Server is multithreaded, but no connection is visible
UDPNetworkUtility and ConfigUtility are now using the ServiceLocator pattern in the server, and networkQueue() is running in a separate thread in the server. However, there seems to be a problem somewhere, since the broadcast request & response are not producing any visible output.
This commit is contained in:
+1
-3
@@ -26,9 +26,7 @@ Lobby::Lobby() {
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serverList.push_back({"bar",{0,0}});
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serverList.push_back({"foobar",{0,0}});
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queueThread = SDL_CreateThread(networkQueue, nullptr);
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if (!queueThread) {
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if (!(queueThread = SDL_CreateThread(networkQueue, nullptr))) {
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throw(runtime_error("Failed to create the network thread"));
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}
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@@ -62,6 +62,7 @@ protected:
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std::vector<ServerEntry> serverList;
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ServerEntry* selectedServer = nullptr;
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//threads
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SDL_Thread* queueThread = nullptr;
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};
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@@ -145,7 +145,10 @@ void SceneManager::Quit() {
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surfaceMgr = ServiceLocator<SurfaceManager>::Set(nullptr);
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netUtil = ServiceLocator<UDPNetworkUtility>::Set(nullptr);
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//clean up the scene
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UnloadScene();
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//deinitialize the APIs
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SDLNet_Quit();
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SDL_Quit();
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}
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@@ -7,12 +7,19 @@
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#include <deque>
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#ifdef DEBUG
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#include <iostream>
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#endif
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static SDL_sem* lock = SDL_CreateSemaphore(1);
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static std::deque<Packet> queue;
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int networkQueue(void*) {
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UDPNetworkUtility* netUtil = ServiceLocator<UDPNetworkUtility>::Get();
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#ifdef DEBUG
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std::cout << "int networkQueue(void*) active" << std::endl;
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#endif
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for(;;) {
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SDL_SemWait(lock);
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while(netUtil->Receive()) {
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+109
-60
@@ -17,22 +17,54 @@ ServerApplication::~ServerApplication() {
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//
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}
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void ServerApplication::Init() {
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to initialide SDL_net"));
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}
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/* ServerApplication::Init()
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* This function initializes the entire program. There are a number of things
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* that could go wrong here, which is why there is such an unusual order of
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* operations.
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* Important things to note:
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* The APIs are initiated here.
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* The global objects are created here.
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* The ConfigUtility's call to Load() also ensures that the "rsc\" folder is in the directory. It's easy to forget it.
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*/
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configUtil.Load("rsc/config.cfg");
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void ServerApplication::Init() {
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//load the config file
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try {
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configUtil = ServiceLocator<ConfigUtility>::Set(new ConfigUtility());
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configUtil->Load("rsc/config.cfg");
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}
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catch(std::runtime_error& e) {
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std::string s = e.what();
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s += "; Ensure that the \"rsc\" directory is present";
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throw(std::runtime_error(s));
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}
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//check the port is valid
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if (configUtil.Int("server.port") <= 0) {
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if (configUtil->Int("server.port") <= 0) {
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throw(runtime_error("Cannot open the server on an invalid port or port 0"));
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}
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cout << configUtil["server.name"] << endl;
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cout << "Opening on port " << configUtil["server.port"] << endl;
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netUtil.Open(configUtil.Int("server.port"), sizeof(Packet));
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//disabled for debugging
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//initialize the APIs
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if (SDLNet_Init()) {
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throw(runtime_error("Failed to initialize SDL_net"));
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}
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//instanciate the remaining services
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netUtil = ServiceLocator<UDPNetworkUtility>::Set(new UDPNetworkUtility());
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//initiate the remaining services
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netUtil->Open(configUtil->Int("server.port"), sizeof(Packet));
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//create the threads
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if (!(queueThread = SDL_CreateThread(networkQueue, nullptr))) {
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throw(runtime_error("Failed to create the network thread"));
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}
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//output the server information
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cout << configUtil->String("server.name") << endl;
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cout << "Open on port " << configUtil->String("server.port") << endl;
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//disable this for debugging
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running = true;
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}
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@@ -40,14 +72,30 @@ void ServerApplication::Proc() {
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Clock::duration delta = Clock::now() - lastTick;
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lastTick = Clock::now();
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while(running) {
