Connection disconnects now working
This commit is contained in:
parent
f173281614
commit
efe25fe610
@ -15,8 +15,12 @@ Client::Client()
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Client::~Client()
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{
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// Send disconnect message
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bool connection_closed = false;
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double close_timer;
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sf::Packet client_packet;
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sf::Uint8 packet_type = PLAYER_DISCONNECT;
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Timer client_timer;
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client_timer.Init();
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client_packet.clear();
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client_packet << packet_type;
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client_packet << current_player;
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@ -25,16 +29,52 @@ Client::~Client()
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// No time out needed here, since the
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// message will timeout after a couple of attempts
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// then exit anyway.
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while(m_net_client->pendingMessages())
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close_timer = Timer::GetTimeDouble();
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while(!connection_closed)
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{
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// Time must be updated before any messages are sent
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// Especially guaranteed messages, since the time needs to be
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// non zero.
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client_timer.Update();
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m_net_client->Receive();
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while(m_net_client->getData(client_packet))
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{
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sf::Uint8 packet_type;
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client_packet >> packet_type;
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switch(packet_type)
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{
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case PLAYER_DISCONNECT:
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{
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sf::Uint8 player_index;
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// This completely removes the player from the game
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// Deletes member from the player list
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client_packet >> player_index;
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if(player_index == current_player)
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{
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connection_closed = true;
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}
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break;
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}
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}
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}
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m_net_client->Transmit();
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// temporary for now. otherwise this thread consumed way too processing
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sf::sleep(sf::seconds(0.005)); // 5 milli-seconds
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// If the server does not respond within one second just close
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// and the server can deal with the problems.
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if((Timer::GetTimeDouble() - close_timer) > 1.0)
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{
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connection_closed = true;
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}
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}
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m_net_client->Destroy();
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m_players.clear();
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}
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@ -120,15 +160,16 @@ void Client::update(double elapsed_time)
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{
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case PLAYER_CONNECT:
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{
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sf::Uint32 players_address = 0u;
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sf::Uint16 players_port = sf::Socket::AnyPort;
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sf::Uint8 pindex;
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std::string name = "";
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client_packet >> pindex;
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client_packet >> name;
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client_packet >> players_address;
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client_packet >> players_port;
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// Should be a much better way of doing this.
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// Perhaps generate a random number
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if((sf::Uint32)((sf::Uint64)(&m_players)) == players_address)
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if((name == current_player_name) &&
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(m_net_client->getLocalPort() == players_port))
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{
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current_player = pindex;
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}
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@ -245,16 +286,16 @@ void Client::update(double elapsed_time)
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else if(!registered_player)
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{
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// Needs to be 32 bit so that the packet << overload will work.
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sf::Uint32 players_address = (sf::Uint32)((sf::Uint64)(&m_players));
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sf::Uint16 players_port = m_net_client->getLocalPort();
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sf::Uint8 packet_type = PLAYER_CONNECT;
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client_packet.clear();
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client_packet << packet_type;
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client_packet << current_player;
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client_packet << current_player_name;
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// Send the address of the players map. This will server as a unique
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// Send the players port. This will server as a unique
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// identifier and prevent users with the same name from controlling
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// each other.
