Smooth connection and disconnection complete
The clients can connect and disconnect from the server with known no issues. There is no way to shutdown the server yet, but it might be possible to kick someone else from the server soon.
This commit is contained in:
+85
-2
@@ -12,6 +12,7 @@ InWorld::InWorld() {
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#ifdef DEBUG
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cout << "entering InWorld" << endl;
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#endif
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cout << "Client Index: " << infoMgr->GetClientIndex() << endl;
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}
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InWorld::~InWorld() {
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@@ -29,7 +30,7 @@ void InWorld::FrameStart() {
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}
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void InWorld::Update(double delta) {
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//
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while(HandlePacket(popNetworkPacket()));
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}
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void InWorld::FrameEnd() {
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@@ -44,6 +45,12 @@ void InWorld::Render(SDL_Surface* const screen) {
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//ensure that the client is disconnected properly
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ExitGame();
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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@@ -59,7 +66,7 @@ void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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QuitEvent();
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ExitGame();
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break;
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}
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}
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@@ -67,3 +74,79 @@ void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//
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}
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//-------------------------
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//Utilities
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//-------------------------
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int InWorld::HandlePacket(Packet p) {
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switch(p.meta.type) {
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case PacketType::NONE:
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//DO NOTHING
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return 0;
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break;
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case PacketType::PING:
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//quick pong
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p.meta.type = PacketType::PONG;
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netUtil->Send(&p.meta.address, &p, sizeof(Packet));
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break;
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case PacketType::PONG:
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//
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break;
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// case PacketType::BROADCAST_REQUEST:
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// //
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// break;
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// case PacketType::BROADCAST_RESPONSE:
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// //
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// break;
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// case PacketType::JOIN_REQUEST:
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// //
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// break;
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// case PacketType::JOIN_RESPONSE:
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// //
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// break;
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case PacketType::DISCONNECT:
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HandleDisconnection(p.disconnect);
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break;
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// case PacketType::SYNCHRONIZE:
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// //
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// break;
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// case PacketType::PLAYER_NEW:
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// //
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// break;
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// case PacketType::PLAYER_DELETE:
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// //
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// break;
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// case PacketType::PLAYER_MOVE:
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// //
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// break;
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default:
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throw(runtime_error("Failed to recognize the packet type: " + itos(int(p.meta.type))));
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}
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return 1;
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}
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void InWorld::Disconnect() {
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//disconnect
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Packet p;
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p.meta.type = PacketType::DISCONNECT;
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p.disconnect.clientIndex = infoMgr->GetClientIndex();
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netUtil->Send(GAME_CHANNEL, reinterpret_cast<void*>(&p), sizeof(Packet));
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netUtil->Unbind(GAME_CHANNEL);
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endQueueThread();
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//reset the client
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infoMgr->ResetClientIndex();
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}
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void InWorld::ExitGame() {
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Disconnect();
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SetNextScene(SceneList::MAINMENU);
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cout << "The game session has ended" << endl;
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}
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void InWorld::HandleDisconnection(::Disconnect& disconnect) {
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Disconnect();
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SetNextScene(SceneList::MAINMENU);
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cout << "You have been disconnected" << endl;
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}
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