3d92fb77b3
UDPNetworkUtility and ConfigUtility are now using the ServiceLocator pattern in the server, and networkQueue() is running in a separate thread in the server. However, there seems to be a problem somewhere, since the broadcast request & response are not producing any visible output.
69 lines
1.1 KiB
C++
69 lines
1.1 KiB
C++
#ifndef SERVERAPPLICATION_HPP_
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#define SERVERAPPLICATION_HPP_
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#include "defines.hpp"
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#include "packet_type.hpp"
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#include "service_locator.hpp"
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#include "network_queue.hpp"
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#include "config_Utility.hpp"
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#include "udp_network_utility.hpp"
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#include "vector2.hpp"
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#include "SDL/SDL_thread.h"
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#include <map>
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#include <chrono>
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struct ClientData {
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int index;
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int channel;
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int playerIndex;
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};
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struct PlayerData {
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int index;
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int clientIndex;
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Vector2 position;
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Vector2 motion;
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void Update(double delta) {
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position += motion * delta;
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}
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};
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class ServerApplication {
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public:
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ServerApplication();
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~ServerApplication();
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void Init();
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void Proc();
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void Quit();
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ServerApplication(ServerApplication const&) = delete;
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private:
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//game loop
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void UpdateWorld(double delta);
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//network loop
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int HandlePacket(Packet p);
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void Broadcast(BroadcastRequest&);
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//services
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ConfigUtility* configUtil = nullptr;
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UDPNetworkUtility* netUtil = nullptr;
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//members
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Clock::time_point lastTick = Clock::now();
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std::map<int, ClientData> clients;
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std::map<int, PlayerData> players;
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bool running = false;
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//threads
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SDL_Thread* queueThread = nullptr;
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};
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#endif
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