Removed old stuff, and added main files for all projects
This commit is contained in:
parent
c9e6bbf899
commit
32348f4cc2
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#include "Event.h"
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using namespace Event;
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//----------------------------
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// BulletCreated class definitions
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BulletCreated::BulletCreated(int ownerID, Float3 position, Float3 direction)
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:
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GameEvent()
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{
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data.owner=ownerID;
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data.head=direction;
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}
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void BulletCreated::LoadRawData(char* d)
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{
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memcpy(&data, d, GetSize());
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/*int offset=0;
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memcpy(&data.position, data, sizeof(Float3));
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offset+=sizeof(Float3);
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memcpy(&data.head, d+offset, sizeof(Float3));
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offset+=sizeof(Float3);
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memcpy(&data.owner, d+offset, sizeof(int));*/
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}
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void BulletCreated::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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//----------------------------
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// BulletHit class definitions
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BulletHit::BulletHit(int attacker, int hitPlayer)
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:
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GameEvent()
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{
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data.hitTarget=hitPlayer;
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data.attackingTarget=attacker;
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//this->hpLeft=hl;
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//this->shieldLeft=sl;
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}
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void BulletHit::LoadRawData(char* d)
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{
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memcpy(&data, d, GetSize());
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}
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void BulletHit::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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ScoreUpdate::ScoreUpdate(Score* scores)
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{
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for (int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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data.scoreboard[i]=scores[i];
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}
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}
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void ScoreUpdate::LoadRawData(char* d)
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{
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memcpy(&data, d, GetSize());
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}
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void ScoreUpdate::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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//----------------------------
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// ShipSpawned class definitions
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ShipSpawned::ShipSpawned(Float3 position, int id)
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:
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GameEvent()
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{
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data.position=position;
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data.playerID=id;
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}
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void ShipSpawned::LoadRawData(char* d)
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{
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memcpy(&data, d, this->GetSize());
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/*int offset=0;
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memcpy(&data.position, data, sizeof(Float3));
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offset+=sizeof(Float3);
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memcpy(&playerID, data+offset, sizeof(int));*/
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}
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void ShipSpawned::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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//----------------------------
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// GameEnded class definitions
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GameEnded::GameEnded()
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:
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GameEvent()
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{
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}
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GameEnded::GameEnded(int winner)
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:
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GameEvent()
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{
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data.winningTeam=winner;
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}
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void GameEnded::LoadRawData(char* d)
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{
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memcpy(&data, d, GetSize());
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/*int offset=0;
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memcpy(&eventPosition, data, sizeof(Float3));
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offset+=sizeof(Float3);
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memcpy(&winningTeam, data+offset, sizeof(int));
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offset+=sizeof(int);
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for (int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
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offset+=sizeof(Score);
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}*/
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}
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void GameEnded::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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void GameEnded::setScore(int i, Score score)
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{
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data.scoreboard[i]=score;
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}
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void GameEnded::setScore(int i, int k, int d, int tk)
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{
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data.scoreboard[i].id=i;
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data.scoreboard[i].kills=k;
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data.scoreboard[i].deaths=d;
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data.scoreboard[i].teamkills=tk;
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}
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void GameEnded::sortScore()
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{
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float sort[PLAYER_MAX_COUNT];
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for(int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/(float)data.scoreboard[i].deaths;
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}
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Score tmp;
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int bestID=0;
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float bestScore;
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for(int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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bestScore=sort[i];
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bestID=i;
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for (int j=i; j<PLAYER_MAX_COUNT; j++)
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{
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if(bestScore<sort[j])
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{
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bestID=j;
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bestScore=sort[j];
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}
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}
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tmp=data.scoreboard[i];
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data.scoreboard[i]=data.scoreboard[bestID];
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data.scoreboard[bestID]=tmp;
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}
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}
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//----------------------------
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// ShipDestroyed class definitions
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ShipDestroyed::ShipDestroyed(int pid, int kid)
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GameEvent()
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{
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data.playerID=pid;
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data.killerID=kid;
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}
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void ShipDestroyed::setScore(int i, Score score)