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client_packet << players_address;
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client_packet << players_port;
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m_net_client->sendData(client_packet, true);
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registered_player = true;
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}
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@ -33,6 +33,7 @@ void Network::Create(sf::Uint16 port, sf::IpAddress address )
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{
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tmpclient.addr = address;
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tmpclient.port = port;
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tmpclient.disconnect = DISCONNECTED;
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numclients = addClients(&tmpclient, ¤t_client);
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net_socket.bind( sf::Socket::AnyPort );
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@ -48,10 +49,11 @@ void Network::Create(sf::Uint16 port, sf::IpAddress address )
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void Network::Destroy( void )
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{
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/* Clean and exit */
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Reset();
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net_socket.unbind();
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}
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bool Network::getData(sf::Packet& p)
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bool Network::getData(sf::Packet& p, sf::Uint8* sending_client)
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{
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bool rtn = false;
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sf::Uint16 curcl;
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@ -64,6 +66,10 @@ bool Network::getData(sf::Packet& p)
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{
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p = clients[curcl].receive.front();
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clients[curcl].receive.pop();
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if(sending_client != NULL)
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{
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*sending_client = curcl;
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}
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rtn = true;
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break;
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}
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@ -75,6 +81,10 @@ bool Network::getData(sf::Packet& p)
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bool Network::queueTransmitMessage(Network_Messages_T msg_type , sf::Packet p, Client_t * dest)
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{
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bool added_message_to_queue = false;
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// Only queue a message if there are clients to receive it
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if(numclients > 0)
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{
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sf::Packet packet;
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sf::Uint8 type = (sf::Uint8)msg_type;
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sf::Uint32 uid = UNIQUE_ID;
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@ -94,7 +104,10 @@ bool Network::queueTransmitMessage(Network_Messages_T msg_type , sf::Packet p, C
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transmit_queue[msg_id] = message;
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return true;
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added_message_to_queue = true;
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}
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return added_message_to_queue;
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}
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bool Network::sendData(sf::Packet& p, bool guaranteed)
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@ -131,6 +144,8 @@ int Network::addClients(Client_t *client, sf::Uint16 *curcl)
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{
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clients[i].addr = client->addr;
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clients[i].port = client->port;
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// Set that a client is now connected
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clients[i].disconnect = CONNECTED;
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*curcl = i;
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i++;
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}
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@ -202,6 +217,11 @@ void Network::Receive()
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if(MAX_NUM_CLIENTS > client_id)
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{
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clients[client_id].ping = Timer::GetTimeDouble() - transmit_queue[msg_id]->TimeStarted;
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// Need to also register that a ping message was received.
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transmit_queue[msg_id]->Responses[&clients[client_id]] = Timer::GetTimeDouble();
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// Received a response, so reset send attempts.
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clients[client_id].num_send_attempts = 0u;
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}
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break;
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}
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@ -212,6 +232,9 @@ void Network::Receive()
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if(MAX_NUM_CLIENTS > client_id)
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{
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transmit_queue[msg_id]->Responses[&clients[client_id]] = Timer::GetTimeDouble();
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// Received a response, so reset send attempts.
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clients[client_id].num_send_attempts = 0u;
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}
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break;
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}
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@ -262,16 +285,31 @@ void Network::Transmit()
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// Broadcast the mesages to all clients
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sf::Uint32 msg_id = 0;
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static double ping_timer = Timer::GetTimeDouble();
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double current_time = Timer::GetTimeDouble();
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// Once per second, send ping messages ( just for fun )
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if((Timer::GetTimeDouble() - ping_timer) > 1000.0)
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// Every five seconds, send ping messages
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// Note this time must be longer than the combined
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// timeout and retry count, otherwise a client will never
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// be removed.
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if((current_time - ping_timer) > 1.0)
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{
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ping_timer = Timer::GetTimeDouble();
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ping_timer = current_time;
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sf::Packet response;
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response.clear();
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queueTransmitMessage(NETWORK_PING, response);
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}
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// Set any clients waiting to be removed to the
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// do removal state. This will get changed in the
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// Transmit loop below if there are any pending messages
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for(int client_ndx = 0; client_ndx < MAX_NUM_CLIENTS; client_ndx++)
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{
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if(clients[client_ndx].disconnect == WAIT_DISCONNECT)
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{
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clients[client_ndx].disconnect = DO_DISCONNECT;
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}
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}
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// Send any pending messages
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while(transmit_queue.find(msg_id) != transmit_queue.end())
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{
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@ -306,7 +344,7 @@ void Network::Transmit()
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for ( std::map<Client_t*, double>::iterator iter = message->ClientTimeSent.begin(); iter != message->ClientTimeSent.end(); ++iter )
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{
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// Determine if enough time has elapsed to try and re-send
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if((curTime - iter->second) >= 0.5)
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if((curTime - iter->second) >= NETWORK_TIMEOUT)
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{
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// Determine if a response was already received from this client
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if(message->Responses.find(iter->first) == message->Responses.end())
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@ -314,9 +352,27 @@ void Network::Transmit()
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// Resend the message to the client
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net_socket.send(message->Data, iter->first->addr, iter->first->port);
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message->ClientTimeSent[iter->first] = curTime;
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// Keep track of the number of attempts
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// if the number of attempts is exceeded, fake a receive message
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// and set a timeout disconnect state
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iter->first->num_send_attempts++;
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if(MAX_NUM_SEND_ATTEMPTS < iter->first->num_send_attempts)
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{
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// Fake a receive message so that it will complete and be removed from the queue
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message->Responses[iter->first] = Timer::GetTimeDouble();
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iter->first->disconnect = TIMEOUT_DISCONNECT;
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}
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}
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}
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// There are still pending messages for this client
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// Move back to wait state.
