Squashed commit of Chris's networking code

commit 052d5a2ee82d14752ba7a2a89b375de0f4b3214d
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Fri Sep 14 20:49:49 2012 -0400

    Damn! - Forgot to add the Types.h file

commit 8bb6f6d56279289dd0c1f118dffb390dc6538a7c
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Fri Sep 14 20:41:46 2012 -0400

    Fixed a lot of the lag issues.  There are still some tweaks needed, but that is going to happen with the input system changes

commit 0b5fe2dd64b561d965229a8dff25575eaf5c9264
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Fri Sep 14 20:21:31 2012 -0400

    Client server stuff working.  A lot of lag in the system though

commit 07fac2c86d3b379fd1ac287bf3f60b778ca59508
Merge: 5cfd5b2 ac79196
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Fri Sep 14 17:49:18 2012 -0400

    Merging in changes from Holtrop

commit 5cfd5b28d5e384803ef7b807849ac570e6c84e0f
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Sun Sep 9 12:23:12 2012 -0400

    Building on linux now

commit 470d486cdebd95099020911dee7f9290c78ee274
Merge: 842040d f072eec
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Sun Sep 9 11:58:39 2012 -0400

    Merged in master with tank model

commit 842040d0fee481f726b2ae5aec60787371af3923
Merge: 6866c58 9b993f2
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Thu Aug 30 23:25:19 2012 -0400

    Merged in changes from upstream (holtrop/master)

commit 6866c58200cc50d3ccc886266303c1b654c89527
Author: Chris Peterson <xethm55@yahoo.com>
Date:   Sat Aug 18 17:07:50 2012 -0400

    added server code and a simple echo server.
This commit is contained in:
Chris Peterson 2012-09-15 09:46:32 -04:00 committed by Josh Holtrop
parent 05dc0b021f
commit 24a08e6017
11 changed files with 830 additions and 24 deletions

View File

@ -36,7 +36,7 @@ SFML_VERSION = '2.0-rc'
BIN_DIR = 'bin'
CXX = 'g++'
CC = 'gcc'
CXXFLAGS = ['-Wall', '-O2', '-g']
CXXFLAGS = ['-Wall', '-O0', '-g']
LINKFLAGS = []
LIBS_client = []
LIBS_server = []
@ -48,8 +48,8 @@ if 'SFML_PATH' in os.environ:
LIBPATH = ['%s/lib' % SFML_PATH]
CPPFLAGS = []
CPPFLAGS += map(lambda x: '-I' + x, find_dirs_under('src/common'))
CPPFLAGS_client = ['-I%s/include' % SFML_PATH,
'-DGL_INCLUDE_FILE=\\"GL3/gl3w.h\\"']
CPPFLAGS += ['-I%s/include' % SFML_PATH]
CPPFLAGS_client = ['-DGL_INCLUDE_FILE=\\"GL3/gl3w.h\\"']
CPPFLAGS_client += map(lambda x: '-I' + x, find_dirs_under('src/client'))
CPPFLAGS_server = map(lambda x: '-I' + x, find_dirs_under('src/server'))
@ -67,7 +67,7 @@ if platform == 'windows':
else:
LIBS_client += ['sfml-network', 'sfml-window', 'sfml-graphics',
'sfml-system', 'GL', 'GLU']
LIBS_server += ['sfml-network']
LIBS_server += ['sfml-system','sfml-network']
LINKFLAGS.append('-Wl,-R%s/lib' % SFML_PATH)
# our sources

