Update Dependencies & Yojimbo hello world & Bone server
This commit is contained in:
@@ -1,9 +0,0 @@
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#pragma once
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namespace constants {
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const int CLIENT_PORT = 9999;
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const int MAX_CLIENTS = 128;
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}
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@@ -1,85 +1,35 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string>
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#include <signal.h>
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#include <iostream>
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#include <SDL_net.h>
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#include <yojimbo.h>
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#include "GameServer.h"
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using namespace yojimbo;
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static GameServer *serv;
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void interrupt_handler( int /*dummy*/ )
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{
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serv->m_running = false;
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}
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int main(int argc, char *argv[])
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{
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TCPsocket sd, csd; /* Socket descriptor, Client socket descriptor */
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IPaddress ip, *remoteIP;
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int quit, quit2;
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char buffer[512];
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std::cout << "Starting DarkRP2D Server..." << std::endl;
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if (SDLNet_Init() < 0)
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if ( !InitializeYojimbo() )
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{
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fprintf(stderr, "SDLNet_Init: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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printf( "error: failed to initialize Yojimbo!\n" );
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return 1;
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}
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yojimbo_log_level( YOJIMBO_LOG_LEVEL_INFO );
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/* Resolving the host using NULL make network interface to listen */
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if (SDLNet_ResolveHost(&ip, NULL, 9999) < 0)
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{
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fprintf(stderr, "SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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}
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std::cout << "Yojimbo lives!" << std::endl;
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signal( SIGINT, interrupt_handler );
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/* Open a connection with the IP provided (listen on the host's port) */
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if (!(sd = SDLNet_TCP_Open(&ip)))
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{
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fprintf(stderr, "SDLNet_TCP_Open: %s\n", SDLNet_GetError());
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exit(EXIT_FAILURE);
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}
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std::cout << "DarkRP2D Server started." << std::endl;
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std::cout << "Waiting for a Connection!" << std::endl;
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/* Wait for a connection, send data and term */ quit = 0;
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while (!quit)
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{ /* This check the sd if there is a pending connection. * If there is one, accept that, and open a new socket for communicating */
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if ((csd = SDLNet_TCP_Accept(sd)))
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{ /* Now we can communicate with the client using csd socket * sd will remain opened waiting other connections */
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/* Get the remote address */
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if ((remoteIP = SDLNet_TCP_GetPeerAddress(csd))) /* Print the address, converting in the host format */
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printf("Host connected: %x %d\n", SDLNet_Read32(&remoteIP->host), SDLNet_Read16(&remoteIP->port));
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else
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fprintf(stderr, "SDLNet_TCP_GetPeerAddress: %s\n", SDLNet_GetError());
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quit2 = 0;
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while (!quit2)
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{
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if (SDLNet_TCP_Recv(csd, buffer, 512) > 0)
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{
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printf("Client say: %s\n", buffer);
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if (strcmp(buffer, "exit") == 0) /* Terminate this connection */
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{
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quit2 = 1;
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printf("Terminate connection\n");
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}
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if (strcmp(buffer, "quit") == 0) /* Quit the program */
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{
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quit2 = 1;
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quit = 1;
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printf("Quit program\n");
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}
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}
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}
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/* Close the client socket */ SDLNet_TCP_Close(csd);
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}
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}
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std::cout << "Server is closing..." << std::endl;
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SDLNet_TCP_Close(sd);
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SDLNet_Quit();
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std::cout << "Server closed!" << std::endl;
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yojimbo::Address addr(127,0,0,1,9999);
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GameServer server(addr);
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serv = &server; //For interrupt
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server.Run();
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ShutdownYojimbo();
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return EXIT_SUCCESS;
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return 0;
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}
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}
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137
src/GameServer.cpp
Normal file
137
src/GameServer.cpp
Normal file
@@ -0,0 +1,137 @@
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#include "Gameserver.h"
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#include <iostream>
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using namespace yojimbo;
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yojimbo::MessageFactory *GameAdapter::CreateMessageFactory(yojimbo::Allocator &allocator)
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{
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return YOJIMBO_NEW(allocator, GameMessageFactory, allocator);
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}
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void GameAdapter::OnServerClientConnected(int clientIndex)
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{
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if (m_server != NULL)
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{
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m_server->ClientConnected(clientIndex);
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}
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}
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void GameAdapter::OnServerClientDisconnected(int clientIndex)
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{
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if (m_server != NULL)
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{
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m_server->ClientDisconnected(clientIndex);
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}
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}
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GameServer::GameServer(const yojimbo::Address &address) : m_adapter(this),
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m_server(yojimbo::GetDefaultAllocator(),
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DEFAULT_PRIVATE_KEY,
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address,
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m_connectionConfig,
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m_adapter, 0.0),
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m_running(false)
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{
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// start the server
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m_server.Start(MAX_PLAYERS);
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if (!m_server.IsRunning())
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{
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throw std::runtime_error("Could not start server at port " + std::to_string(address.GetPort()));
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}
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// print the port we got in case we used port 0
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char buffer[256];
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m_server.GetAddress().ToString(buffer, sizeof(buffer));
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// ... load game ...
