}
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m_EventBroker->Process<Server>();
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if (isReadingData) {
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Network::Update(dt);
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}
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if (m_GameIsOver) {
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auto pool = m_World->GetComponents("CapturePointGameMode");
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if (pool != nullptr && pool->size() > 0) {
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// Take the first CapturePointGameMode component found.
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ComponentWrapper& modeComponent = *pool->begin();
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// Decrease timer.
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double& timer = (double&)modeComponent["ResetCountdown"];
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timer -= dt;
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if (timer < 0) {
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resetMap();
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}
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} else {
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resetMap();
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}
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}
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}
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void Server::parseMessageType(Packet& packet)
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{
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// Pop packetSize, sequenceNumber and packetsInSequence.
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// create a packet of the correct size
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popNetworkSegmentOfHeader(packet);
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int messageType = packet.ReadPrimitive<int>(); // Read what type off message was sent from server
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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 = packet.ReadPrimitive<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(packet);
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break;
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case MessageType::Ping:
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parsePing();
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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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break;
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case MessageType::Disconnect:
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parseDisconnect();
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break;
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case MessageType::OnInputCommand:
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parseOnInputCommand(packet);
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break;
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case MessageType::OnPlayerDamage:
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parseOnPlayerDamage(packet);
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break;
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case MessageType::PlayerTransform:
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parsePlayerTransform(packet);
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break;
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case MessageType::OnDoubleJump:
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parseDoubleJump(packet);
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break;
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case MessageType::OnDashEffect:
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parseDashEffect(packet);
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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 Server::reliableBroadcast(Packet& packet)
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{
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for (auto& kv : m_ConnectedPlayers) {
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packet.ChangePacketID(kv.second.PacketID);
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m_Reliable.Send(packet, kv.second);
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}
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}
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void Server::unreliableBroadcast(Packet& packet)
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{
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m_Unreliable.SendToConnectedPlayers(packet, m_ConnectedPlayers);
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}
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// Send snapshot fields
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void Server::sendSnapshot()
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{
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Packet packet(MessageType::Snapshot);
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addInputCommandsToPacket(packet);
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addPlayersToPacket(packet, EntityID_Invalid);
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unreliableBroadcast(packet);
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}
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// Send snapshot fields
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void Server::createWorldSnapshot(Packet& packet)
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{
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addInputCommandsToPacket(packet);
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addChildrenToPacket(packet, EntityID_Invalid);
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}
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void Server::addInputCommandsToPacket(Packet& packet)
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{
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// Number of input commands
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packet.WritePrimitive(m_InputCommandsToBroadcast.size());
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for (auto& command : m_InputCommandsToBroadcast) {
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packet.WritePrimitive(command.PlayerID);
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packet.WritePrimitive(m_ConnectedPlayers.at(command.PlayerID).EntityID);
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packet.WriteString(command.Command);
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packet.WritePrimitive(command.Value);
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}
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m_InputCommandsToBroadcast.clear();
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}
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void Server::addPlayersToPacket(Packet & packet, EntityID entityID)
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{
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auto itPair = m_World->GetDirectChildren(entityID);
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std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
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// Loop through every child
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for (auto it = itPair.first; it != itPair.second; it++) {
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EntityID childEntityID = it->second;
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// HACK: Only sync players for now, since the map turned out to be TOO LARGE to send in one snapshot and Simon's computer shits itself
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// HACK: Also checked CapturePointHUD for now. (this would get out of sync);
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EntityWrapper childEntity(m_World, childEntityID);
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if (shouldSendToClient(childEntity)) {
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// Write EntityID and parentsID and Entity name
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packet.WritePrimitive(childEntityID);
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packet.WritePrimitive(entityID);
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packet.WriteString(m_World->GetName(childEntityID));
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// Write components to child
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int numberOfComponents = 0;
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for (auto& i : worldComponentPools) {
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if (i.second->KnowsEntity(childEntityID)) {
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numberOfComponents++;
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}
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}
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// Write how many components should be read
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packet.WritePrimitive(numberOfComponents);
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for (auto& i : worldComponentPools) {
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// If the entity exist in the pool
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if (i.second->KnowsEntity(childEntityID)) {
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ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
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// ComponentType
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packet.WriteString(componentWrapper.Info.Name);
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// Loop through fields