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@ -1,11 +1,21 @@
#include <math.h>
#include "Client.h"
#include "Types.h"
Client::Client()
{
m_net_client = new Network();
m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
client_has_focus = true;
}
Client::~Client()
{
m_net_client->Destroy();
}
void Client::run(bool fullscreen, int width, int height)
{
if (!create_window(fullscreen, width, height))
@ -22,6 +32,7 @@ void Client::run(bool fullscreen, int width, int height)
double current_time = m_clock.getElapsedTime().asSeconds();
double elapsed_time = current_time - last_time;
sf::Event event;
while (m_window->pollEvent(event))
{
switch (event.type)
@ -42,6 +53,12 @@ void Client::run(bool fullscreen, int width, int height)
case sf::Event::Resized:
resize_window(event.size.width, event.size.height);
break;
case sf::Event::LostFocus:
client_has_focus = false;
break;
case sf::Event::GainedFocus:
client_has_focus = true;
break;
default:
break;
}
@ -50,37 +67,88 @@ void Client::run(bool fullscreen, int width, int height)
update(elapsed_time);
redraw();
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
}
}
void Client::update(double elapsed_time)
{
const double move_speed = 75.0;
static sf::Uint8 w_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 a_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 s_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 d_pressed_prev = KEY_NOT_PRESSED;
static sf::Int32 rel_mouse_movement_prev = 0;
sf::Packet client_packet;
m_net_client->Receive();
client_packet.clear();
if(m_net_client->getData(client_packet))
{
// Update player position as calculated from the server.
client_packet >> m_player->direction;
client_packet >> m_player->x;
client_packet >> m_player->y;
}
// For now, we are going to do a very crude shove data into
// packet from keyboard and mouse events.
// TODO: Clean this up and make it more robust
client_packet.clear();
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
double direction = m_player->direction + M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
a_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
double direction = m_player->direction - M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
d_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
double direction = m_player->direction;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
double direction = m_player->direction + M_PI;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
s_pressed = KEY_PRESSED;
}
int xrel = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
m_player->direction -= M_PI * 0.5 * xrel / 1000;
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
{
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
// Send an update to the server if something has changed
if((w_pressed_prev != w_pressed) ||
(a_pressed_prev != a_pressed) ||
(s_pressed_prev != s_pressed) ||
(d_pressed_prev != d_pressed) ||
(rel_mouse_movement_prev != rel_mouse_movement))
{
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
m_net_client->sendData(client_packet);
w_pressed_prev = w_pressed;
a_pressed_prev = a_pressed;
s_pressed_prev = s_pressed;
d_pressed_prev = d_pressed;
rel_mouse_movement_prev = rel_mouse_movement;
}
m_net_client->Transmit();
}

View File

@ -10,11 +10,13 @@
#include "WFObj.h"
#include "GLMatrix.h"
#include "GLBuffer.h"
#include "Network.h"
class Client
{
public:
Client();
~Client();
void run(bool fullscreen, int width, int height);
protected:
bool create_window(bool fullscreen, int width, int height);
@ -39,6 +41,8 @@ class Client
GLMatrix m_modelview;
GLBuffer m_overlay_hex_attributes;
GLBuffer m_overlay_hex_indices;
refptr<Network> m_net_client;
bool client_has_focus;
};
#endif

