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

101 lines
3.1 KiB
C++

#ifndef Server_h__
#define Server_h__
#include <string>
#include <ctime>
#include <glm/common.hpp>
#include "Network/TCPServer.h"
#include "Network/UDPServer.h"
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "../Network/Network.h"
#include "Input/EInputCommand.h"
#include "Core/EPlayerDamage.h"
#include "Network/EPlayerDisconnected.h"
#include "Core/EPlayerSpawned.h"
#include "Core/EEntityDeleted.h"
#include "Core/EComponentDeleted.h"
class Server : public Network
{
public:
Server();
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
protected:
// dont forget to set these in the childrens receive logic
boost::asio::ip::address m_Address;
unsigned short m_Port;
// Sending messages to client logic
std::map<PlayerID, PlayerDefinition> m_ConnectedPlayers;
// HACK: Fix INPUTSIZE
char readBuffer[BUFFERSIZE] = { 0 };
int bytesRead = 0;
// time for previouse message
std::clock_t previousePingMessage = std::clock();
std::clock_t previousSnapshotMessage = std::clock();
std::clock_t timOutTimer = std::clock();
// How often we send messages (milliseconds)
int pingIntervalMs;
int snapshotInterval;
int checkTimeOutInterval = 100;
int m_NextPlayerID = 0;
//Timers
std::clock_t m_StartPingTime;
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// Packet loss logic
PacketID m_PacketID = 0;
PacketID m_PreviousPacketID = 0;
// Private member functions
//int receive(char* data);
void broadcast(Packet& packet);
void sendSnapshot();
void addChildrenToPacket(Packet& packet, EntityID entityID);
void sendPing();
void checkForTimeOuts();
void disconnect(PlayerID playerID);
void parseMessageType(Packet& packet);
void parseOnPlayerDamage(Packet& packet);
void identifyPacketLoss();
void kick(PlayerID player);
PlayerID GetPlayerIDFromEndpoint();
void parsePlayerTransform(Packet& packet);
void parseOnInputCommand(Packet& packet);
void parseClientPing();
void parsePing();
void parseConnect(Packet & packet, PlayerDefinition & pd);
void parseTCPConnect(Packet & packet);
void parseDisconnect();
//// Pure virtual functions
//virtual void readFromClients() = 0;
//virtual void send(Packet& packet, PlayerDefinition & playerDefinition) = 0;
//virtual void send(Packet& packet) = 0;
// Debug event
EventRelay<Server, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<Server, Events::PlayerSpawned> m_EPlayerSpawned;
bool OnPlayerSpawned(const Events::PlayerSpawned& e);
EventRelay<Server, Events::EntityDeleted> m_EEntityDeleted;
bool OnEntityDeleted(const Events::EntityDeleted& e);
EventRelay<Server, Events::ComponentDeleted> m_EComponentDeleted;
bool OnComponentDeleted(const Events::ComponentDeleted& e);
private:
TCPServer m_TCPServer;
//UDPServer m_UDPServer;
};
#endif