Moved networking code into high cohesion functions
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@@ -124,58 +124,19 @@ void ServerApplication::Quit() {
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void ServerApplication::HandlePacket(NetworkPacket packet) {
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switch(packet.meta.type) {
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case NetworkPacket::Type::BROADCAST_REQUEST:
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//send back the server's name
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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network.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
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HandleBroadcastRequest(packet);
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break;
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case NetworkPacket::Type::JOIN_REQUEST: {
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//TODO: prevent duplicate logins from the same address?
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//create the new client, filling it with the correct info
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Client newClient;
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newClient.address = packet.meta.srcAddress;
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//push the new client
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clientMap[Client::counter] = newClient;
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//send the client their info
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = Client::counter;
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network.Send(&newClient.address, &packet, sizeof(NetworkPacket));
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//finished this routine
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Client::counter++;
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cout << "connect, total: " << clientMap.size() << endl;
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}
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case NetworkPacket::Type::JOIN_REQUEST:
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HandleJoinRequest(packet);
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break;
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case NetworkPacket::Type::DISCONNECT:
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//disconnect the specified client
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network.Send(&clientMap[packet.clientInfo.index].address, &packet, sizeof(NetworkPacket));
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clientMap.erase(packet.clientInfo.index);
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//remove players?
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cout << "disconnect, total: " << clientMap.size() << endl;
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break;
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case NetworkPacket::Type::SYNCHRONIZE:
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//TODO
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HandleDisconnect(packet);
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break;
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case NetworkPacket::Type::SHUTDOWN:
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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for (auto& it : clientMap) {
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network.Send(&it.second.address, &packet, sizeof(NetworkPacket));
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}
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cout << "shutting down" << endl;
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HandleShutdown(packet);
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break;
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//handle errors
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@@ -184,3 +145,53 @@ void ServerApplication::HandlePacket(NetworkPacket packet) {
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break;
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}
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}
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void ServerApplication::HandleBroadcastRequest(NetworkPacket packet) {
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//send back the server's name
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packet.meta.type = NetworkPacket::Type::BROADCAST_RESPONSE;
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snprintf(packet.serverInfo.name, PACKET_STRING_SIZE, "%s", config["server.name"].c_str());
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network.Send(&packet.meta.srcAddress, &packet, sizeof(NetworkPacket));
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}
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void ServerApplication::HandleJoinRequest(NetworkPacket packet) {
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//TODO: prevent duplicate logins from the same address?
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//create the new client, filling it with the correct info
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Client newClient;
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newClient.address = packet.meta.srcAddress;
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//push the new client
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clientMap[Client::counter] = newClient;
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//send the client their info
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packet.meta.type = NetworkPacket::Type::JOIN_RESPONSE;
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packet.clientInfo.index = Client::counter;
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network.Send(&newClient.address, &packet, sizeof(NetworkPacket));
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//finished this routine
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Client::counter++;
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cout << "connect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleDisconnect(NetworkPacket packet) {
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//disconnect the specified client
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network.Send(&clientMap[packet.clientInfo.index].address, &packet, sizeof(NetworkPacket));
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clientMap.erase(packet.clientInfo.index);
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//TODO: remove players?
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cout << "disconnect, total: " << clientMap.size() << endl;
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}
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void ServerApplication::HandleShutdown(NetworkPacket packet) {
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//end the server
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running = false;
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//disconnect all clients
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packet.meta.type = NetworkPacket::Type::DISCONNECT;
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for (auto& it : clientMap) {
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network.Send(&it.second.address, &packet, sizeof(NetworkPacket));
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}
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cout << "shutting down" << endl;
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}
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@@ -56,6 +56,12 @@ public:
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private:
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void HandlePacket(NetworkPacket);
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//high cohesion utility functions
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void HandleBroadcastRequest(NetworkPacket);
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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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//networking
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UDPNetworkUtility network;
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