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{
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data.scoreboard[i]=score;
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}
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void ShipDestroyed::setScore(int i, int k, int d, int tk)
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{
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data.scoreboard[i].id=i;
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data.scoreboard[i].kills=k;
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data.scoreboard[i].deaths=d;
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data.scoreboard[i].teamkills=tk;
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}
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void ShipDestroyed::sortScore()
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{
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float sort[PLAYER_MAX_COUNT];
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for(int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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sort[i]=((float)(data.scoreboard[i].kills-data.scoreboard[i].teamkills))/data.scoreboard[i].deaths;
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}
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Score tmp;
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int bestID=0;
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float bestScore;
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for(int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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bestScore=sort[i];
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bestID=i;
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for (int j=i; j<PLAYER_MAX_COUNT; j++)
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{
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if(bestScore<sort[j])
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{
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bestID=j;
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bestScore=sort[j];
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}
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}
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tmp=data.scoreboard[i];
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data.scoreboard[i]=data.scoreboard[bestID];
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data.scoreboard[bestID]=tmp;
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}
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}
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void ShipDestroyed::LoadRawData(char* d)
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{
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memcpy(&data, d, GetSize());
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/*int offset=0;
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memcpy(&eventPosition, data, sizeof(Float3));
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offset+=sizeof(Float3);
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memcpy(&playerID, data+offset, sizeof(int));
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offset+=sizeof(int);
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memcpy(&killerID, data+offset, sizeof(int));
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offset+=sizeof(int);
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for (int i=0; i<PLAYER_MAX_COUNT; i++)
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{
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memcpy(&data.scoreboard[i], data+offset, sizeof(Score));
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offset+=sizeof(Score);
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}*/
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}
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void ShipDestroyed::SaveRawData(char* d)
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{
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memcpy(d, &data, GetSize());
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}
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Event::Type Event::getEventType(Event::GameEvent* evt)
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{
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if (typeid(*evt)==typeid(Event::BulletCreated))
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{
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return eBulletCreated;
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}
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else if(typeid(*evt)==typeid(Event::BulletHit))
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{
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return eBulletHit;
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}
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else if(typeid(*evt)==typeid(Event::ShipSpawned))
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{
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return eShipSpawned;
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}
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else if(typeid(*evt)==typeid(Event::GameEnded))
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{
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return eGameEnded;
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}
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else if(typeid(*evt)==typeid(Event::ShipDestroyed))
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{
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return eShipDestroyed;
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}
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else if(typeid(*evt)==typeid(Event::ScoreUpdate))
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{
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return eScoreUpdate;
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}
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printf("UNSUPPORTED EVENT at getEventType, Event.cpp\n");
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return UNSUPPORTED_TYPE;
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}
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#include "NetworkIncludes.h"
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#include "EventStructs.h"
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#pragma once
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#ifndef EVENT_H
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#define EVENT_H
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//There's a variable called eventList in Session.
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//if you push_back any type of event, the server will pick them up in order after every update() is run.
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//Try to keep events pointer-free. Trying to send a class with a pointer over a socket will result in a problem because
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//it will send the pointer rather than the data in the pointer. That results in either
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//A: Program crashing because it's not allowed to read that space if it's on the same computer as the server or
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//B: Program crashing because the pointer most probably points to an unused space if the client is on a separate computer.
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//This is the basic event class.
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//a position should always be given with all events, to use as a main location for sounds, effects, or whatever. We can remove it if we decide it's not needed later on.
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namespace Event
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{
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class GameEvent
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{
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protected:
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public:
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GameEvent(){}
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virtual int GetSize()=0;
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virtual void LoadRawData(char* d)=0;
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virtual void SaveRawData(char* d)=0;
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};
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//When a player fires a projectile, a BulletCreated event should be added.
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class BulletCreated : public GameEvent
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{
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private:
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EventStruct::BulletCreatedStruct data;
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public:
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BulletCreated():GameEvent(){}
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BulletCreated(int ownerID, Float3 position, Float3 Head);
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int GetOwner(){return data.owner;}
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int GetSize(){return sizeof(data);}
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EventStruct::BulletCreatedStruct GetAsStruct(){return data;}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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class ScoreUpdate : public GameEvent
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{
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private:
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EventStruct::ScoreUpdateStruct data;
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public:
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ScoreUpdate():GameEvent(){}
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ScoreUpdate(Score* scoreboard);
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int GetSize(){return sizeof(data);}
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EventStruct::ScoreUpdateStruct GetAsStruct(){return data;}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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//When some kind of player-fired projectile hits an enemy, a BulletHit even should be added.