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for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
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ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
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if (fieldInfo.Type == "string") {
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std::string& value = componentWrapper[componentField];
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packet.WriteString(value);
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} else {
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packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
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}
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}
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}
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}
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}
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// Go to to your children
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addPlayersToPacket(packet, childEntityID);
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}
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}
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void Server::addChildrenToPacket(Packet & packet, EntityID entityID)
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{
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auto itPair = m_World->GetDirectChildren(entityID);
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std::unordered_map<std::string, ComponentPool*> worldComponentPools = m_World->GetComponentPools();
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// Loop through every child
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for (auto it = itPair.first; it != itPair.second; it++) {
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EntityID childEntityID = it->second;
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// Write EntityID and parentsID and Entity name
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packet.WritePrimitive(childEntityID);
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packet.WritePrimitive(entityID);
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packet.WriteString(m_World->GetName(childEntityID));
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// Write components to child
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int numberOfComponents = 0;
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for (auto& i : worldComponentPools) {
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if (i.second->KnowsEntity(childEntityID)) {
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numberOfComponents++;
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}
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}
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// Write how many components should be read
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packet.WritePrimitive(numberOfComponents);
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for (auto& i : worldComponentPools) {
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// If the entity exist in the pool
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if (i.second->KnowsEntity(childEntityID)) {
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ComponentWrapper componentWrapper = i.second->GetByEntity(childEntityID);
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// ComponentType
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packet.WriteString(componentWrapper.Info.Name);
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// Loop through fields
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for (auto& componentField : componentWrapper.Info.FieldsInOrder) {
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ComponentInfo::Field_t fieldInfo = componentWrapper.Info.Fields.at(componentField);
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if (fieldInfo.Type == "string") {
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std::string& value = componentWrapper[componentField];
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packet.WriteString(value);
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} else {
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packet.WriteData(componentWrapper.Data + fieldInfo.Offset, fieldInfo.Stride);
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}
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}
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}
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}
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// Go to to your children
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addChildrenToPacket(packet, childEntityID);
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}
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}
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void Server::sendPing()
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{
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// Prints connected players ping
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//for (int i = 0; i < m_ConnectedPlayers.size(); i++) {
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// if (m_ConnectedPlayers[i].Endpoint.address() != boost::asio::ip::address()) {
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// int ping = 1000 * (m_ConnectedPlayers[i].StopTime - m_StartPingTime) / static_cast<double>(CLOCKS_PER_SEC);
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// LOG_INFO("Last packetID received %i: User %i's ping: %i", m_ConnectedPlayers[i].PacketID, i, std::abs(ping));
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// }
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//}
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// Create ping message
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Packet packet(MessageType::Ping);
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packet.WriteString("Ping from server");
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// Time message
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m_StartPingTime = std::clock();
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// Send message
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reliableBroadcast(packet);
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}
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void Server::checkForTimeOuts()
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{
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double startPing = 1000 * m_StartPingTime
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/ static_cast<double>(CLOCKS_PER_SEC);
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std::vector<PlayerID> playersToRemove;
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for (auto& kv : m_ConnectedPlayers) {
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if (kv.second.TCPAddress != boost::asio::ip::address()) {
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int stopPing = 1000 * kv.second.StopTime /
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static_cast<double>(CLOCKS_PER_SEC);
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if (startPing > stopPing + m_TimeoutMs) {
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LOG_INFO("User %i timed out!", kv.second.Name);
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playersToRemove.push_back(kv.first);
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}
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}
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}
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for (int i = playersToRemove.size() - 1; i >= 0; i--) {
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disconnect(playersToRemove.at(i));
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}
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}
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void Server::parseUDPConnect(Packet & packet)
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{
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//Pop packetSize, sequenceNumber and packetsInSequence.
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popNetworkSegmentOfHeader(packet);
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int messageType = packet.ReadPrimitive<int>();
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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 = packet.ReadPrimitive<int>(); //Read new packet id
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// parse player id and other stuff
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PlayerID playerID = packet.ReadPrimitive<int>();
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boost::asio::ip::udp::endpoint endpoint(m_Address, m_Port);
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m_ConnectedPlayers.at(playerID).Endpoint = endpoint;
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LOG_INFO("parseUDPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(), m_ConnectedPlayers.at(playerID).Endpoint.address().to_string().c_str());
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// Send a message to the player that connected
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Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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m_Unreliable.Send(connnectPacket);
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LOG_INFO("UDP Connect sent to client");
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}
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void Server::parseTCPConnect(Packet & packet)
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{
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// Pop packetSize, sequenceNumber and packetsInSequence.
