Files
axyz/src/Engine/Network/Server.cpp
T

406 lines
12 KiB
C++

#include "Network/Server.h"
Server::Server() : m_Socket(m_IOService, boost::asio::ip::udp::endpoint(boost::asio::ip::udp::v4(), 13))
{ }
Server::~Server()
{ }
void Server::Start(World* world)
{
m_World = world;
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
m_StopTimes[i] = std::clock();
}
boost::thread_group threads;
std::cout << "I am Server. BIP BOP\n";
threads.create_thread(boost::bind(&Server::DisplayLoop, this));
threads.create_thread(boost::bind(&Server::ReadFromClients, this));
threads.create_thread(boost::bind(&Server::InputLoop, this));
threads.join_all();
}
void Server::Close()
{
m_ThreadIsRunning = false;
}
void Server::DisplayLoop()
{
}
void Server::ReadFromClients()
{
char readBuf[1024] = { 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 offen we send messages (milliseconds)
int intervallMs = 1000;
int snapshotInterval = 50;
int timeToCheckTimeOutTime = 100;
while (m_ThreadIsRunning) {
// m_ThreadIsRunning might be unnecessary but the
// program crashed if it executed m_Socket.available()
// when closing the program.
// If available message -> Socket.available() = true
if (m_ThreadIsRunning && m_Socket.available()) {
try {
bytesRead = Receive(readBuf, INPUTSIZE);
Package package(readBuf, bytesRead);
ParseMessageType(package);
} catch (const std::exception& err) {
// To not spam "socket closed messages"
//if (std::string(err.what()).find("forcefully closed") != std::string::npos) {
std::cout << m_PacketID << ": Read from client crashed: " << err.what();
//}
}
}
std::clock_t currentTime = std::clock();
// int tempTestRemovePlz = (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC);
// Send snapshot
if (snapshotInterval < (1000 * (currentTime - previousSnapshotMessage) / (double)CLOCKS_PER_SEC)) {
SendSnapshot();
previousSnapshotMessage = currentTime;
}
// Send pings each
if (intervallMs < (1000 * (currentTime - previousePingMessage) / (double)CLOCKS_PER_SEC)) {
SendPing();
previousePingMessage = currentTime;
}
// Time out logic
if (timeToCheckTimeOutTime < (1000 * (currentTime - timOutTimer) / (double)CLOCKS_PER_SEC)) {
CheckForTimeOuts();
timOutTimer = currentTime;
}
}
}
void Server::InputLoop()
{
char inputBuffer[INPUTSIZE] = { 0 };
std::string inputMessage;
while (m_ThreadIsRunning) {
std::cin.getline(inputBuffer, INPUTSIZE);
inputMessage = (std::string)inputBuffer;
if (!inputMessage.empty()) {
try {
// Broadcast message typed in console
Broadcast(inputMessage);
} catch (const std::exception& err) {
std::cout << m_PacketID << ": Read from WriteLoop crashed: " << err.what();
}
}
if (inputMessage.find("exit") != std::string::npos)
exit(1);
inputMessage.clear();
memset(inputBuffer, 0, INPUTSIZE);
}
}
void Server::ParseMessageType(Package& package)
{
int messageType = package.PopFrontPrimitive<int>(); // Read what type off message was sent from server
// Read packet ID
m_PreviousPacketID = m_PacketID; // Set previous packet id
m_PacketID = package.PopFrontPrimitive<int>(); //Read new packet id
//IdentifyPacketLoss(); // crashed when it started to spam!
switch (static_cast<MessageType>(messageType)) {
case MessageType::Connect:
ParseConnect(package);
break;
case MessageType::ClientPing:
//ParseClientPing();
break;
case MessageType::ServerPing:
ParseServerPing();
break;
case MessageType::Message:
break;
case MessageType::Snapshot:
ParseSnapshot(package);
break;
case MessageType::Disconnect:
ParseDisconnect();
break;
case MessageType::Event:
ParseEvent(package);
break;
default:
break;
}
}
int Server::Receive(char * data, size_t length)
{
length = m_Socket.receive_from(
boost::asio::buffer((void*)data
, length)
, m_ReceiverEndpoint, 0);
return length;
}
void Server::Send(Package& message, int playerID)
{
m_Socket.send_to(
boost::asio::buffer(message.Data(), message.Size()),
m_PlayerDefinitions[playerID].Endpoint,
0);
}
void Server::Send(Package & package)
{
m_Socket.send_to(
boost::asio::buffer(
package.Data(),
package.Size()),
m_ReceiverEndpoint,
0);
}
void Server::MoveMessageHead(char *& data, size_t & length, size_t stepSize)
{
data += stepSize;
length -= stepSize;
}
void Server::Broadcast(std::string message)
{
Package package(MessageType::Event, m_SendPacketID);
package.AddString(message);
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
Send(package, i);
}
}
}
void Server::Broadcast(Package& package)
{
for (int i = 0; i < MAXCONNECTIONS; ++i) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
Send(package, i);
}
}
}
void Server::SendSnapshot()
{
Package package(MessageType::Snapshot, m_SendPacketID);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
// Send an empty name if there is no player connected on this position.
