Reverted some of the changes, stable
This commit is contained in:
@@ -53,9 +53,8 @@ void ServerApplication::Init(int argc, char** argv) {
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cout << "Beginning startup" << endl;
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//initial setup
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Client::uidCounter = 0;
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Entity::uidCounter = 0;
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PlayerEntity::uidCounter = 0;
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ClientEntry::uidCounter = 0;
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PlayerEntry::uidCounter = 0;
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config.Load("rsc\\config.cfg");
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//Init SDL
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@@ -209,19 +208,21 @@ void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//register the new client
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clientMap[Client::uidCounter] = {packet.meta.srcAddress};
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ClientEntry newClient;
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newClient.address = packet.meta.srcAddress;
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clientMap[ClientEntry::uidCounter] = newClient;
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//send the client their index
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char buffer[PACKET_BUFFER_SIZE];
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = Client::uidCounter;
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packet.clientInfo.index = ClientEntry::uidCounter;
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serialize(&packet, buffer);
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//bounce this packet
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network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
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network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
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//finished this routine
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Client::uidCounter++;
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ClientEntry::uidCounter++;
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cout << "Connect, total: " << clientMap.size() << endl;
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}
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@@ -239,19 +240,14 @@ void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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//TODO: can this use DeletePlayer() instead?
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//delete PlayerEntity, Entity, and client side players
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
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//delete server and client side players
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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//find the internal players to delete
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if (playerIter.second.clientIndex == packet.clientInfo.index) {
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if (it.second.clientIndex == packet.clientInfo.index) {
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//send the delete player command to all clients
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delPacket.playerInfo.playerIndex = playerIter.first;
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//erase the corresponding Entity
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erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
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return entityIter.second.type == Entity::Type::PLAYER && entityIter.second.externalID == playerIter.first;
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});
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//delete this player object
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return true;
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}
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@@ -273,32 +269,15 @@ void ServerApplication::HandleSynchronize(NetworkPacket packet) {
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//TODO: map?
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//entities
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for (auto& it : entityMap) {
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//what are we sending?
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switch(it.second.type) {
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case Entity::Type::PLAYER:
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//TODO: update the network code to match the entity code
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", playerMap[it.second.externalID].avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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break;
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case Entity::Type::PORTAL:
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//TODO
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break;
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case Entity::Type::ITEMS:
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//TODO
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break;
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case Entity::Type::CHEST:
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//TODO
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break;
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case Entity::Type::DOOR:
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//TODO
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break;
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}
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//players
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newPacket.meta.type = NetworkPacket::Type::PLAYER_UPDATE;
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for (auto& it : playerMap) {
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//TODO: update this for the expanded PlayerEntry structure
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newPacket.playerInfo.playerIndex = it.first;
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snprintf(newPacket.playerInfo.handle, PACKET_STRING_SIZE, "%s", it.second.handle.c_str());
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snprintf(newPacket.playerInfo.avatar, PACKET_STRING_SIZE, "%s", it.second.avatar.c_str());
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newPacket.playerInfo.position = it.second.position;
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newPacket.playerInfo.motion = it.second.motion;
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serialize(&newPacket, buffer);
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network.Send(&clientMap[packet.clientInfo.index].address, buffer, PACKET_BUFFER_SIZE);
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}
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@@ -317,52 +296,42 @@ void ServerApplication::HandleShutdown(NetworkPacket packet) {
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}
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//register the new Entity
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entityMap[Entity::uidCounter] = {
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Entity::Type::PLAYER,
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0,
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{0, 0},
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{0, 0},
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{0, 0, 0, 0},
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PlayerEntity::uidCounter
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};
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//register the new PlayerEntry
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//NOTE: assigning each field one-by-one so adding or moving a field doesn't break this code
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PlayerEntry newPlayer;
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//register the new PlayerEntity
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playerMap[PlayerEntity::uidCounter] = {
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packet.playerInfo.clientIndex,
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packet.playerInfo.handle,
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packet.playerInfo.avatar,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0.0,
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0.0,
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0.0
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};
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//metadata
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newPlayer.clientIndex = packet.playerInfo.clientIndex;
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newPlayer.handle = packet.playerInfo.handle;
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newPlayer.avatar = packet.playerInfo.avatar;
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//position
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newPlayer.mapIndex = 0;
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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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newPlayer.bbox = {0, 0, 0, 0};
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//stats
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//TODO
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//push this player
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playerMap[PlayerEntry::uidCounter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = PlayerEntity::uidCounter;
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packet.playerInfo.position = entityMap[Entity::uidCounter].position;
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packet.playerInfo.motion = entityMap[Entity::uidCounter].motion;
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packet.playerInfo.playerIndex = PlayerEntry::uidCounter;
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packet.playerInfo.position = newPlayer.position;
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packet.playerInfo.motion = newPlayer.motion;
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//actually send to everyone
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PumpPacket(packet);
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//finish this routine
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Entity::uidCounter++;
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PlayerEntity::uidCounter++;
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PlayerEntry::uidCounter++;
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}
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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//TODO: remove this?
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if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot delete a non-existant player"));
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}
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@@ -370,32 +339,30 @@ void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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NetworkPacket delPacket;
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delPacket.meta.type = NetworkPacket::Type::PLAYER_DELETE;
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//delete the specified Entity, PlayerEntity
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erase_if(entityMap, [&](std::pair<unsigned int, Entity> entityIter) -> bool {
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//find the specified Entity
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if (entityIter.first == packet.playerInfo.playerIndex) {
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//delete the specified playerEntry
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntry> it) -> bool {
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//find the specified PlayerEntry
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if (it.first == packet.playerInfo.playerIndex) {
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//send to all
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delPacket.playerInfo.playerIndex = entityIter.first;
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delPacket.playerInfo.playerIndex = it.first;
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PumpPacket(delPacket);
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//erase matching PlayerEntity
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erase_if(playerMap, [&](std::pair<unsigned int, PlayerEntity> playerIter) -> bool {
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return playerIter.first == entityIter.second.externalID;
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});
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//delete this player
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return true;
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}
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//skip this player
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return false;
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});
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}
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void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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//TODO: Lookup the reference once, and operate on that instead of looking it up 3 times
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if (entityMap.find(packet.playerInfo.playerIndex) == entityMap.end()) {
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if (playerMap.find(packet.playerInfo.playerIndex) == playerMap.end()) {
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throw(std::runtime_error("Cannot update a non-existant player"));
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}
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//TODO: the server needs it's own movement system too
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entityMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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entityMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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PumpPacket(packet);
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}
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