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if(iter->first->disconnect == DO_DISCONNECT)
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{
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iter->first->disconnect = WAIT_DISCONNECT;
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}
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}
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}
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else
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{
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@ -356,6 +412,28 @@ void Network::Transmit()
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}
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msg_id++;
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}
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// Any clients that still have the disconnect action
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// are now safe to remove (i.e. no longer have pending messages)
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for(int client_ndx = 0; client_ndx < MAX_NUM_CLIENTS; client_ndx++)
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{
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if(clients[client_ndx].disconnect == DO_DISCONNECT)
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{
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// Reset all client information.
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clients[client_ndx].addr = sf::IpAddress();
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clients[client_ndx].port = 0;
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clients[client_ndx].disconnect = DISCONNECTED;
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while(!clients[client_ndx].receive.empty())
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{
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clients[client_ndx].receive.pop();
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}
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// Decrement the number of connected clients.
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if(numclients > 0)
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{
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numclients--;
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}
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}
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}
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}
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int Network::getNumConnected( void )
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@ -370,6 +448,7 @@ void Network::Reset()
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{
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clients[i].addr = sf::IpAddress();
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clients[i].port = 0;
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clients[i].disconnect = DISCONNECTED;
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while(!clients[i].receive.empty())
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{
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clients[i].receive.pop();
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@ -393,6 +472,28 @@ bool Network::pendingMessages()
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return (transmit_queue.size() > 0);
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}
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sf::Uint16 Network::getLocalPort()
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{
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return net_socket.getLocalPort();
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}
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void Network::disconnectClient(Client_t* player_client)
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{
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clients[findClient(player_client)].disconnect = WAIT_DISCONNECT;
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}
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Client_t* Network::getClient( sf::Uint8 client_ndx )
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{
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Client_t* tmp_client = NULL;
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if(client_ndx < MAX_NUM_CLIENTS)
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{
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tmp_client = &clients[client_ndx];
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}
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return tmp_client;
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}
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sf::Packet& operator <<(sf::Packet& Packet, const Network_Messages_T& NMT)
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{
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sf::Uint8 net_msg_t = (sf::Uint8)NMT;
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@ -14,10 +14,10 @@
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#define UNIQUE_ID 0xDEADBEEF
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#define RECEIVE_BUFFER_SIZE 1024
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// In milliseconds
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#define NETWORK_TIMEOUT 5000
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// In seconds
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#define NETWORK_TIMEOUT 1
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#define MAX_NUM_SEND_ATTEMPTS 3
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// The bit indicating if the message requires a response
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#define MSG_REQUIRES_RESPONSE_BIT ((sf::Uint16)1 << 15)
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@ -35,11 +35,20 @@ typedef enum{
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NETWORK_GUARANTEED
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}Network_Messages_T;
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typedef enum{
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DISCONNECTED,
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CONNECTED,
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TIMEOUT_DISCONNECT,
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WAIT_DISCONNECT,
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DO_DISCONNECT
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}Disconnect_States_t;
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typedef struct{
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sf::IpAddress addr;
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unsigned short port;
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double ping;
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Disconnect_States_t disconnect;
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sf::Uint8 num_send_attempts;
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std::queue<sf::Packet> receive;
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}Client_t;
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@ -72,22 +81,25 @@ class Network{
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static std::map<sf::Uint32, Transmit_Message_t*> transmit_queue;
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static char rxbuff[RECEIVE_BUFFER_SIZE];
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static sf::Clock message_timer;
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static sf::Uint32 getUniqueMessageId( void );
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static sf::Uint32 getUniqueMessageId();
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static int addClients(Client_t *client, sf::Uint16 *curcl);
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static int findClient(Client_t *client);
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static bool queueTransmitMessage(Network_Messages_T msg_type , sf::Packet p, Client_t * dest = NULL);