403
src/common/Network.cc Normal file
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@ -0,0 +1,403 @@
#include "Network.h"
#include "Timer.h"
#include <cstring>
#include <cstdlib>
#include <iostream>
sf::Uint16 Network::numclients;
sf::UdpSocket Network::net_socket;
char Network::rxbuff[RECEIVE_BUFFER_SIZE];
std::map<sf::Uint32, Transmit_Message_t*> Network::transmit_queue;
Client_t Network::clients[MAX_NUM_CLIENTS];
sf::Clock Network::message_timer;
sf::Uint32 Network::getUniqueMessageId( void )
{
sf::Uint32 next_msg_uid = 0;
while(transmit_queue.find(next_msg_uid) != transmit_queue.end())
{
next_msg_uid++;
}
return next_msg_uid;
}
void Network::Create(sf::Uint16 port, sf::IpAddress address )
{
sf::Uint16 current_client = 0;
Client_t tmpclient;
Reset();
if(sf::IpAddress::None != address)
{
tmpclient.addr = address;
tmpclient.port = port;
numclients = addClients(&tmpclient, &current_client);
net_socket.bind( sf::Socket::AnyPort );
net_socket.setBlocking(false);
}
else
{
net_socket.bind( port );
net_socket.setBlocking(false);
}
}
void Network::Destroy( void )
{
/* Clean and exit */
net_socket.unbind();
}
bool Network::getData(sf::Packet& p)
{
bool rtn = false;
sf::Uint16 curcl;
// Recurse through the client array and return if there is any
// received data for a given client
for(curcl = 0; curcl < numclients; (curcl)++)
{
if(!clients[curcl].receive.empty())
{
p = clients[curcl].receive.front();
clients[curcl].receive.pop();
rtn = true;
break;
}
}
return rtn;
}
bool Network::queueTransmitMessage(Network_Messages_T msg_type , sf::Packet p, Client_t * dest)
{
sf::Packet packet;
sf::Uint8 type = (sf::Uint8)msg_type;
sf::Uint32 uid = UNIQUE_ID;
sf::Uint32 msg_id = getUniqueMessageId();
Transmit_Message_t* message = new Transmit_Message_t();
// Add this to the list of packets expecting a response
packet << uid;
packet << type;
packet << msg_id;
packet.append(p.getData(), p.getDataSize());
message->msg_type = msg_type;
message->Data = packet;
message->TimeStarted = 0.0;
message->dest = dest;
transmit_queue[msg_id] = message;
return true;
}
bool Network::sendData(sf::Packet& p, bool guaranteed)
{
Network_Messages_T message_type = NETWORK_NORMAL;
if(guaranteed)
{
message_type = NETWORK_GUARANTEED;
}
queueTransmitMessage(message_type, p);
return true;
}
int Network::addClients(Client_t *client, sf::Uint16 *curcl)
{
int i;
int nc = -1;
for(i=0;i<MAX_NUM_CLIENTS;i++)
{
if((clients[i].addr == client->addr) && (clients[i].port == client->port))
{
nc = i;
}
else if((clients[i].addr == sf::IpAddress::None) && (clients[i].port == 0))
{
break;
}
}
// Make sure to set the current client location, otherwise
// bad stuffs can happen.
if(nc == -1)
{
clients[i].addr = client->addr;
clients[i].port = client->port;
*curcl = i;
i++;
}
else
{
*curcl = nc;
}
return i;
}
int Network::findClient(Client_t *client)
{
int client_ndx;
for(client_ndx = 0; client_ndx < MAX_NUM_CLIENTS; client_ndx++)
{
if((clients[client_ndx].addr == client->addr) && (clients[client_ndx].port == client->port))
{
break;
}
}
return client_ndx;
}
void Network::Receive()
{
// Get any received packets
sf::IpAddress sender;
Client_t tmpclient;
sf::Uint16 curcl;
sf::Packet receive_packet;
receive_packet.clear();
// Receive any packets from the server
while(net_socket.receive(receive_packet, tmpclient.addr, tmpclient.port) == sf::Socket::Done)
{
sf::Uint32 uid;
receive_packet >> uid;
if(uid == UNIQUE_ID)
{
sf::Uint8 message_type;
sf::Uint32 msg_id;
receive_packet >> message_type;
receive_packet >> msg_id;
numclients = addClients(&tmpclient, &curcl);
switch((Network_Messages_T)message_type)
{
case NETWORK_CONNECT:
{
break;
}
case NETWORK_DISCONNECT:
{
break;
}
case NETWORK_ACK:
{
sf::Uint32 client_id = findClient(&tmpclient);
receive_packet >> message_type;
receive_packet >> msg_id;
switch(message_type)
{
// Handle an acknowledged ping message
case NETWORK_PING:
{
if(MAX_NUM_CLIENTS > client_id)
{
clients[client_id].ping = Timer::GetTimeDouble() - transmit_queue[msg_id]->TimeStarted;
}
break;
}
// Handle an acknowledged guaranteed message
case NETWORK_GUARANTEED:
{
// Set that the message was acknowledged by the client
if(MAX_NUM_CLIENTS > client_id)
{
transmit_queue[msg_id]->Responses[&clients[client_id]] = Timer::GetTimeDouble();
}
break;
}
default:
break; // What the heck happened?
}
break;
}
case NETWORK_PING:
{
// Send a response indicating that ping was received
sf::Packet response;
response.clear();
response << message_type << msg_id;
queueTransmitMessage(NETWORK_ACK, response, &(clients[curcl]));
break;
}
case NETWORK_NORMAL:
{
// Handle any remaining data in the packet
clients[curcl].receive.push(receive_packet);
break;
}
case NETWORK_GUARANTEED:
{
// Send a response indicating that the message was received
sf::Packet response;
clients[curcl].receive.push(receive_packet);
response.clear();
response << message_type << msg_id;
queueTransmitMessage(NETWORK_ACK, response, &(clients[curcl]));
break;
}
// Nothing to do
default:
break;
}
}
}
}
void Network::Transmit()
{
// Broadcast the mesages to all clients
sf::Uint32 msg_id = 0;
static double ping_timer = Timer::GetTimeDouble();
// Once per second, send ping messages ( just for fun )
if((Timer::GetTimeDouble() - ping_timer) > 1000.0)
{
ping_timer = Timer::GetTimeDouble();
sf::Packet response;
response.clear();
queueTransmitMessage(NETWORK_PING, response);
}
// Send any pending messages
while(transmit_queue.find(msg_id) != transmit_queue.end())
{
double curTime = Timer::GetTimeDouble();
Transmit_Message_t * message = transmit_queue[msg_id];
switch(message->msg_type)
{
case NETWORK_PING:
case NETWORK_GUARANTEED:
{
// If the message has not yet been sent
// send the message and update the sent times.
if(0.0 == message->TimeStarted)
{
message->TimeStarted = Timer::GetTimeDouble();
for(int i = 0; i < MAX_NUM_CLIENTS; i++)
{
if((clients[i].addr != sf::IpAddress::None) && (clients[i].port != 0))
{
message->ClientTimeSent[&clients[i]] = message->TimeStarted;
net_socket.send(message->Data, clients[i].addr, clients[i].port);
}
}
}
else
{
// Message has already been sent, check to see if a response has been received
// if not, send another request after retry timer expired.
if(message->ClientTimeSent.size() > message->Responses.size())
{
// Look for any clients that haven't responded
for ( std::map<Client_t*, double>::iterator iter = message->ClientTimeSent.begin(); iter != message->ClientTimeSent.end(); ++iter )
{
// Determine if enough time has elapsed to try and re-send
if((curTime - iter->second) >= 0.5)
{
// Determine if a response was already received from this client
if(message->Responses.find(iter->first) == message->Responses.end())
{
// Resend the message to the client
net_socket.send(message->Data, iter->first->addr, iter->first->port);
message->ClientTimeSent[iter->first] = curTime;
}
}
}
}
else
{
// All clients have received the message, so remove it from the list
delete message;
transmit_queue.erase(transmit_queue.find(msg_id));
}
}
break;
}
// When sending an ACK, we only need to send the ACK to the sender.
case NETWORK_ACK:
{
if(NULL != message->dest)
{
net_socket.send(message->Data, message->dest->addr, message->dest->port);
}
// Transmitted the message, so remove it from the list
delete message;
transmit_queue.erase(transmit_queue.find(msg_id));
break;
}
default:
{
// A normal message, no response needed
// just send to all clients, then delete the message
for(int i=0;i<numclients;i++)
{
net_socket.send(message->Data, clients[i].addr, clients[i].port);
}
delete message;
transmit_queue.erase(transmit_queue.find(msg_id));
break;
}
}
msg_id++;
}
}
int Network::getNumConnected( void )
{
return numclients;
}
void Network::Reset()
{
numclients = 0;
for(int i = 0; i < MAX_NUM_CLIENTS; i++)
{
clients[i].addr = sf::IpAddress();
clients[i].port = 0;
while(!clients[i].receive.empty())
{
clients[i].receive.pop();
}
}
sf::Uint32 next_msg_uid = 0;
while(transmit_queue.find(next_msg_uid) != transmit_queue.end())
{
delete transmit_queue[next_msg_uid];
next_msg_uid++;
}
transmit_queue.clear();
message_timer.restart();
}
sf::Packet& operator <<(sf::Packet& Packet, const Network_Messages_T& NMT)
{
sf::Uint8 net_msg_t = (sf::Uint8)NMT;
return Packet << net_msg_t;
}
sf::Packet& operator >>(sf::Packet& Packet, Network_Messages_T& NMT)
{
sf::Uint8 net_msg_t;
Packet >> net_msg_t;
NMT = (Network_Messages_T)net_msg_t;
return Packet;
}

