Began reworking the network code
This commit devides SerialPacket into a series of different structures, all decended from a common base class. Using a union was not a good idea.
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/* Copyright: (c) Kayne Ruse 2013, 2014
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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 SERIALPACKET_HPP_
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#define SERIALPACKET_HPP_
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#include "vector2.hpp"
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#include "region.hpp"
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#include "statistics.hpp"
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#include "combat_data.hpp"
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#include "SDL/SDL_net.h"
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#define NETWORK_VERSION 20140601
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#define PACKET_STRING_SIZE 100
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//TODO: would it be possible to serialize structures directly?
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union SerialPacket {
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//types of packets
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enum class Type {
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//default: there is something wrong
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NONE = 0,
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//keep alive
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PING,
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PONG,
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//searching for a server to join
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BROADCAST_REQUEST,
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BROADCAST_RESPONSE,
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BROADCAST_REJECTION,
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//try to join the server
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JOIN_REQUEST,
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JOIN_RESPONSE,
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JOIN_REJECTION,
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//mass update
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SYNCHRONIZE,
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//disconnect from the server
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DISCONNECT,
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//shut down the server
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SHUTDOWN,
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//map data
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REGION_REQUEST,
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REGION_CONTENT,
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REGION_REJECTION,
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//combat data
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COMBAT_NEW,
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COMBAT_DELETE,
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COMBAT_UPDATE,
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COMBAT_ENTER_REQUEST,
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COMBAT_ENTER_RESPONSE,
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COMBAT_EXIT_REQUEST,
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COMBAT_EXIT_RESPONSE,
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//TODO: COMBAT info
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COMBAT_REJECTION,
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//character data
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CHARACTER_NEW,
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CHARACTER_DELETE,
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CHARACTER_UPDATE,
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CHARACTER_STATS_REQUEST,
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CHARACTER_STATS_RESPONSE,
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CHARACTER_REJECTION,
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//enemy data
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ENEMY_NEW,
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ENEMY_DELETE,
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ENEMY_UPDATE,
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ENEMY_STATS_REQUEST,
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ENEMY_STATS_RESPONSE,
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ENEMY_REJECTION,
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//more packet types go here
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//not used
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LAST,
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};
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//metadata on the packet itself
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struct Metadata {
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Type type;
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IPaddress srcAddress;
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}meta;
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//info about the server
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struct ServerInformation {
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Metadata meta;
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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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}serverInfo;
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//info about the client
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struct ClientInformation {
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Metadata meta;
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int clientIndex;
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int accountIndex;
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int characterIndex;
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char username[PACKET_STRING_SIZE];
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//TODO: password
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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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//info about a region
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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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//info about a combat scenario
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struct CombatInformation {
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Metadata meta;
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int combatIndex;
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int difficulty;
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CombatData::Terrain terrainType;
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int characterArray[COMBAT_MAX_CHARACTER_COUNT];
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int enemyArray[COMBAT_MAX_ENEMY_COUNT];
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int mapIndex;
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Vector2 origin;
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//TODO: rewards
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}combatInfo;
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//info about a character
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struct CharacterInformation {
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Metadata meta;
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int clientIndex;
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int accountIndex;
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int characterIndex;
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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 origin;
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Vector2 motion;
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Statistics stats;
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}characterInfo;
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//info about an enemy
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struct EnemyInformation {
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Metadata meta;
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char handle[PACKET_STRING_SIZE];
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char avatar[PACKET_STRING_SIZE];
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Statistics stats;
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//TODO: rewards
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}enemyInfo;
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//defaults
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SerialPacket() {
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meta.type = Type::NONE;
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meta.srcAddress = {0,0};
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}
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};
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#endif
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