324 lines
13 KiB
C++

#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_players.clear();
}
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 = 50.0;
sf::Packet server_packet;
sf::Uint8 tmp_player_client;
m_net_server->Receive();
// Handle all received data (only really want the latest)
while(m_net_server->getData(server_packet, &tmp_player_client))
{
sf::Uint8 ptype;
// Get packet type
server_packet >> ptype;
switch(ptype)
{
case PLAYER_CONNECT:
{
sf::Uint16 players_port = sf::Socket::AnyPort;
refptr<Player> p = new Player();
std::string pname;
sf::Uint8 pindex;
server_packet >> pindex;
server_packet >> pname;
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.
if(pindex == 0)
{
for(pindex = 1u; pindex < 255u; pindex++ )
{
if(m_players.end() == m_players.find(pindex))
{
break;
}
}
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::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 << port;
// Send correct starting locations so that they match
// the other players screens.
server_packet << piter->second->direction;
server_packet << piter->second->x;
server_packet << piter->second->y;
m_net_server->sendData(server_packet, true);
}
}
break;
}
case PLAYER_UPDATE:
{
// Need to determine the correct player id
// then update the stored contents.
sf::Uint8 pindex;
server_packet >> 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;
server_packet >> m_players[pindex]->s_pressed;
server_packet >> m_players[pindex]->d_pressed;
server_packet >> m_players[pindex]->rel_mouse_movement;
}
break;
}
case PLAYER_DISCONNECT:
{
sf::Uint8 pindex;
std::size_t num_erased = 0;
// 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 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:
{
// This just forces the player to dissapper from the
// playing field.
break;
}
case PLAYER_SHOT:
{
sf::Uint8 pindex;
double shot_distance;
server_packet >> pindex;
server_packet >> shot_distance;
// start the shot process if a player is allowed to shoot and exits
if((m_players.end() != m_players.find(pindex)) &&
(m_players[pindex]->m_shot_allowed))
{
// Perhaps sometime in the future, the shots will
// be different colors depending on the player
// or different power ups and what not.
refptr<Shot> shot = new Shot(sf::Vector2f(m_players[pindex]->x, m_players[pindex]->y),
m_players[pindex]->direction,
shot_distance);
m_players[pindex]->m_shot = shot;
m_players[pindex]->m_shot_allowed = false;
// Send a packet to all players that a shot has been fired
server_packet.clear();
server_packet << ptype;
server_packet << pindex;
server_packet << m_players[pindex]->x;
server_packet << m_players[pindex]->y;
server_packet << m_players[pindex]->direction;
server_packet << shot_distance;
m_net_server->sendData(server_packet, true);
}
break;
}
default:
{
// Just eat the packet
break;
}
}
}
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)
{
/* decrease player hover when not over a tile */
if((m_players[pindex]->hover > 0) &&
((m_map.get_tile_at(m_players[pindex]->x, m_players[pindex]->y).isNull()) ||
(m_map.get_tile_at(m_players[pindex]->x, m_players[pindex]->y)->get_damage_state() == HexTile::DESTROYED)))
{
m_players[pindex]->hover -= elapsed_time / 10;
if (m_players[pindex]->hover < 0)
{
sf::Uint8 ptype = PLAYER_DEATH;
m_players[pindex]->hover = 0;
// Player is now dead.
m_players[pindex]->m_is_dead = true;
server_packet.clear();
server_packet << ptype;
server_packet << pindex;
m_net_server->sendData(server_packet, true);
}
m_players[pindex]->updated = true;
}
if(!(m_players[pindex]->m_shot.isNull()))
{
// Calculate the distance the projectile travelled so far
// if the position is below tiles, take the current position
// and calculate the tile location.
sf::Vector3f shot_pos = m_players[pindex]->m_shot->get_position();
if(0.0 > shot_pos.z)
{
// Get tile at shot location.
refptr<HexTile> p_tile = m_map.get_tile_at(shot_pos.x, shot_pos.y);
// Send a message to all clients letting them know a tile was damaged
// always send message since it will reenable the player shot ability.
sf::Uint8 ptype = TILE_DAMAGED;
server_packet.clear();
server_packet << ptype;
server_packet << shot_pos.x;
server_packet << shot_pos.y;
server_packet << pindex; // Needed to alert the client that the player can now shoot again.
m_net_server->sendData(server_packet, true);
// Reset the shot logic
m_players[pindex]->m_shot_allowed = true;
// If tile exists, damage the tile.
if((!p_tile.isNull()) &&
(p_tile->get_damage_state() < HexTile::DESTROYED))
{
p_tile->shot();
}
// Destroy the shot
m_players[pindex]->m_shot = NULL;
}
}
// If player is not dead, allow them to move.
if(!m_players[pindex]->m_is_dead)
{
if (KEY_PRESSED == m_players[pindex]->a_pressed)
{
double direction = m_players[pindex]->direction + M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->d_pressed)
{
double direction = m_players[pindex]->direction - M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->w_pressed)
{
double direction = m_players[pindex]->direction;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->s_pressed)
{
double direction = m_players[pindex]->direction + M_PI;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if(0 != m_players[pindex]->rel_mouse_movement)
{
m_players[pindex]->direction -= M_PI * 0.5 * m_players[pindex]->rel_mouse_movement / 1000;
m_players[pindex]->updated = true;
}
}
server_packet.clear();
// Send the player update if there were changes
if(m_players[pindex]->updated)
{
sf::Uint8 ptype = PLAYER_UPDATE;
server_packet << ptype;
server_packet << pindex;
server_packet << m_players[pindex]->direction;
server_packet << m_players[pindex]->x;
server_packet << m_players[pindex]->y;
server_packet << m_players[pindex]->hover;
m_net_server->sendData(server_packet);
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();
}