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class BulletHit : public GameEvent
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{
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private:
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EventStruct::BulletHitStruct data;
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public:
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BulletHit():GameEvent(){}
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BulletHit(int attacker, int hitPlayer);
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int getAttackerID(){return data.attackingTarget;}
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int getHitTargetID(){return data.hitTarget;}
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int GetSize(){return sizeof(data);}
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EventStruct::BulletHitStruct GetAsStruct(){return data;}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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//Shipspawned event, for when a ship respawns.
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//In ShipSpawned, all data that the client requires should be given.
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class ShipSpawned : public GameEvent
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{
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private:
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EventStruct::ShipSpawnedStruct data;
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public:
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ShipSpawned():GameEvent(){}
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ShipSpawned(Float3 position, int id);
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int GetSize(){return sizeof(data);}
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EventStruct::ShipSpawnedStruct GetAsStruct(){return data;}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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class ShipDestroyed : public GameEvent
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{
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public:
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EventStruct::ShipDestroyedStruct data;
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public:
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ShipDestroyed():GameEvent(){}
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ShipDestroyed(int pid, int kid);
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void setScore(int i, Score score);
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void setScore(int i, int k, int d, int tk);
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void sortScore();
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int getDestroyedID() const {return data.playerID;}
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int getAttackerID() const {return data.killerID;}
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EventStruct::ShipDestroyedStruct GetAsStruct(){return data;}
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int GetSize(){return sizeof(data);}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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class GameEnded : public GameEvent
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{
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private:
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EventStruct::GameEndedStruct data;
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//Have some variables which shows scores of player, who won, etc
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//you just need the ids. Don't send names etc.
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public:
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GameEnded();
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GameEnded(int winner);