96
src/common/Network.h Normal file
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@ -0,0 +1,96 @@
#ifndef _NETWORK_HPP
#define _NETWORK_HPP
#include <map>
#include <SFML/Config.hpp>
#include <SFML/Network.hpp>
#include <SFML/System/Clock.hpp>
#include <vector>
#include <queue>
#define MAX_NUM_CLIENTS 8
#define MAX_NUM_TUBES 4
#define UNIQUE_ID 0xDEADBEEF
#define RECEIVE_BUFFER_SIZE 1024
// In milliseconds
#define NETWORK_TIMEOUT 5000
// The bit indicating if the message requires a response
#define MSG_REQUIRES_RESPONSE_BIT ((sf::Uint16)1 << 15)
// The bit indicating if the message is a transmission or a response
#define MSG_TX_BIT ((sf::Uint16)1 << 14)
typedef enum{
NETWORK_NONE,
NETWORK_CONNECT,
NETWORK_DISCONNECT,
NETWORK_ACK,
NETWORK_PING,
NETWORK_NORMAL,
NETWORK_GUARANTEED
}Network_Messages_T;
typedef struct{
sf::IpAddress addr;
unsigned short port;
double ping;
std::queue<sf::Packet> receive;
}Client_t;
typedef struct{
// The packet
sf::Packet Data;
// The type of message that is to be sent.
Network_Messages_T msg_type;
// Destination client for an ACK message
// Perhaps later I will enable the ability to only send updates
// to specific clients.
Client_t * dest;
// The time at which the message was origionally sent
double TimeStarted;
// The time at which the message was last sent to each client
std::map<Client_t*, double> ClientTimeSent;
// The time at which a response was received from each client
std::map<Client_t*, double> Responses;
} Transmit_Message_t;
class Network{
private:
static sf::Uint16 numclients;
static sf::UdpSocket net_socket;
static std::map<sf::Uint32, Transmit_Message_t*> transmit_queue;
static char rxbuff[RECEIVE_BUFFER_SIZE];
static sf::Clock message_timer;
static sf::Uint32 getUniqueMessageId( void );
static int addClients(Client_t *client, sf::Uint16 *curcl);
static int findClient(Client_t *client);
static bool queueTransmitMessage(Network_Messages_T msg_type , sf::Packet p, Client_t * dest = NULL);
public:
static Client_t clients[MAX_NUM_CLIENTS];
static void Create( sf::Uint16 port, sf::IpAddress address );
static void Destroy( void );
static bool getData(sf::Packet& p);
static bool sendData(sf::Packet& p, bool guaranteed = false);
static int getNumConnected( void );
static void Transmit();
static void Receive();
static void Reset();
};
sf::Packet& operator <<(sf::Packet& Packet, const Network_Messages_T& NMT);
sf::Packet& operator >>(sf::Packet& Packet, Network_Messages_T& NMT);
#endif