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}
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void GameServer::ClientConnected(int clientIndex)
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{
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std::cout << "client " << clientIndex << " connected" << std::endl;
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}
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void GameServer::ClientDisconnected(int clientIndex)
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{
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std::cout << "client " << clientIndex << " disconnected" << std::endl;
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}
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void GameServer::Run()
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{
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float fixedDt = 1.0f / 60.0f;
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m_running = true;
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while (m_running)
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{
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double currentTime = yojimbo_time();
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if (m_time <= currentTime)
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{
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Update(fixedDt);
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m_time += fixedDt;
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}
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else
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{
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yojimbo_sleep(m_time - currentTime);
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}
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}
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if (m_server.IsRunning())
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m_server.Stop();
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}
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void GameServer::Update(float dt)
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{
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// stop if server is not running
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if (!m_server.IsRunning())
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{
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m_running = false;
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return;
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}
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// update server and process messages
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m_server.AdvanceTime(m_time);
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m_server.ReceivePackets();
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ProcessMessages();
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// ... process client inputs ...
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// ... update game ...
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// ... send game state to clients ...
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m_server.SendPackets();
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}
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void GameServer::ProcessMessages()
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{
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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if (m_server.IsClientConnected(i))
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{
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for (int j = 0; j < m_connectionConfig.numChannels; j++)
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{
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yojimbo::Message *message = m_server.ReceiveMessage(i, j);
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while (message != NULL)
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{
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ProcessMessage(i, message);
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m_server.ReleaseMessage(i, message);
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message = m_server.ReceiveMessage(i, j);
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}
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}
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}
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}
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}
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void GameServer::ProcessMessage(int clientIndex, yojimbo::Message *message)
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{
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switch (message->GetType())
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{
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case (int)GameMessageType::TEST:
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ProcessTestMessage(clientIndex, (TestMessage *)message);
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break;
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default:
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break;
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}
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}
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void GameServer::ProcessTestMessage(int clientIndex, TestMessage *message)
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{
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// ... process test message ...
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}
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98
src/GameServer.h
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98
src/GameServer.h
Normal file
@@ -0,0 +1,98 @@
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#pragma once
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#include <yojimbo.h>
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#include <string>
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class GameServer;
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// a simple test message
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enum class GameMessageType
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{
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TEST,
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COUNT
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};
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// two channels, one for each type that Yojimbo supports
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enum class GameChannel
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{
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RELIABLE,
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UNRELIABLE,
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COUNT
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};
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// the client and server config
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struct GameConnectionConfig : yojimbo::ClientServerConfig
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{
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GameConnectionConfig()
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{
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numChannels = 2;
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channel[(int)GameChannel::RELIABLE].type = yojimbo::CHANNEL_TYPE_RELIABLE_ORDERED;
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channel[(int)GameChannel::UNRELIABLE].type = yojimbo::CHANNEL_TYPE_UNRELIABLE_UNORDERED;
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}
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};
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class TestMessage : public yojimbo::Message
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{