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void setScore(int i, Score score);
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void setScore(int i, int k, int d, int tk);
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void sortScore();
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int GetSize(){return sizeof(data);}
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EventStruct::GameEndedStruct GetAsStruct(){return data;}
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void LoadRawData(char* d);
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void SaveRawData(char* d);
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};
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enum Type
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{
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UNSUPPORTED_TYPE,
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eBulletCreated,
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eBulletHit,
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eShipSpawned,
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eGameEnded,
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eShipDestroyed,
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eScoreUpdate
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};
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Event::Type getEventType(Event::GameEvent* evt);
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}
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#endif
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@ -1,55 +0,0 @@
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#include "NetworkIncludes.h"
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#include "NetworkConstants.h"
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#ifndef NET_EVT_STRUCTS_H
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#define NET_EVT_STRUCTS_H
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struct Score
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{
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int id;//Leaderboard var
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||||||
int kills;
|
|
||||||
int deaths;
|
|
||||||
int teamkills;
|
|
||||||
Score(){id=0;kills=0;deaths=0;teamkills=0;}
|
|
||||||
Score& operator+=(const Score add)
|
|
||||||
{
|
|
||||||
id+=add.id;
|
|
||||||
kills+=add.kills;
|
|
||||||
deaths+=add.deaths;
|
|
||||||
teamkills+=add.teamkills;
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
namespace EventStruct
|
|
||||||
{
|
|
||||||
struct BulletCreatedStruct
|
|
||||||
{
|
|
||||||
Float3 position;
|
|
||||||
Float3 head;
|
|
||||||
int owner;
|
|
||||||
};
|
|
||||||
struct BulletHitStruct
|
|
||||||
{
|
|
||||||
int hitTarget;
|
|
||||||
int attackingTarget;
|
|
||||||
};
|
|
||||||
struct ShipSpawnedStruct
|
|
||||||
{
|
|
||||||
Float3 position;
|
|
||||||
int playerID;
|
|
||||||
};
|
|
||||||
struct ShipDestroyedStruct
|
|
||||||
{
|
|
||||||
int playerID;
|
|
||||||
int killerID;
|
|
||||||
Score scoreboard[PLAYER_MAX_COUNT];
|
|
||||||
};
|
|
||||||
struct ScoreUpdateStruct
|
|
||||||
{
|
|
||||||
Score scoreboard[PLAYER_MAX_COUNT];
|
|
||||||
};
|
|
||||||
struct GameEndedStruct
|
|
||||||
{
|
|
||||||
int winningTeam;
|
|
||||||
Score scoreboard[PLAYER_MAX_COUNT];
|
|
||||||
};
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -1,11 +0,0 @@
|
||||||
#ifndef NETWORK_H
|
|
||||||
#define NETWORK_H
|
|
||||||
#include "NetworkIncludes.h"
|
|
||||||
#include "EventStructs.h"
|
|
||||||
#include "NetworkUpdateStructs.h"
|
|
||||||
#include "NetworkInitStructs.h"
|
|
||||||
#include "EventStructs.h"
|
|
||||||
#include "Event.h"
|
|
||||||
#include "NetworkMiscFunctions.h"
|
|
||||||
#include "NetworkTimer.h"
|
|
||||||
#endif
|
|
|
@ -1,11 +0,0 @@
|
||||||
#pragma once
|
|
||||||
#ifndef NET_CONST_H
|
|
||||||
#define NET_CONST_H
|
|
||||||
//const int PLAYER_WAIT_COUNT = 1;
|
|
||||||
const int PLAYER_MAX_COUNT = 8;
|
|
||||||
