Files
axyz/include/Engine/Network/Server.h
T
Jocke 2284399538 Removed Close method from Client, Server and Network.
Removed legacy variable m_ThreadIsRunning in Client.h and Server.h.
Removed m_EventBroker->Unsubscribe(m_EInputCommand) in Client destructor.
2016-01-12 17:47:03 +01:00

82 lines
2.2 KiB
C++

#ifndef Server_h__
#define Server_h__
#include <string>
#include <ctime>
#include <glm/common.hpp>
#include <boost/asio/ip/udp.hpp>
#include "Network/MessageType.h"
#include "Network/PlayerDefinition.h"
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Network/Network.h"
class Server : public Network
{
public:
Server();
~Server();
void Start(World* m_world, EventBroker *eventBroker) override;
void Update() override;
private:
// UDP logic
boost::asio::ip::udp::endpoint m_ReceiverEndpoint;
boost::asio::io_service m_IOService;
boost::asio::ip::udp::socket m_Socket;
PlayerDefinition m_PlayerDefinitions[MAXCONNECTIONS];
// Sending messages to client logic
char readBuffer[INPUTSIZE] = { 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 intervalMs = 1000;
int snapshotInterval = 50;
int checkTimeOutInterval = 100;
//Timers
std::clock_t m_StartPingTime;
std::clock_t m_StopTimes[8];
// Game logic
World* m_World;
EventBroker* m_EventBroker;
// vec.size() = ammount of players to create, stores playerID's
std::vector<unsigned int> m_PlayersToCreate;
// Packet loss logic
unsigned int m_PacketID;
unsigned int m_PreviousPacketID;
unsigned int m_SendPacketID;
// Private member functions
int receive(char* data, size_t length);
void readFromClients();
void send(Packet& packet, int playerID);
void send(Packet& packet);
void moveMessageHead(char*& data, size_t& length, size_t stepSize);
void broadcast(std::string message);
void broadcast(Packet& packet);
void sendSnapshot();
void sendPing();
void checkForTimeOuts();
void disconnect(int i);
void parseMessageType(Packet& packet);
void parseEvent(Packet& packet);
void parseConnect(Packet& packet);
void parseDisconnect();
void parseClientPing();
void parseServerPing();
void parseSnapshot(Packet& packet);
void identifyPacketLoss();
EntityID createPlayer();
};
#endif