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popNetworkSegmentOfHeader(packet);
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int messageType = packet.ReadPrimitive<int>();
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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 = packet.ReadPrimitive<int>(); //Read new packet id
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LOG_INFO("Parsing connections");
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// Check if player is already connected
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PlayerID playerID = getPlayerIDFromEndpoint();
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if (playerID == -1) {
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LOG_INFO("Server::parseTCPConnect: Not connected");
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return;
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}
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// Create a new player
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m_ConnectedPlayers.at(playerID).EntityID = 0; // Overlook this
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m_ConnectedPlayers.at(playerID).Name = packet.ReadString();
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m_ConnectedPlayers.at(playerID).PacketID = 0;
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m_ConnectedPlayers.at(playerID).StopTime = std::clock();
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m_ConnectedPlayers.at(playerID).TCPAddress = m_Address;
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m_ConnectedPlayers.at(playerID).TCPPort = m_Port;
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Events::PlayerConnected e;
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e.PlayerID = playerID;
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e.PlayerName = m_ConnectedPlayers.at(playerID).Name;
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m_EventBroker->Publish(e);
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LOG_INFO("parseTCPConnect: Spectator \"%s\" connected on IP: %s", m_ConnectedPlayers.at(playerID).Name.c_str(),
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m_ConnectedPlayers.at(playerID).TCPAddress.to_string().c_str());
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// Send a message to the player that connected
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Packet connnectPacket(MessageType::Connect, m_ConnectedPlayers.at(playerID).PacketID);
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// Write playerID to packet
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connnectPacket.WritePrimitive(playerID);
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m_Reliable.Send(connnectPacket, m_ConnectedPlayers.at(playerID));
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Packet firstSnapshot(MessageType::Snapshot);
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createWorldSnapshot(firstSnapshot);
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m_Reliable.Send(firstSnapshot);
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// Send notification that a player has connected
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//Packet notificationPacket(MessageType::PlayerConnected);
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//broadcast(notificationPacket);
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}
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void Server::parseDisconnect()
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{
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LOG_INFO("%i: Parsing disconnect", m_PacketID);
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for (auto& kv : m_ConnectedPlayers) {
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if (kv.second.TCPAddress == m_Address &&
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kv.second.TCPPort == m_Port) {
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m_PlayersToDisconnect.push_back(kv.first);
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break;
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}
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}
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}
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void Server::parseServerlistRequest(boost::asio::ip::udp::endpoint endpoint)
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{
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Packet packet(MessageType::ServerlistRequest);
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packet.WriteString(m_Reliable.Address());
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packet.WritePrimitive<int>(m_Reliable.Port());
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packet.WriteString(m_ServerName);
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packet.WritePrimitive<int>(m_ConnectedPlayers.size());
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m_ServerlistRequest.Send(packet);
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}
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void Server::disconnect(PlayerID playerID)
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{
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//broadcast("A player disconnected");
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LOG_INFO("User %s disconnected/timed out", m_ConnectedPlayers[playerID].Name.c_str());
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// Remove enteties and stuff (When we can remove entity, remove it and tell clients to remove the copy they have)
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Events::PlayerDisconnected e;
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e.Entity = m_ConnectedPlayers.at(playerID).EntityID;
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e.PlayerID = playerID;
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m_EventBroker->Publish(e);
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//m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
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m_ConnectedPlayers[playerID].TCPSocket->shutdown(boost::asio::ip::tcp::socket::shutdown_both);
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m_ConnectedPlayers[playerID].TCPSocket->close();
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m_World->DeleteEntity(m_ConnectedPlayers[playerID].EntityID);
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m_ConnectedPlayers.erase(playerID);
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// Send disconnect to the other players.