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static Client_t clients[MAX_NUM_CLIENTS];
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public:
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static Client_t clients[MAX_NUM_CLIENTS];
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static void Create( sf::Uint16 port, sf::IpAddress address );
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static void Destroy( void );
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static bool getData(sf::Packet& p);
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static void Destroy();
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static bool getData(sf::Packet& p, sf::Uint8* sending_client = NULL);
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static bool sendData(sf::Packet& p, bool guaranteed = false);
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static int getNumConnected( void );
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static int getNumConnected();
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static void Transmit();
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static void Receive();
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static void Reset();
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static bool pendingMessages();
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static sf::Uint16 getLocalPort();
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static void disconnectClient(Client_t* player_client);
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static Client_t* getClient( sf::Uint8 client_ndx );
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};
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sf::Packet& operator <<(sf::Packet& Packet, const Network_Messages_T& NMT);
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@ -14,4 +14,5 @@ Player::Player()
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d_pressed = KEY_NOT_PRESSED;
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rel_mouse_movement = 0;
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updated = false;
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m_client = NULL;
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}
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@ -4,6 +4,7 @@
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#include <string>
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#include "Types.h"
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#include "SFML/Config.hpp"
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#include "Network.h"
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class Player
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{
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@ -19,6 +20,7 @@ class Player
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sf::Uint8 d_pressed;
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sf::Int32 rel_mouse_movement;
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bool updated;
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Client_t* m_client;
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Player();
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};
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@ -13,7 +13,7 @@ void Timer::Init(void)
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myClock.restart();
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// Set the time keepers to zero
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myTotalElapsedTime = 0;
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totalElapsedTime = 0;
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// Reset the game speed
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gameSpeed = 1.0f;
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@ -22,12 +22,11 @@ void Timer::Init(void)
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void Timer::Update(void)
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{
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// Record the time step
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stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
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stepTime = (myClock.getElapsedTime().asSeconds() * gameSpeed);
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myClock.restart();
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// Add the time to the total time
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myTotalElapsedTime += stepTime;
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totalElapsedTime = myTotalElapsedTime;
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totalElapsedTime += stepTime;
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// Calculate the game step
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curTimeStep = (sf::Uint32)(totalElapsedTime * STEPS_PER_SECOND);
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@ -45,7 +44,7 @@ float Timer::GetStepTime(void)
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sf::Uint32 Timer::GetTotalTime(void)
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{
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return (sf::Uint32)(totalElapsedTime * 1000.0f);
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return (sf::Uint32)(totalElapsedTime);
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}
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double Timer::GetTimeDouble(void)
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@ -35,9 +35,6 @@ private:
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// The game speed
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float gameSpeed;
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// The total elapsed time since the start of the game
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double myTotalElapsedTime;
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// The total elapsed time since the start of the game
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static double totalElapsedTime;
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@ -46,10 +46,11 @@ void Server::update( double elapsed_time )
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static Player player_prev;
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const double move_speed = 75.0;
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sf::Packet server_packet;
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sf::Uint8 tmp_player_client;
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m_net_server->Receive();
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// Handle all received data (only really want the latest)
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while(m_net_server->getData(server_packet))
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while(m_net_server->getData(server_packet, &tmp_player_client))
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{
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sf::Uint8 ptype;
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// Get packet type
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@ -58,14 +59,14 @@ void Server::update( double elapsed_time )
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{
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case PLAYER_CONNECT:
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{
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sf::Uint32 players_address = 0u;
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sf::Uint16 players_port = sf::Socket::AnyPort;
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refptr<Player> p = new Player();
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||||
std::string pname;
|
||||
sf::Uint8 pindex;
|
||||
|
||||
server_packet >> pindex;
|
||||
server_packet >> pname;
|
||||
server_packet >> players_address;
|
||||
server_packet >> players_port;
|
||||
// When a player connects, we need to associate
|
||||
// that player with a new ID. find first unused id
|
||||
// player zero means a player does not exist.