const float LOBBY_WAIT_TIME = 4;
|
|
||||||
/*namespace Network
|
|
||||||
{
|
|
||||||
void LoadData(){}
|
|
||||||
}*/
|
|
||||||
#endif
|
|
|
@ -137,23 +137,6 @@
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="Event.h" />
|
|
||||||
<ClInclude Include="EventStructs.h" />
|
|
||||||
<ClInclude Include="Network.h" />
|
|
||||||
<ClInclude Include="NetworkConstants.h" />
|
|
||||||
<ClInclude Include="NetworkIncludes.h" />
|
|
||||||
<ClInclude Include="NetworkInitStructs.h" />
|
|
||||||
<ClInclude Include="NetworkMiscFunctions.h" />
|
|
||||||
<ClInclude Include="NetworkTimer.h" />
|
|
||||||
<ClInclude Include="NetworkUpdateStructs.h" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="Event.cpp" />
|
|
||||||
<ClCompile Include="NetworkMiscFunctions.cpp" />
|
|
||||||
<ClCompile Include="NetworkTimer.cpp" />
|
|
||||||
<ClCompile Include="UpdateStructs.cpp" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||||
|
@ -167,6 +150,9 @@
|
||||||
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -15,45 +15,7 @@
|
||||||
</Filter>
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="Network.h">
|
<ClCompile Include="main.cpp">
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkConstants.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkIncludes.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkInitStructs.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkMiscFunctions.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkTimer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="NetworkUpdateStructs.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="EventStructs.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Event.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="NetworkMiscFunctions.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="NetworkTimer.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="UpdateStructs.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Event.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|
|
@ -1,23 +0,0 @@
|
||||||
#ifndef NET_INCL_H
|
|
||||||
#define NET_INCL_H
|
|
||||||
#ifndef UNICODE
|
|
||||||
#define UNICODE
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#define WIN32_LEAN_AND_MEAN
|
|
||||||
#define NOMINMAX
|
|
||||||
#include <winsock2.h>
|
|
||||||
#include <Ws2tcpip.h>
|
|
||||||
#include <stdio.h>
|
|
||||||
#include <windows.h>
|
|
||||||
#include <time.h>
|
|
||||||
#include <string>
|
|
||||||
#include <ctime>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include "OysterMath.h"
|
|
||||||
using namespace Oyster::Math;
|
|
||||||
|
|
||||||
//ws2_32.lib is a lib file the linker requires for winsock compilation
|
|
||||||
#pragma comment(lib, "Ws2_32.lib")
|
|
||||||
#endif
|
|
|
@ -1,70 +0,0 @@
|
||||||
#ifndef NET_INIT_STRUCTS_H
|
|
||||||
#define NET_INIT_STRUCTS_H
|
|
||||||
#include "NetworkIncludes.h"
|
|
||||||
#include "NetworkConstants.h"
|
|
||||||
struct PlayerInitStruct
|
|
||||||
{
|
|
||||||
INT8 pid;
|
|
||||||
int teamid;
|
|
||||||
Oyster::Math::Float4x4 position;
|
|
||||||
PlayerInitStruct()
|
|
||||||
{
|
|
||||||
pid=0;
|
|
||||||
//position=Oyster::Math::Float4x4::identity;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
struct GameInitData
|
|
||||||
{
|
|
||||||
INT8 pid;
|
|
||||||
//std::string playerNames[PLAYER_MAX_COUNT];
|
|
||||||
PlayerInitStruct player[PLAYER_MAX_COUNT];
|
|
||||||
};
|
|
||||||
|
|
||||||
struct LobbyUserStruct
|
|
||||||
{
|
|
||||||
INT8 pid;
|
|
||||||
INT8 shipID;
|
|
||||||
char usrName[15];
|
|
||||||
LobbyUserStruct()
|
|
||||||
{
|
|
||||||
pid=0;
|
|
||||||
shipID=0;
|
|
||||||
usrName[0]='\0';
|
|
||||||
}
|
|
||||||
void setName(const char* n)
|
|
||||||
{
|
|
||||||
strcpy_s(usrName, n);
|
|
||||||
}
|
|
||||||
int size()
|
|
||||||
{
|
|
||||||
int sz=sizeof(pid);
|
|
||||||
sz+=sizeof(shipID);
|
|
||||||
int tmp=(int)strlen(usrName);
|
|
||||||
sz+=(int)strlen(usrName);
|
|
||||||
return sz;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