60
src/common/Timer.cc Normal file
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@ -0,0 +1,60 @@
#include "Timer.h"
// The number of time steps per second
const float STEPS_PER_SECOND = 60.0f;
double Timer::totalElapsedTime;
float Timer::stepTime;
sf::Uint32 Timer::curTimeStep;
void Timer::Init(void)
{
// Reset the clock
myClock.restart();
// Set the time keepers to zero
myTotalElapsedTime = 0;
// Reset the game speed
gameSpeed = 1.0f;
}
void Timer::Update(void)
{
// Record the time step
stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
//stepTime = ((((sf::Window*)screen)->GetFrameTime() / 1000.0f) * gameSpeed);
myClock.restart();
// Add the time to the total time
myTotalElapsedTime += stepTime;
totalElapsedTime = myTotalElapsedTime;
// Calculate the game step
curTimeStep = (sf::Uint32)(totalElapsedTime * STEPS_PER_SECOND);
}
sf::Uint32 Timer::GetTime(void)
{
return curTimeStep;
}
float Timer::GetStepTime(void)
{
return stepTime;
}
sf::Uint32 Timer::GetTotalTime(void)
{
return (sf::Uint32)(totalElapsedTime * 1000.0f);
}
double Timer::GetTimeDouble(void)
{
return totalElapsedTime;
}
float Timer::GetElapsedTime(sf::Uint32 baseTime)
{
return (totalElapsedTime - ((double)baseTime / STEPS_PER_SECOND));
}