package.AddString(m_PlayerDefinitions[i].Name);
if (m_PlayerDefinitions[i].EntityID == -1) {
continue;
}
// Pack player pos into data package
glm::vec3 playerPos = m_World->GetComponent(m_PlayerDefinitions[i].EntityID, "Transform")["Position"];
package.AddPrimitive<float>(playerPos.x);
package.AddPrimitive<float>(playerPos.y);
package.AddPrimitive<float>(playerPos.z);
}
Broadcast(package);
}
void Server::SendPing()
{
// Prints connected players ping
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address())
std::cout << m_PacketID << ": Player " << i << "'s ping: " << 1000 * (m_StopTimes[i] - m_StartPingTime)
/ static_cast<double>(CLOCKS_PER_SEC) << std::endl;
}
// Create ping message
Package package(MessageType::ServerPing, m_SendPacketID);
package.AddString("Ping from server");
// Time message
m_StartPingTime = std::clock();
// Send message
Broadcast(package);
}
void Server::CheckForTimeOuts()
{
int timeOutTimeMs = 5000;
int tempStartPing = 1000 * m_StartPingTime
/ static_cast<double>(CLOCKS_PER_SEC);
for (size_t i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
int tempStopPing = 1000 * m_StopTimes[i]
/ static_cast<double>(CLOCKS_PER_SEC);
if (tempStartPing > tempStopPing + timeOutTimeMs) {
std::cout << "player " << i << " timed out!" << std::endl;
Disconnect(i);
}
}
}
}
void Server::Disconnect(int i)
{
Broadcast("A player disconnected");
std::cout << "Player " << i << " disconnected/Timed out" << std::endl;
// Remove enteties and stuff
m_PlayerDefinitions[i].Endpoint = boost::asio::ip::udp::endpoint();
m_PlayerDefinitions[i].EntityID = -1;
m_PlayerDefinitions[i].Name = "";
}
void Server::ParseEvent(Package& package)
{
size_t i;
for (i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
break;
}
}
// If no player matches the ip return.
if (i >= 8)
return;
unsigned int entityId = m_PlayerDefinitions[i].EntityID;
std::string eventString = package.PopFrontString();
if ("+Forward" == eventString) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.z -= 0.1f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("-Forward" == eventString) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.z += 0.1f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("+Right" == eventString) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.x += 0.1f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
if ("-Right" == eventString) {
glm::vec3 temp = m_World->GetComponent(entityId, "Transform")["Position"];
temp.x -= 0.1f;
m_World->GetComponent(entityId, "Transform")["Position"] = temp;
}
}
void Server::ParseConnect(Package& package)
{
std::cout << "Parsing connection." << std::endl;
// Check if player is already connected
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
return;
}
}
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == boost::asio::ip::address()) {
m_PlayerDefinitions[i].EntityID = m_World->CreateEntity();
ComponentWrapper transform = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Transform");
transform["Position"] = glm::vec3(-1.5f, 0.f, 0.f);
ComponentWrapper model = m_World->AttachComponent(m_PlayerDefinitions[i].EntityID, "Model");
model["Resource"] = "Models/Core/UnitSphere.obj";
model["Color"] = glm::vec4(rand()%255 / 255.f, rand()%255 / 255.f, rand() %255 / 255.f, 1.f);
m_PlayerDefinitions[i].Endpoint = m_ReceiverEndpoint;
m_PlayerDefinitions[i].Name = package.PopFrontString();
m_StopTimes[i] = std::clock();
std::cout << m_PacketID << ": Player \"" << m_PlayerDefinitions[i].Name << "\" connected on IP: " <<
m_PlayerDefinitions[i].Endpoint.address().to_string() << std::endl;
Package package(MessageType::Connect, m_SendPacketID);
package.AddPrimitive<int>(i); // Player ID
Send(package, i);
// Send notification that a player has connected
std::string str = m_PacketID + "Player " + m_PlayerDefinitions[i].Name + " connected on: "
+ m_PlayerDefinitions[i].Endpoint.address().to_string();
Broadcast(str);
break;
}
}
}
void Server::ParseDisconnect()
{
std::cout << m_PacketID << ":Parsing disconnect. \n";
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
Disconnect(i);
break;
}
}
}
void Server::ParseClientPing()
{
std::cout << m_PacketID << ":Parsing ping." << std::endl;
// Return ping
Package package(MessageType::ClientPing, m_SendPacketID);
package.AddString("Ping received");
Send(package); // This dosen't work for multiple users
}
void Server::ParseServerPing()
{
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() == m_ReceiverEndpoint.address()) {
m_StopTimes[i] = std::clock();
break;
}
}
}
// NOT USED
void Server::ParseSnapshot(Package& package)
{
// Does no logic. Returns snapshot if client request one
// The snapshot is not a real snapshot tho...
for (int i = 0; i < MAXCONNECTIONS; i++) {
if (m_PlayerDefinitions[i].Endpoint.address() != boost::asio::ip::address()) {
m_Socket.send_to(
boost::asio::buffer("I'm sending a snapshot to you guys!"),
m_PlayerDefinitions[i].Endpoint,
0);
}
}
}
void Server::IdentifyPacketLoss()
{
// if no packets lost, difference should be equal to 1
int difference = m_PacketID - m_PreviousPacketID;
if (difference != 1) {
LOG_INFO("%i Packet(s) were lost...", difference);
}
}