struct LobbyInitData
|
|
||||||
{
|
|
||||||
INT8 pid;
|
|
||||||
INT8 playerCount;
|
|
||||||
int timer;
|
|
||||||
LobbyUserStruct players[PLAYER_MAX_COUNT];
|
|
||||||
LobbyInitData()
|
|
||||||
{
|
|
||||||
pid=0;
|
|
||||||
for (int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
players[i].pid=i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
int size()
|
|
||||||
{
|
|
||||||
int sz=sizeof(pid);
|
|
||||||
for (int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
sz+=players[i].size();
|
|
||||||
return sz;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -1,12 +0,0 @@
|
||||||
#include "NetworkMiscFunctions.h"
|
|
||||||
std::vector<std::string> splitString(const char* p_inStr, char p_delim)
|
|
||||||
{
|
|
||||||
std::stringstream ss(p_inStr);
|
|
||||||
std::vector<std::string> elems;
|
|
||||||
std::string item;
|
|
||||||
while(std::getline(ss, item, p_delim))
|
|
||||||
{
|
|
||||||
elems.push_back(item);
|
|
||||||
}
|
|
||||||
return elems;
|
|
||||||
}
|
|
|
@ -1,9 +0,0 @@
|
||||||
#ifndef NET_MISC_FNC_H
|
|
||||||
#define NET_MISC_FNC_H
|
|
||||||
#include <string>
|
|
||||||
#include <vector>
|
|
||||||
#include <sstream>
|
|
||||||
std::vector<std::string> splitString(const char* p_inStr, char p_delim);
|
|
||||||
#define SSTR( x ) dynamic_cast< std::ostringstream & >( \
|
|
||||||
( std::ostringstream() << std::dec << x ) ).str()
|
|
||||||
#endif
|
|
|
@ -1,85 +0,0 @@
|
||||||
#include "NetworkTimer.h"
|
|
||||||
NetworkTimer::NetworkTimer()
|
|
||||||
:
|
|
||||||
c_SecondsPerCount(0.0),
|
|
||||||
c_DeltaTime(-1.0),
|
|
||||||
c_BaseTime(0),
|
|
||||||
c_PausedTime(0),
|
|
||||||
c_PrevTime(0),
|
|
||||||
c_CurrTime(0),
|
|
||||||
c_Stopped(false)
|
|
||||||
{
|
|
||||||
__int64 countsPerSec;
|
|
||||||
QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec);
|
|
||||||
c_SecondsPerCount =1.0 / (double)countsPerSec;
|
|
||||||
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&c_PrevTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
void NetworkTimer::start()
|
|
||||||
{
|
|
||||||
__int64 p_StartTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_StartTime);
|
|
||||||
if(c_Stopped)
|
|
||||||
{
|
|
||||||
c_PausedTime += (p_StartTime-c_StopTime);
|
|
||||||
c_PrevTime = p_StartTime;
|
|
||||||
c_StopTime = 0;
|
|
||||||
c_Stopped = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
__int64 NetworkTimer::getTime()
|
|
||||||
{
|
|
||||||
__int64 testInt;
|
|
||||||
return QueryPerformanceCounter((LARGE_INTEGER*)&testInt);
|
|
||||||
return testInt;
|
|
||||||
}
|
|
||||||
|
|
||||||
void NetworkTimer::stop()
|
|
||||||
{
|
|
||||||
if(!c_Stopped)
|
|
||||||
{
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_StopTime = p_CurrTime;
|
|
||||||
c_Stopped = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void NetworkTimer::reset()
|
|
||||||
{
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_BaseTime = p_CurrTime;
|
|
||||||
c_PrevTime = p_CurrTime;
|
|
||||||
c_StopTime = 0;
|
|
||||||
c_Stopped = false;
|
|
||||||
}
|
|
||||||
void NetworkTimer::tick()
|
|
||||||
{
|
|
||||||
if (c_Stopped)
|
|
||||||
{
|
|
||||||
c_DeltaTime= 0.0;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_CurrTime=p_CurrTime;
|
|
||||||
|
|
||||||
c_DeltaTime=(c_CurrTime-c_PrevTime)*c_SecondsPerCount;
|
|
||||||
c_PrevTime=c_CurrTime;
|
|
||||||
if(c_DeltaTime<0.0) c_DeltaTime=0.0;
|
|
||||||
}
|
|
||||||
float NetworkTimer::getGameTime() const
|
|
||||||
{
|
|
||||||
if(c_Stopped)
|
|
||||||
{
|
|
||||||
return (float)((c_StopTime-c_BaseTime)*c_SecondsPerCount);
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
return (float)(((c_CurrTime-c_PausedTime)-c_BaseTime)*c_SecondsPerCount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
float NetworkTimer::getDeltaTime() const
|
|
||||||
{
|
|
||||||
return (float)c_DeltaTime;
|
|
||||||
}
|
|
|
@ -1,25 +0,0 @@
|
||||||
#include "NetworkIncludes.h"
|
|
||||||
#ifndef _NET_TIMER_H
|
|
||||||
#define _NET_TIMER_H