50
src/common/Timer.h Normal file
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@ -0,0 +1,50 @@
#ifndef _TIMER_H
#define _TIMER_H
#include <SFML/System/Clock.hpp>
class Timer
{
public:
// Initializes the time module
void Init(void);
// Updates the time module
void Update();
// Returns the current time step
static sf::Uint32 GetTime(void);
// Returns the time that elapsed this step
static float GetStepTime(void);
// Returns the total time elapsed in milliseconds
static sf::Uint32 GetTotalTime(void);
// Returns the total time in seconds as a double
static double GetTimeDouble(void);
// Returns the difference between the current time and the given time in seconds
static float GetElapsedTime(sf::Uint32 baseTime);
private:
// The clock used to take the time measurements
sf::Clock myClock;
// The game speed
float gameSpeed;
// The total elapsed time since the start of the game
double myTotalElapsedTime;
// The total elapsed time since the start of the game
static double totalElapsedTime;
// The time that elapsed this step
static float stepTime;
// The number of time steps since the start of the game
static sf::Uint32 curTimeStep;
};
#endif

9
src/common/Types.h Normal file
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@ -0,0 +1,9 @@
#ifndef TYPES_H
#define TYPES_H
#define KEY_PRESSED 0xA5u
#define KEY_NOT_PRESSED 0x5Au
#endif

103
src/server/Server.cc Normal file
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@ -0,0 +1,103 @@
#include "Server.h"
#include "Types.h"
#include <math.h>
Server::Server(sf::Uint16 port)
{
m_net_server = new Network();
m_net_server->Create(port, sf::IpAddress::None);
m_player = new Player();
m_player->x = 0;
m_player->y = 0;
m_player->direction = M_PI_2;
}
Server::~Server()
{
m_net_server->Destroy();
}
void Server::run( void )
{
double current_time;
double elapsed_time;
double last_time = 0.0;
while(1)
{
current_time = m_clock.getElapsedTime().asSeconds();
elapsed_time = current_time - last_time;
update( elapsed_time );
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
}
}
void Server::update( double elapsed_time )
{
static Player player_prev;
const double move_speed = 75.0;
sf::Packet server_packet;
static sf::Uint8 w_pressed = KEY_NOT_PRESSED;
static sf::Uint8 a_pressed = KEY_NOT_PRESSED;
static sf::Uint8 s_pressed = KEY_NOT_PRESSED;
static sf::Uint8 d_pressed = KEY_NOT_PRESSED;
static sf::Int32 rel_mouse_movement = 0;
m_net_server->Receive();
if(m_net_server->getData(server_packet))
{
server_packet >> w_pressed;
server_packet >> a_pressed;
server_packet >> s_pressed;
server_packet >> d_pressed;
server_packet >> rel_mouse_movement;
}
if (KEY_PRESSED == a_pressed)
{
double direction = m_player->direction + M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
}
if (KEY_PRESSED == d_pressed)
{
double direction = m_player->direction - M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
}
if (KEY_PRESSED == w_pressed)
{
double direction = m_player->direction;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
}
if (KEY_PRESSED == s_pressed)
{
double direction = m_player->direction + M_PI;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
}
m_player->direction -= M_PI * 0.5 * rel_mouse_movement / 1000;
server_packet.clear();
// Send the player update if there were changes
if((player_prev.direction != m_player->direction) ||
(player_prev.x != m_player->x) ||
(player_prev.y != m_player->y))
{
server_packet << m_player->direction;
server_packet << m_player->x;
server_packet << m_player->y;
m_net_server->sendData(server_packet);
player_prev.direction = m_player->direction;
player_prev.x = m_player->x;
player_prev.y = m_player->y;
}
m_net_server->Transmit();
}

16
src/server/Server.h Normal file
View File

@ -0,0 +1,16 @@
#include "Network.h"
#include "Player.h"
#include "refptr.h"
class Server{
public:
Server(sf::Uint16 port);
~Server();
void run( void );
protected:
void update(double elapsed_time);
refptr<Network> m_net_server;
refptr<Player> m_player;
sf::Clock m_clock;
};

View File

@ -1,6 +1,6 @@
#include <getopt.h>
#include <stdlib.h>
#include "Server.h"
int main(int argc, char *argv[])
{
@ -24,12 +24,9 @@ int main(int argc, char *argv[])
}
}
/* TODO: make this work... */
#if 0
Server server(port);
server.run();
#endif
return 0;
}