Added player support to the server
This code is essentially copied from the old branch, since the two branches are now functionally identical. How much time have I wasted rewriting this?
This commit is contained in:
@@ -24,6 +24,8 @@
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#include "SDL/SDL_net.h"
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#include "vector2.hpp"
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#define PACKET_STRING_SIZE 100
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#pragma pack(push, 0)
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@@ -56,6 +58,9 @@ union NetworkPacket {
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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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};
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//metadata on the packet itself
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@@ -78,6 +83,17 @@ union NetworkPacket {
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int index;
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}clientInfo;
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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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char handle[PACKET_STRING_SIZE];
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char avatar[PACKET_STRING_SIZE];
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Vector2 position;
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Vector2 motion;
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}playerInfo;
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//defaults
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NetworkPacket() {
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meta.type = Type::NONE;
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@@ -0,0 +1,115 @@
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef VECTOR2_HPP_
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#define VECTOR2_HPP_
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#include <stdexcept>
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#include <cmath>
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class Vector2 {
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public:
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double x, y;
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//This is explicitly a POD
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Vector2() = default;
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Vector2(double i, double j): x(i), y(j) {};
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~Vector2() = default;
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Vector2& operator=(Vector2 const&) = default;
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double Length() const {
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return sqrt(x*x+y*y);
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}
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double SquaredLength() const {
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return x*x+y*y;
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}
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double operator[](size_t i) {
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if (i >= 2)
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throw(std::domain_error("Out of range"));
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return *(&x+i);
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}
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//Arithmetic operators
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Vector2 operator+(Vector2 v) const {
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Vector2 ret;
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ret.x = x + v.x;
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ret.y = y + v.y;
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return ret;
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}
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Vector2 operator-(Vector2 v) const {
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Vector2 ret;
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ret.x = x - v.x;
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ret.y = y - v.y;
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return ret;
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}
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Vector2 operator*(Vector2 v) const {
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Vector2 ret;
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ret.x = x * v.x;
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ret.y = y * v.y;
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return ret;
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}
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Vector2 operator*(double d) const {
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Vector2 ret;
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ret.x = x * d;
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ret.y = y * d;
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return ret;
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}
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Vector2 operator/(Vector2 v) {
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if (!v.x || !v.y)
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throw(std::domain_error("Divide by zero"));
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Vector2 ret;
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ret.x = x / v.x;
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ret.y = y / v.y;
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return ret;
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}
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Vector2 operator/(double d) {
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if (!d)
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throw(std::domain_error("Divide by zero"));
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Vector2 ret;
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ret.x = x / d;
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ret.y = y / d;
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return ret;
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}
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bool operator==(Vector2 v) { return (x == v.x && y == v.y); }
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bool operator!=(Vector2 v) { return (x != v.x || y != v.y); }
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//member templates (curry the above operators)
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template<typename T> Vector2 operator+=(T t) { return *this = *this + t; }
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template<typename T> Vector2 operator-=(T t) { return *this = *this - t; }
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template<typename T> Vector2 operator*=(T t) { return *this = *this * t; }
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template<typename T> Vector2 operator/=(T t) { return *this = *this / t; }
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template<typename T> bool operator==(T t) { return (x == t && y == t); }
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template<typename T> bool operator!=(T t) { return (x != t || y != t); }
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};
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//non-member templates (flip the order)
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template<typename T> Vector2 operator+(T t, Vector2 v) { return v + t; }
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template<typename T> Vector2 operator-(T t, Vector2 v) { return v - t; }
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template<typename T> Vector2 operator*(T t, Vector2 v) { return v * t; }
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template<typename T> Vector2 operator/(T t, Vector2 v) { return v / t; }
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template<typename T> bool operator==(T t, Vector2 v) { return v == t; }
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template<typename T> bool operator!=(T t, Vector2 v) { return v != t; }
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#endif
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@@ -35,6 +35,7 @@ using namespace std;
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//-------------------------
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int Client::counter = 0;
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int Player::counter = 0;
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//-------------------------
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//Define the ServerApplication
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@@ -139,6 +140,18 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
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HandleShutdown(packet);
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break;
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case NetworkPacket::Type::PLAYER_NEW:
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HandlePlayerNew(packet);
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break;
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case NetworkPacket::Type::PLAYER_DELETE:
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HandlePlayerDelete(packet);
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break;
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case NetworkPacket::Type::PLAYER_UPDATE:
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HandlePlayerUpdate(packet);
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break;
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//handle errors
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default:
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throw(runtime_error("Unknown NetworkPacket::Type encountered"));
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@@ -195,3 +208,43 @@ void ServerApplication::HandleShutdown(NetworkPacket packet) {
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cout << "shutting down" << endl;
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}
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void ServerApplication::HandlePlayerNew(NetworkPacket packet) {
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//create the new player object
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Player newPlayer;
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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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newPlayer.position = {0,0};
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newPlayer.motion = {0,0};
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//push this player
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playerMap[Player::counter] = newPlayer;
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//send the client their info
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packet.playerInfo.playerIndex = Player::counter;
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packet.playerInfo.position = newPlayer.position;
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packet.playerInfo.motion = newPlayer.motion;
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network.Send(&clientMap[newPlayer.clientIndex].address, &packet, sizeof(NetworkPacket));
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//finish this routine
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Player::counter++;
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cout << "new player, total: " << playerMap.size() << endl;
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}
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void ServerApplication::HandlePlayerDelete(NetworkPacket packet) {
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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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playerMap.erase(packet.playerInfo.playerIndex);
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}
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void ServerApplication::HandlePlayerUpdate(NetworkPacket packet) {
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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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playerMap[packet.playerInfo.playerIndex].position = packet.playerInfo.position;
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playerMap[packet.playerInfo.playerIndex].motion = packet.playerInfo.motion;
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}
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@@ -32,9 +32,11 @@
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//misc
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#include "config_utility.hpp"
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#include "vector2.hpp"
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//STL
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#include <map>
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#include <string>
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//hold the client info
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struct Client {
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@@ -42,6 +44,16 @@ struct Client {
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IPaddress address;
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};
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//hold the player info
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struct Player {
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static int counter;
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int clientIndex;
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std::string handle;
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std::string avatar;
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Vector2 position;
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Vector2 motion;
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};
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//The main application class
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class ServerApplication {
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public:
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@@ -61,6 +73,9 @@ private:
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void HandleJoinRequest(NetworkPacket);
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void HandleDisconnect(NetworkPacket);
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void HandleShutdown(NetworkPacket);
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void HandlePlayerNew(NetworkPacket);
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void HandlePlayerDelete(NetworkPacket);
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void HandlePlayerUpdate(NetworkPacket);
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//networking
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UDPNetworkUtility network;
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@@ -73,6 +88,7 @@ private:
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ConfigUtility config;
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std::map<int, Client> clientMap;
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std::map<int, Player> playerMap;
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};
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#endif
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