Added simple player disconnect functionality
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37120edb73
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@ -14,6 +14,26 @@ Client::Client()
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Client::~Client()
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{
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// Send disconnect message
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sf::Packet client_packet;
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sf::Uint8 packet_type = PLAYER_DISCONNECT;
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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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m_net_client->sendData(client_packet, true);
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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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{
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m_net_client->Receive();
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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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}
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m_net_client->Destroy();
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}
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@ -100,13 +120,15 @@ 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::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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// Should be a much better way of doing this.
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// Perhaps generate a random number
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if(name == current_player_name)
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if((sf::Uint32)((sf::Uint64)(&m_players)) == players_address)
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{
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current_player = pindex;
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}
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@ -138,7 +160,11 @@ void Client::update(double elapsed_time)
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}
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case PLAYER_DISCONNECT:
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{
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// This will remove the player once the disconnect algorithm is implemented
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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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m_players.erase(player_index);
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break;
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}
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case PLAYER_DEATH:
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@ -218,11 +244,17 @@ void Client::update(double elapsed_time)
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}
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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::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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// 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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m_net_client->sendData(client_packet, true);
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registered_player = true;
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}
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@ -388,6 +388,11 @@ void Network::Reset()
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message_timer.restart();
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}
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bool Network::pendingMessages()
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{
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return (transmit_queue.size() > 0);
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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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@ -401,3 +406,4 @@ sf::Packet& operator >>(sf::Packet& Packet, Network_Messages_T& NMT)
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NMT = (Network_Messages_T)net_msg_t;
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return Packet;
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}
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@ -87,6 +87,7 @@ class Network{
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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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};
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sf::Packet& operator <<(sf::Packet& Packet, const Network_Messages_T& NMT);
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@ -58,12 +58,14 @@ 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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refptr<Player> p = new Player();
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std::string pname;
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sf::Uint8 pindex;
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server_packet >> pindex;
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server_packet >> pname;
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server_packet >> players_address;
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// When a player connects, we need to associate
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// that player with a new ID. find first unused id
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// player zero means a player does not exist.
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@ -82,10 +84,12 @@ void Server::update( double elapsed_time )
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// Alert all connected clients of all the connected players.
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for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
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{
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sf::Uint32 paddress = ((piter->first == pindex) ? players_address : 0u);
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server_packet.clear();
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server_packet << ptype;
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server_packet << piter->first;
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server_packet << piter->second->name;
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server_packet << paddress;
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// Send correct starting locations so that they match
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// the other players screens.
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server_packet << piter->second->direction;
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@ -114,8 +118,21 @@ void Server::update( double elapsed_time )
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}
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case PLAYER_DISCONNECT:
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{
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sf::Uint8 pindex;
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std::size_t num_erased = 0;
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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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server_packet >> pindex;
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num_erased = m_players.erase(pindex);
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if(1 == num_erased)
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{
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// Player existed, alert all connected clients.
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server_packet.clear();
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server_packet << ptype;
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server_packet << pindex;
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m_net_server->sendData(server_packet, true);
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}
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break;
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}
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case PLAYER_DEATH:
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