Merge branch 'network' (read more)
I've refactored the network layout. Here is a brief list of changes: * The new player object is created server-side rather than client-side * serial.cpp now uses macros to prevent hard-to-find logic errors * A few method definitions have been re-ordered * SerialPacket's internals have been slightly changed * SerialPacket now carries a datestamp defining the network protocol * server_application.cpp has been split into two separate files * HandleJoinRequest() has been modified to create the new player object
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@@ -27,6 +27,7 @@
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#include "SDL/SDL_net.h"
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#define NETWORK_VERSION 20140428
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#define PACKET_STRING_SIZE 100
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#pragma pack(push, 0)
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@@ -49,23 +50,23 @@ union SerialPacket {
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JOIN_REQUEST = 5,
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JOIN_RESPONSE = 6,
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//disconnect from the server
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DISCONNECT = 7,
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//mass update
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SYNCHRONIZE = 8,
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SYNCHRONIZE = 7,
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//disconnect from the server
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DISCONNECT = 8,
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//shut down the server
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SHUTDOWN = 9,
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//Player movement, etc.
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PLAYER_NEW = 10,
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PLAYER_DELETE = 11,
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PLAYER_UPDATE = 12,
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//map data
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REGION_REQUEST = 13,
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REGION_CONTENT = 14,
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REGION_REQUEST = 10,
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REGION_CONTENT = 11,
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//Player movement, etc.
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PLAYER_NEW = 12,
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PLAYER_DELETE = 13,
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PLAYER_UPDATE = 14,
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//TODO: combat packets
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};
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@@ -79,42 +80,41 @@ union SerialPacket {
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//information about the server
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struct ServerInformation {
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Metadata meta;
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//TODO: version info
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int networkVersion;
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char name[PACKET_STRING_SIZE];
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int playerCount;
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//map format
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int regionWidth;
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int regionHeight;
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int regionDepth;
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}serverInfo;
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//information about the client
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//TODO: login credentials
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struct ClientInformation {
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Metadata meta;
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int index;
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int clientIndex;
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int playerIndex;
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char player[PACKET_STRING_SIZE];
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char handle[PACKET_STRING_SIZE];
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char avatar[PACKET_STRING_SIZE];
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}clientInfo;
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//map data
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struct RegionInformation {
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Metadata meta;
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int mapIndex;
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int x, y;
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Region* region;
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}regionInfo;
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//information about a player
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struct PlayerInformation {
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Metadata meta;
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int clientIndex;
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int playerIndex;
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//TODO: should move handle/avatar into clientInfo; these might actually do better during the login system
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char handle[PACKET_STRING_SIZE];
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char avatar[PACKET_STRING_SIZE];
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int mapIndex;
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Vector2 position;
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Vector2 motion;
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}playerInfo;
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//map data
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struct RegionInformation {
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Metadata meta;
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int x, y;
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Region* region;
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}regionInfo;
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//defaults
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SerialPacket() {
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meta.type = Type::NONE;
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