|
|
||||||
class NetworkTimer
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
double c_SecondsPerCount;
|
|
||||||
double c_DeltaTime;
|
|
||||||
__int64 c_BaseTime;
|
|
||||||
__int64 c_PausedTime;
|
|
||||||
__int64 c_StopTime;
|
|
||||||
__int64 c_PrevTime;
|
|
||||||
__int64 c_CurrTime;
|
|
||||||
bool c_Stopped;
|
|
||||||
public:
|
|
||||||
NetworkTimer();
|
|
||||||
__int64 getTime();
|
|
||||||
void start();
|
|
||||||
void stop();
|
|
||||||
void reset();
|
|
||||||
void tick();
|
|
||||||
float getGameTime() const;
|
|
||||||
float getDeltaTime() const;
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -1,62 +0,0 @@
|
||||||
#ifndef NET_UPD_STRUCTS_H
|
|
||||||
#define NET_UPD_STRUCTS_H
|
|
||||||
#include "NetworkIncludes.h"
|
|
||||||
namespace Network
|
|
||||||
{
|
|
||||||
struct EffectData
|
|
||||||
{
|
|
||||||
int identifier;
|
|
||||||
Float3 head;
|
|
||||||
Float3 tail;
|
|
||||||
};
|
|
||||||
struct ServerToClientUpdateData
|
|
||||||
{
|
|
||||||
int pid;
|
|
||||||
Oyster::Math::Float4x4 position;
|
|
||||||
float dirVecLen;
|
|
||||||
int hp;
|
|
||||||
int shield;
|
|
||||||
long updateCount;
|
|
||||||
ServerToClientUpdateData()
|
|
||||||
{
|
|
||||||
pid=0;
|
|
||||||
updateCount=0;
|
|
||||||
hp=0;
|
|
||||||
shield=0;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
const int SERVER_PLAYER_DATA_SIZE = 84;
|
|
||||||
struct ClientToServerUpdateData
|
|
||||||
{
|
|
||||||
__int8 pid;
|
|
||||||
//Oyster::Math::Float4x4 position;
|
|
||||||
__int8 forward;
|
|
||||||
__int8 roll;
|
|
||||||
__int8 straferight;
|
|
||||||
__int8 strafeup;
|
|
||||||
bool firePrim;
|
|
||||||
bool fireSecond;
|
|
||||||
bool fireSpecial;
|
|
||||||
long updateCount;
|
|
||||||
bool braking;
|
|
||||||
float TurnHor;
|
|
||||||
float TurnVer;
|
|
||||||
ClientToServerUpdateData()
|
|
||||||
{
|
|
||||||
pid=0;
|
|
||||||
forward=0;
|
|
||||||
roll=0;
|
|
||||||
straferight=0;
|
|
||||||
strafeup=0;
|
|
||||||
firePrim=false;
|
|
||||||
fireSecond=false;
|
|
||||||
fireSpecial=false;
|
|
||||||
updateCount=0;
|
|
||||||
braking=false;
|
|
||||||
TurnHor= 0.0f;
|
|
||||||
TurnVer= 0.0f;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
const int CLIENT_PLAYER_DATA_SIZE = sizeof(ClientToServerUpdateData);
|
|
||||||
}
|
|
||||||
#endif
|
|
|
@ -1 +0,0 @@
|
||||||
#include "NetworkUpdateStructs.h"
|
|
|
@ -1,112 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
#ifndef SOCKET_DATA_CPP
|
|
||||||
#define SOCKET_DATA_CPP
|
|
||||||
|
|
||||||
/*std::vector<std::string> splitString(char* p_inStr, char p_delim)
|
|
||||||
{
|
|
||||||
std::stringstream ss(p_inStr);
|
|
||||||
std::vector<std::string> elems;
|
|
||||||
std::string item;
|
|
||||||
while(std::getline(ss, item, p_delim))
|
|
||||||
{
|
|
||||||
elems.push_back(item);
|
|
||||||
}
|
|
||||||
return elems;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
void SocketClient::parseReceivedData(/*char* data, int size*/)
|
|
||||||
{
|
|
||||||
switch (recvBuffer[0]) // TODO: runtime error occured here when shutting down client. recvBuffer invalid pointer. ~Dan 2013-05-14
|
|
||||||
{
|
|
||||||
case 1://It's data
|
|
||||||
parseData();
|
|
||||||
break;
|
|
||||||
case 2://For the moment, this is only for init data
|
|
||||||
parseGameInitData();
|
|
||||||
break;
|
|
||||||
case 3://It's a chat message
|
|
||||||
parseMessage();
|
|
||||||
break;
|
|
||||||
case 4://It's a server message
|
|
||||||
parseServermessage();
|
|
||||||
break;
|
|
||||||
case 5://Player has been connected to a game lobby
|
|
||||||
parseLobbyInitData();
|
|
||||||
break;
|
|
||||||
case 6://It's an event
|
|
||||||
parseReceivedEvent();
|
|
||||||
break;
|
|
||||||
case 7:
|
|
||||||
parseReceivedEffect();
|
|
||||||
break;
|
|
||||||
case 8:
|
|
||||||
parseRenderData();
|
|
||||||
break;
|
|
||||||
default:
|
|
||||||
int a=0;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketClient::parseRenderData()
|
|
||||||
{
|
|
||||||