|
||||
@ -79,17 +80,18 @@ void Server::update( double elapsed_time )
|
||||
}
|
||||
}
|
||||
p->name = pname;
|
||||
p->m_client = m_net_server->getClient(tmp_player_client);
|
||||
m_players[pindex] = p;
|
||||
|
||||
// Alert all connected clients of all the connected players.
|
||||
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
|
||||
{
|
||||
sf::Uint32 paddress = ((piter->first == pindex) ? players_address : 0u);
|
||||
sf::Uint16 port = ((piter->first == pindex) ? players_port : 0u);
|
||||
server_packet.clear();
|
||||
server_packet << ptype;
|
||||
server_packet << piter->first;
|
||||
server_packet << piter->second->name;
|
||||
server_packet << paddress;
|
||||
server_packet << port;
|
||||
// Send correct starting locations so that they match
|
||||
// the other players screens.
|
||||
server_packet << piter->second->direction;
|
||||
@ -106,7 +108,8 @@ void Server::update( double elapsed_time )
|
||||
// then update the stored contents.
|
||||
sf::Uint8 pindex;
|
||||
server_packet >> pindex;
|
||||
if(m_players.end() != m_players.find(pindex))
|
||||
if((m_players.end() != m_players.find(pindex)) &&
|
||||
(m_net_server->getClient(tmp_player_client) == m_players[pindex]->m_client))
|
||||
{
|
||||
server_packet >> m_players[pindex]->w_pressed;
|
||||
server_packet >> m_players[pindex]->a_pressed;
|
||||
@ -123,16 +126,21 @@ void Server::update( double elapsed_time )
|
||||
// This completely removes the player from the game
|
||||
// Deletes member from the player list
|
||||
server_packet >> pindex;
|
||||
if((m_players.end() != m_players.find(pindex)) &&
|
||||
(m_net_server->getClient(tmp_player_client) == m_players[pindex]->m_client))
|
||||
{
|
||||
// Tell networking code to remove the client.
|
||||
m_net_server->disconnectClient(m_players[pindex]->m_client);
|
||||
num_erased = m_players.erase(pindex);
|
||||
if(1 == num_erased)
|
||||
{
|
||||
// Player existed, alert all connected clients.
|
||||
// Player exited, alert all connected clients.
|
||||
server_packet.clear();
|
||||
server_packet << ptype;
|
||||
server_packet << pindex;
|
||||
m_net_server->sendData(server_packet, true);
|
||||
}
|
||||
|
||||
}
|
||||
break;
|
||||
}
|
||||
case PLAYER_DEATH:
|
||||
@ -149,9 +157,15 @@ void Server::update( double elapsed_time )
|
||||
}
|
||||
}
|
||||
|
||||
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
|
||||
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end();)
|
||||
{
|
||||
sf::Uint8 pindex = piter->first;
|
||||
// Increment to the next element. This is done in loop so that the
|
||||
// erasing of players will not cause issues
|
||||
piter++;
|
||||
|
||||
if(m_players[pindex]->m_client->disconnect == CONNECTED)
|
||||
{
|
||||
if (KEY_PRESSED == m_players[pindex]->a_pressed)
|
||||
{
|
||||
double direction = m_players[pindex]->direction + M_PI_2;
|
||||
@ -201,5 +215,24 @@ void Server::update( double elapsed_time )
|
||||
m_players[pindex]->updated = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(m_players[pindex]->m_client->disconnect == TIMEOUT_DISCONNECT)
|
||||
{
|
||||
// Tell networking code to remove the client.
|
||||
m_net_server->disconnectClient(m_players[pindex]->m_client);
|
||||
|
||||
if(m_players.erase(pindex))
|
||||
{
|
||||
sf::Uint8 ptype = PLAYER_DISCONNECT;
|
||||
// Player exited, alert all connected clients.
|
||||
server_packet.clear();
|
||||
server_packet << ptype;
|
||||
server_packet << pindex;
|
||||
m_net_server->sendData(server_packet, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_net_server->Transmit();
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user