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public:
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int m_data;
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TestMessage() : m_data(0) {}
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template <typename Stream>
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bool Serialize(Stream &stream)
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{
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serialize_int(stream, m_data, 0, 512);
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return true;
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}
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YOJIMBO_VIRTUAL_SERIALIZE_FUNCTIONS();
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};
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// the adapter
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class GameAdapter : public yojimbo::Adapter
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{
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public:
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explicit GameAdapter(GameServer *server = NULL) : m_server(server) {}
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void OnServerClientConnected(int clientIndex) override;
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void OnServerClientDisconnected(int clientIndex) override;
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yojimbo::MessageFactory* CreateMessageFactory(yojimbo::Allocator& allocator) override;
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private:
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GameServer *m_server;
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};
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// the message factory
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YOJIMBO_MESSAGE_FACTORY_START(GameMessageFactory, (int)GameMessageType::COUNT);
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YOJIMBO_DECLARE_MESSAGE_TYPE((int)GameMessageType::TEST, TestMessage);
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YOJIMBO_MESSAGE_FACTORY_FINISH();
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static const uint8_t DEFAULT_PRIVATE_KEY[yojimbo::KeyBytes] = {0};
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static const int MAX_PLAYERS = 64;
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class GameServer
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{
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public:
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GameServer(const yojimbo::Address &address);
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void ClientConnected(int clientIndex);
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void ClientDisconnected(int clientIndex);
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void ProcessMessages();
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void ProcessMessage(int clientIndex, yojimbo::Message *message);
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void ProcessTestMessage(int clientIndex, TestMessage *message);
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void Run();
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void Update(float dt);
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bool m_running;
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private:
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GameConnectionConfig m_connectionConfig;
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yojimbo::Server m_server;
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GameAdapter m_adapter;
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double m_time;
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};
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@@ -1,22 +0,0 @@
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#pragma once
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#define CONNECTION_REQUEST 0x01
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#define CONNECTION_ACCEPTED 0x02
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#define CONNECTION_DENIED 0x03
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struct ConnectionRequest {
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ConnectionRequest() : type(CONNECTION_REQUEST) {}
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char type = CONNECTION_REQUEST;
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};
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struct ConnectionAccepted {
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ConnectionAccepted() : type(CONNECTION_ACCEPTED) {}
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char type;
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int index;
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};
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struct ConnectionDenied {
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ConnectionDenied() : type(CONNECTION_DENIED) {}
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char type;
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};
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164
src/Server.cpp
164
src/Server.cpp
@@ -1,164 +0,0 @@
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#include "Server.h"
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#include "Protocoll.h"
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#include <string>
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#include <iostream>
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#include <thread>
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Server::Server(int port) : m_maxClients(constants::MAX_CLIENTS), m_clientConnected{0}
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{
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udpSocket = SDLNet_UDP_Open(port);
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if (udpSocket == nullptr)
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{
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std::cout << "\tSDLNet_UDP_Open failed : " << SDLNet_GetError() << std::endl;
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}
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std::cout << "Server was started and is listening on port: " << port << std::endl;
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//Creating ConnectionAccepted packet!
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// Allocate udp packet with 512 byte size
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connectionAccepted = SDLNet_AllocPacket(512);
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if (connectionAccepted == nullptr)
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{
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std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
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}
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ConnectionAccepted conAcc = ConnectionAccepted();
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memcpy(connectionAccepted->data, &conAcc, sizeof(ConnectionAccepted));
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connectionAccepted->len = sizeof(ConnectionAccepted);
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connectionDenied = SDLNet_AllocPacket(512);
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if (connectionDenied == nullptr)
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{
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std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
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}
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ConnectionDenied conDen = ConnectionDenied();
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memcpy(connectionDenied->data, &conDen, sizeof(ConnectionDenied));
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connectionDenied->len = sizeof(ConnectionDenied);
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//Creating receiver packet!