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}
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void Server::parseOnPlayerDamage(Packet & packet)
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{
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Events::PlayerDamage e;
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e.Inflictor = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Victim = EntityWrapper(m_World, packet.ReadPrimitive<EntityID>());
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e.Damage = packet.ReadPrimitive<double>();
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m_EventBroker->Publish(e);
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//LOG_DEBUG("Server::parseOnPlayerDamage: Command is %s. Value is %f. PlayerID is %i.", e.DamageAmount, e.PlayerDamagedID, e.TypeOfDamage.c_str());
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}
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void Server::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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void Server::kick(PlayerID player)
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{
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disconnect(player);
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Packet packet = Packet(MessageType::Kick);
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m_Reliable.Send(packet);
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}
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bool Server::OnInputCommand(const Events::InputCommand & e)
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{
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//LOG_DEBUG("Server::OnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
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if (e.Command == "LogNetworkBandwidth" && e.Value > 0) {
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if (isReadingData) {
|
|
saveToFile();
|
|
}
|
|
isReadingData = !isReadingData;
|
|
m_SaveDataTimer = std::clock();
|
|
} else if (e.Command == "KickPlayer" && e.Value > 0) {
|
|
kick(0);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Server::OnPlayerSpawned(const Events::PlayerSpawned & e)
|
|
{
|
|
m_ConnectedPlayers[e.PlayerID].EntityID = e.Player.ID;
|
|
|
|
Packet packet = Packet(MessageType::OnPlayerSpawned);
|
|
packet.WritePrimitive<EntityID>(e.Player.ID);
|
|
packet.WritePrimitive<EntityID>(e.Spawner.ID);
|
|
// We don't send PlayerID here because it will always be set to -1
|
|
packet.WriteString(m_ConnectedPlayers[e.PlayerID].Name);
|
|
m_Reliable.Send(packet, m_ConnectedPlayers[e.PlayerID]);
|
|
return false;
|
|
}
|
|
|
|
bool Server::OnEntityDeleted(const Events::EntityDeleted & e)
|
|
{
|
|
if (!e.Cascaded) {
|
|
Packet packet = Packet(MessageType::EntityDeleted);
|
|
packet.WritePrimitive<EntityID>(e.DeletedEntity);
|
|
reliableBroadcast(packet);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Server::OnComponentDeleted(const Events::ComponentDeleted & e)
|
|
{
|
|
if (!e.Cascaded) {
|
|
if (shouldSendToClient(EntityWrapper(m_World, e.Entity))) {
|
|
Packet packet = Packet(MessageType::ComponentDeleted);
|
|
packet.WritePrimitive<EntityID>(e.Entity);
|
|
packet.WriteString(e.ComponentType);
|
|
reliableBroadcast(packet);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Server::OnPlayerDamage(const Events::PlayerDamage& e)
|
|
{
|
|
Packet packet(MessageType::OnPlayerDamage);
|
|
packet.WritePrimitive(e.Inflictor.ID);
|
|
packet.WritePrimitive(e.Victim.ID);
|
|
packet.WritePrimitive(e.Damage);
|
|
reliableBroadcast(packet);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Server::OnAmmoPickup(const Events::AmmoPickup & e)
|
|
{
|
|
for (auto& kv : m_ConnectedPlayers) {
|
|
if (e.Player.ID == kv.second.EntityID) {
|
|
Packet packet(MessageType::AmmoPickup);
|
|
// We dont send playerID as it will be set at client to local
|
|
packet.WritePrimitive(e.AmmoGain);
|
|
m_Reliable.Send(packet, kv.second);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
bool Server::OnPlayerDeath(const Events::PlayerDeath& e)
|
|
{
|
|
Events::KillDeath eKD;
|
|
eKD.Casualty = getPlayerIDFromEntityID(e.Player.ID);
|
|
eKD.Killer = getPlayerIDFromEntityID(e.Killer.ID);
|
|
m_EventBroker->Publish(eKD);
|