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HandleNetwork();
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try {
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//process all packets on the network queue
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while(HandlePacket(popNetworkPacket()));
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}
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catch(exception& e) {
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cerr << "Network Error: " << e.what() << endl;
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}
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UpdateWorld(double(delta.count()) / Clock::duration::period::den);
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SDL_Delay(10);
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}
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}
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void ServerApplication::Quit() {
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netUtil.Close();
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//close the threads
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SDL_KillThread(queueThread);
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//clean up the services
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netUtil->Close();
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//delete the services
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configUtil = ServiceLocator<ConfigUtility>::Set(nullptr);
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netUtil = ServiceLocator<UDPNetworkUtility>::Set(nullptr);
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//deinitialize the APIs
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SDLNet_Quit();
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}
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@@ -55,52 +103,6 @@ void ServerApplication::Quit() {
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//Game loop
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//-------------------------
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void ServerApplication::HandleNetwork() {
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Packet p;
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while(netUtil.Receive()) {
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memcpy(&p, netUtil.GetInData(), sizeof(Packet));
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switch(p.type) {
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case PacketType::PING:
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//quick pong
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p.type = PacketType::PONG;
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netUtil.Send(&netUtil.GetInPacket()->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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Broadcast(p.broadcastRequest);
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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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// //
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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"));
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}
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}
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}
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void ServerApplication::UpdateWorld(double delta) {
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for (auto it : players) {
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it.second.Update(delta);
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@@ -111,11 +113,58 @@ void ServerApplication::UpdateWorld(double delta) {
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//Network loop
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//-------------------------
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int ServerApplication::HandlePacket(Packet p) {
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switch(p.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.type = PacketType::PONG;
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netUtil->Send(&netUtil->GetInPacket()->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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Broadcast(p.broadcastRequest);
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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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// //
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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"));
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}
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return 1;
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}
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void ServerApplication::Broadcast(BroadcastRequest& bcast) {
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//respond to a broadcast request with the server's data
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Packet p;
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p.type = PacketType::BROADCAST_RESPONSE;
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snprintf(p.broadcastResponse.name, PACKET_STRING_SIZE, "%s", configUtil.CString("server.name"));
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snprintf(p.broadcastResponse.name, PACKET_STRING_SIZE, "%s", configUtil->CString("server.name"));
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//TODO version information
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netUtil.Send(&netUtil.GetInPacket()->address, &p, sizeof(Packet));
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netUtil->Send(&netUtil->GetInPacket()->address, &p, sizeof(Packet));
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}
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@@ -3,11 +3,15 @@
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#include "defines.hpp"
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#include "packet_type.hpp"
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#include "service_locator.hpp"
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#include "network_queue.hpp"
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#include "config_Utility.hpp"
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#include "udp_network_utility.hpp"
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#include "vector2.hpp"
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#include "SDL/SDL_thread.h"
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#include <map>
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#include <chrono>
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@@ -39,20 +43,26 @@ public:
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ServerApplication(ServerApplication const&) = delete;
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private:
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//game loop
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void HandleNetwork();
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void UpdateWorld(double delta);
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//network loop
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int HandlePacket(Packet p);
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void Broadcast(BroadcastRequest&);
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//services
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ConfigUtility* configUtil = nullptr;
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UDPNetworkUtility* netUtil = nullptr;
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//members
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Clock::time_point lastTick = Clock::now();
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std::map<int, ClientData> clients;
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std::map<int, PlayerData> players;
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ConfigUtility configUtil;
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UDPNetworkUtility netUtil;
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bool running = false;
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//threads
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SDL_Thread* queueThread = nullptr;
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};
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#endif
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