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receivedPacket = SDLNet_AllocPacket(512);
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if (receivedPacket == nullptr)
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{
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std::cout << "\tSDLNet_AllocPacket failed : " << SDLNet_GetError() << std::endl;
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}
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}
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int Server::FindFreeClientIndex() const
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{
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for (int i = 0; i < m_maxClients; ++i)
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{
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if (!m_clientConnected[i])
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return i;
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}
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return -1;
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}
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int Server::FindExistingClientIndex(const IPaddress &ip) const
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{
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for (int i = 0; i < m_maxClients; ++i)
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{
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if (m_clientConnected[i] && m_clients[i].host == ip.host && m_clients[i].port == ip.port)
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return i;
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}
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return -1;
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}
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bool Server::IsClientConnected(int clientIndex) const
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{
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return m_clientConnected[clientIndex];
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}
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const IPaddress &Server::GetClientAddress(int clientIndex) const
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{
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return m_clients[clientIndex];
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}
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void Server::update(unsigned int delta)
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{
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//Receive packages
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if (SDLNet_UDP_Recv(udpSocket, receivedPacket))
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{
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switch (*(receivedPacket->data))
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{
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case CONNECTION_REQUEST:
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std::cout << "Connection request package received\n";
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int freeIndex;
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if ((freeIndex = this->FindFreeClientIndex()) == -1)
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{
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std::cout << "Connection denied because server full" << std::endl;
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//Send Connection denied
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this->sendConnectionDenied(receivedPacket->address);
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break;
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}
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std::cout << "Free index found: " << freeIndex << std::endl;
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int indexOfExistingClient;
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if ((indexOfExistingClient = FindExistingClientIndex(receivedPacket->address)) == -1)
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{
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std::cout << "Client doesent exist create new" << std::endl;
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m_clients[freeIndex] = receivedPacket->address;
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m_clientConnected[freeIndex] = true;
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//Send connection accepted with index
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this->sendConnectionAccepted(receivedPacket->address, freeIndex);
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m_numConnectedClients++;
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break;
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}
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else
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{
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std::cout << "Client exist sending accepted" << std::endl;
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//Send connection accepted with index
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this->sendConnectionAccepted(receivedPacket->address, indexOfExistingClient);
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}
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break;
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default:
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break;
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}
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}
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//Wait 10 sec
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using namespace std::chrono_literals;
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std::this_thread::sleep_for(1s);
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//Send data
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/*for(auto &value: clients) {
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value.send(this->udpSocket,*helloWorldPacket);
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}
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std::cout << "Data was send!!" << std::endl;*/
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}
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bool Server::sendPacket(UDPpacket &packet)
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{
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// Send
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// SDLNet_UDP_Send returns number of packets sent. 0 means error
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||||
if (SDLNet_UDP_Send(this->udpSocket, -1, &packet) == 0)
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{
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std::cout << "\tSDLNet_UDP_Send failed : " << SDLNet_GetError() << "\n"
|
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<< "==========================================================================================================\n";
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return false;
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}
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return true;
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}
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bool Server::sendConnectionDenied(IPaddress dest)
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{
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this->connectionDenied->address.host = dest.host;
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||||
this->connectionDenied->address.port = dest.port;
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return this->sendPacket(*connectionDenied);
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}
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bool Server::sendConnectionAccepted(IPaddress dest, int index)
|
||||
{
|
||||
this->connectionAccepted->address.host = dest.host;
|
||||
this->connectionAccepted->address.port = dest.port;
|
||||
((ConnectionAccepted *) connectionAccepted->data)->index = index;
|
||||
return this->sendPacket(*connectionAccepted);
|
||||
}
|
||||
|
||||
Server::~Server()
|
||||
{
|
||||
SDLNet_FreePacket(receivedPacket);
|
||||
SDLNet_FreePacket(connectionAccepted);
|
||||
SDLNet_UDP_Close(udpSocket);
|
||||
}
|
||||
36
src/Server.h
36
src/Server.h
@@ -1,36 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL_net.h>
|
||||
#include "Constants.h"
|
||||
|
||||
class Server {
|
||||
public:
|
||||
Server(int port);
|
||||
~Server();
|
||||
|
||||
int FindFreeClientIndex() const;
|
||||
int FindExistingClientIndex( const IPaddress &ip ) const;
|
||||
bool IsClientConnected( int clientIndex ) const;
|
||||
const IPaddress & GetClientAddress( int clientIndex ) const;
|
||||
|
||||
void update(unsigned int delta);
|
||||
|
||||
void gameTick();
|
||||
|
||||
private:
|
||||
UDPsocket udpSocket;
|
||||
|
||||
UDPpacket *connectionDenied;
|
||||
UDPpacket *connectionAccepted;
|
||||
UDPpacket *receivedPacket;
|
||||
|
||||
int m_maxClients;
|
||||
int m_numConnectedClients;
|
||||
bool m_clientConnected[constants::MAX_CLIENTS];
|
||||
IPaddress m_clients[constants::MAX_CLIENTS];
|
||||
|
||||
bool sendPacket(UDPpacket &packet);
|
||||
|
||||
bool sendConnectionDenied(IPaddress dest);
|
||||
bool sendConnectionAccepted(IPaddress dest, int index);
|
||||
};
|
||||
Reference in New Issue
Block a user