|
return false;
|
|
}
|
|
|
|
bool Server::OnWin(const Events::Win & e)
|
|
{
|
|
// Postpone the gameover reset
|
|
m_GameIsOver = true;
|
|
return true;
|
|
}
|
|
|
|
void Server::parseClientPing()
|
|
{
|
|
LOG_INFO("%i: Parsing ping", m_PacketID);
|
|
PlayerID player = getPlayerIDFromEndpoint();
|
|
if (player == -1) {
|
|
return;
|
|
}
|
|
// Return ping
|
|
Packet packet(MessageType::Ping, m_ConnectedPlayers[player].PacketID);
|
|
packet.WriteString("Ping received");
|
|
m_Reliable.Send(packet);
|
|
}
|
|
|
|
void Server::parsePing()
|
|
{
|
|
for (auto& kv : m_ConnectedPlayers) {
|
|
if (kv.second.TCPAddress == m_Address &&
|
|
kv.second.TCPPort == m_Port
|
|
|| (kv.second.Endpoint.address() == m_Address
|
|
&& kv.second.Endpoint.port() == m_Port)) {
|
|
kv.second.StopTime = std::clock();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Server::parseDoubleJump(Packet & packet)
|
|
{
|
|
reliableBroadcast(packet);
|
|
return true;
|
|
}
|
|
|
|
void Server::parseDashEffect(Packet& packet)
|
|
{
|
|
reliableBroadcast(packet);
|
|
}
|
|
|
|
void Server::parseOnInputCommand(Packet& packet)
|
|
{
|
|
PlayerID player = -1;
|
|
// Check which player it was who sent the message
|
|
player = getPlayerIDFromEndpoint();
|
|
if (player != -1) {
|
|
while (packet.DataReadSize() < packet.Size()) {
|
|
Events::InputCommand e;
|
|
e.Command = packet.ReadString();
|
|
e.PlayerID = player; // Set correct player id
|
|
e.Player = EntityWrapper(m_World, m_ConnectedPlayers.at(player).EntityID);
|
|
e.Value = packet.ReadPrimitive<float>();
|
|
m_EventBroker->Publish(e);
|
|
if (e.Command == "PrimaryFire" || e.Command == "Reload") {
|
|
m_InputCommandsToBroadcast.push_back(e);
|
|
}
|
|
//LOG_INFO("Server::parseOnInputCommand: Command is %s. Value is %f. PlayerID is %i.", e.Command.c_str(), e.Value, e.PlayerID);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Server::parsePlayerTransform(Packet& packet)
|
|
{
|
|
PlayerID playerID = getPlayerIDFromEndpoint();
|
|
if (playerID == -1) {
|
|
return;
|
|
}
|
|
|
|
glm::vec3 position;
|
|
glm::vec3 orientation;
|
|
position.x = packet.ReadPrimitive<float>();
|
|
position.y = packet.ReadPrimitive<float>();
|
|
position.z = packet.ReadPrimitive<float>();
|
|
orientation.x = packet.ReadPrimitive<float>();
|
|
orientation.y = packet.ReadPrimitive<float>();
|
|
orientation.z = packet.ReadPrimitive<float>();
|
|
|
|
bool hasAssaultWeapon = packet.ReadPrimitive<bool>();
|
|
int magazineAmmo;
|
|
int ammo;
|
|
if (hasAssaultWeapon) {
|
|
magazineAmmo = packet.ReadPrimitive<int>();
|
|
ammo = packet.ReadPrimitive<int>();
|
|
}
|
|
|
|
EntityWrapper player(m_World, m_ConnectedPlayers.at(playerID).EntityID);
|
|
if (player.Valid()) {
|
|
player["Transform"]["Position"] = position;
|
|
player["Transform"]["Orientation"] = orientation;
|
|
|
|
if (hasAssaultWeapon) {
|
|
player["AssaultWeapon"]["MagazineAmmo"] = magazineAmmo;
|
|
player["AssaultWeapon"]["Ammo"] = ammo;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Server::shouldSendToClient(EntityWrapper childEntity)
|
|
{
|
|
return childEntity.HasComponent("NetworkComponent") || childEntity.FirstParentWithComponent("NetworkComponent").Valid();
|
|
}
|
|
|
|
PlayerID Server::getPlayerIDFromEndpoint()
|
|
{
|
|
// check both tcp and udp connection
|
|
for (auto& kv : m_ConnectedPlayers) {
|
|
if ((kv.second.TCPAddress == m_Address
|
|
&& kv.second.TCPPort == m_Port)
|
|
|| (kv.second.Endpoint.address() == m_Address
|
|
&& kv.second.Endpoint.port() == m_Port)) {
|
|
return kv.first;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
PlayerID Server::getPlayerIDFromEntityID(EntityID entityID)
|
|
{
|
|
for (auto& kv : m_ConnectedPlayers) {
|
|
if (entityID == kv.second.EntityID) {
|
|
return kv.first;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void Server::resetMap()
|
|
{
|
|
m_GameIsOver = false;
|
|
Events::Reset reset;
|
|
m_EventBroker->Publish(reset);
|
|
Packet removeMap(MessageType::RemoveWorld);
|
|
reliableBroadcast(removeMap);
|
|
removeWorld();
|
|
// Hardcoded for now.
|
|
auto entityFile = ResourceManager::Load<EntityFile>("Schema/Entities/CP_Rocky2.xml");
|
|
entityFile->MergeInto(m_World);
|
|
Packet newWorld(MessageType::Snapshot);
|
|
createWorldSnapshot(newWorld);
|
|
reliableBroadcast(newWorld);
|
|
} |