Refactored UDPNetworkUtility, and tied it to SerialPacket

This commit is contained in:
Kayne Ruse
2014-05-28 23:22:00 +10:00
parent de7da81102
commit 7b3bf24e5d
12 changed files with 166 additions and 132 deletions
+6 -18
View File
@@ -36,9 +36,7 @@ void ServerApplication::HandleBroadcastRequest(SerialPacket packet) {
packet.serverInfo.playerCount = characterMap.size();
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&packet.meta.srcAddress, &packet);
}
void ServerApplication::HandleJoinRequest(SerialPacket packet) {
@@ -70,9 +68,7 @@ void ServerApplication::HandleJoinRequest(SerialPacket packet) {
packet.clientInfo.characterIndex = characterIndex;
//bounce this packet
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&newClient.address, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&newClient.address, &packet);
//send the new character to all clients
packet.meta.type = SerialPacket::Type::CHARACTER_NEW;
@@ -94,7 +90,6 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
//send all the server's data to this client
SerialPacket newPacket;
char buffer[PACKET_BUFFER_SIZE];
//characters
newPacket.meta.type = SerialPacket::Type::CHARACTER_UPDATE;
@@ -108,8 +103,7 @@ void ServerApplication::HandleSynchronize(SerialPacket packet) {
newPacket.characterInfo.motion = it.second.motion;
newPacket.characterInfo.stats = it.second.stats;
serialize(&newPacket, buffer);
network.Send(&clientMap[packet.clientInfo.clientIndex].address, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&clientMap[packet.clientInfo.clientIndex].address, &newPacket);
}
}
@@ -117,9 +111,7 @@ void ServerApplication::HandleDisconnect(SerialPacket packet) {
//TODO: authenticate who is disconnecting/kicking
//forward to the specified client
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&clientMap[accountMap[packet.clientInfo.accountIndex].clientIndex].address, &packet);
//unload client and server-side characters
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
@@ -175,17 +167,13 @@ void ServerApplication::HandleRegionRequest(SerialPacket packet) {
packet.regionInfo.region = regionPager.GetRegion(packet.regionInfo.x, packet.regionInfo.y);
//send the content
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
network.Send(&packet.meta.srcAddress, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&packet.meta.srcAddress, &packet);
}
void ServerApplication::PumpPacket(SerialPacket packet) {
//NOTE: I don't really like this, but it'll do for now
char buffer[PACKET_BUFFER_SIZE];
serialize(&packet, buffer);
for (auto& it : clientMap) {
network.Send(&it.second.address, buffer, PACKET_BUFFER_SIZE);
network.SendTo(&it.second.address, &packet);
}
}