d55dfb90e4
I've added the handle and avatar fields back into the PlayerInfo section in the network code, because I need to be able to load a specific file when a new player is created. This wasn't forseen, but it's fine. i'm leaving the fields in ClientInfo as well, because LobbyMenu is using them to login to the server. PlayerIndex is now a shared parameter. I've shifted some code around in InWorld, however the overall logic is the same. This build (as well as the last) does not compile.
127 lines
2.6 KiB
C++
127 lines
2.6 KiB
C++
/* 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 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 "SDL/SDL_net.h"
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#define NETWORK_VERSION 20140426
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#define PACKET_STRING_SIZE 100
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#pragma pack(push, 0)
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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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//not used
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PING = 1,
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PONG = 2,
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//Searching for a server to join
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BROADCAST_REQUEST = 3,
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BROADCAST_RESPONSE = 4,
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//try to join the server
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JOIN_REQUEST = 5,
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JOIN_RESPONSE = 6,
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//mass update
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SYNCHRONIZE = 7,
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//disconnect from the server
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DISCONNECT = 8,
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//shut down the server
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SHUTDOWN = 9,
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//map data
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REGION_REQUEST = 10,
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REGION_CONTENT = 11,
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//Player movement, etc.
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PLAYER_NEW = 12,
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PLAYER_DELETE = 13,
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PLAYER_UPDATE = 14,
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//TODO: combat packets
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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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//information 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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//information 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 playerIndex;
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char player[PACKET_STRING_SIZE];
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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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//map data
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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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//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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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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#pragma pack(pop)
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#endif
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