receiveRenderData(recvBuffer+1, recvBufLen-1);
|
|
||||||
}
|
|
||||||
void SocketClient::parseReceivedEffect()
|
|
||||||
{
|
|
||||||
receiveEffectData(recvBuffer+1, recvBufLen-1);
|
|
||||||
}
|
|
||||||
void SocketClient::parseReceivedEvent()
|
|
||||||
{
|
|
||||||
receiveEvent(recvBuffer+1);
|
|
||||||
}
|
|
||||||
void SocketClient::parseGameInitData()
|
|
||||||
{
|
|
||||||
receiveGameInitData(recvBuffer+1);
|
|
||||||
connectStatus=true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::parseLobbyInitData()
|
|
||||||
{
|
|
||||||
receiveLobbyInitData(recvBuffer+1, recvBufLen-1);
|
|
||||||
connectStatus=true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::parseServermessage()
|
|
||||||
{
|
|
||||||
recvBuffer[recvBufLen]='\0';
|
|
||||||
if(!strcmp(recvBuffer+1, "connected"))
|
|
||||||
{
|
|
||||||
connectStatus=true;
|
|
||||||
connStatus=ONLINE_MAINMENU;
|
|
||||||
receiveConnStatus(ONLINE_MAINMENU);
|
|
||||||
}
|
|
||||||
else if(!strcmp(recvBuffer+1, "qst"))
|
|
||||||
{
|
|
||||||
connStatus=ONLINE_QUEUEING;
|
|
||||||
receiveConnStatus(ONLINE_QUEUEING);
|
|
||||||
}
|
|
||||||
else if(!strcmp(recvBuffer+1, "qed"))
|
|
||||||
{
|
|
||||||
connStatus=ONLINE_MAINMENU;
|
|
||||||
receiveConnStatus(ONLINE_MAINMENU);
|
|
||||||
}
|
|
||||||
//Server message of some sort
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::parseData()
|
|
||||||
{
|
|
||||||
//memcpy(&tmpPlayer,buffer+1,playerDataSize);
|
|
||||||
//playerContPtr->setPlayerStruct(tmpPlayer);
|
|
||||||
receivePlayerUpdate(recvBuffer+1, recvBufLen-1);
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::parseMessage()
|
|
||||||
{
|
|
||||||
//std::string message;
|
|
||||||
//message="[Chat] "+users[pid].getUsername()+": "+(buffer+1);
|
|
||||||
printf("%s\n",recvBuffer+1);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -1,79 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
|
|
||||||
#pragma once
|
|
||||||
#ifndef SOCKET_INIT_CPP
|
|
||||||
#define SOCKET_INIT_CPP
|
|
||||||
|
|
||||||
bool SocketClient::startReceiveThread()
|
|
||||||
{
|
|
||||||
threadhandle[0]=CreateThread(
|
|
||||||
NULL,
|
|
||||||
0,
|
|
||||||
(LPTHREAD_START_ROUTINE)&receiveDataThreadV,
|
|
||||||
(LPVOID) this,
|
|
||||||
0,
|
|
||||||
NULL);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SocketClient::startSendDataThread()
|
|
||||||
{
|
|
||||||
threadhandle[1]=CreateThread(
|
|
||||||
NULL,
|
|
||||||
0,
|
|
||||||
(LPTHREAD_START_ROUTINE)&receiveDataThreadV,
|
|
||||||
(LPVOID) this,
|
|
||||||
0,
|
|
||||||
NULL);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketClient::init(int listenPort)
|
|
||||||
{
|
|
||||||
return initUDPSocket(listenPort);
|
|
||||||
}
|
|
||||||
bool SocketClient::connectToIP(const char* ip, int listenPort, char* initData, int initDataSize)
|
|
||||||
{
|
|
||||||
init(listenPort);
|
|
||||||
//---------------------------------------------
|
|
||||||
// Set up the port and IP of the server
|
|
||||||
//Port starts up as a different one from when connected, it changes once the server has exchanged some info with the client
|
|
||||||
|
|
||||||
UDPsendAddr.sin_family = AF_INET;
|
|
||||||
UDPsendAddr.sin_port = htons(UDPSendPort);
|
|
||||||
UDPsendAddr.sin_addr.s_addr = inet_addr(ip);
|
|
||||||
|
|
||||||
TCPsendAddr.sin_family = AF_INET;
|
|
||||||
TCPsendAddr.sin_port = htons(TCPSendPort);
|
|
||||||
TCPsendAddr.sin_addr.s_addr = inet_addr(ip);
|
|
||||||
/*iResult=connect(connTCP, (SOCKADDR *) &TCPsendAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
int test=WSAGetLastError();
|
|
||||||
wprintf(L"connect failed with error: %d\n", WSAGetLastError());
|
|
||||||
//closesocket(connTCP);
|
|
||||||
//WSACleanup();
|
|
||||||
return false;
|
|
||||||
}/*
|
|
||||||
iResult=send(connTCP, initData, initDataSize, 0);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
int test=WSAGetLastError();
|
|
||||||
wprintf(L"connect failed with error: %d\n", WSAGetLastError());
|
|
||||||
//closesocket(connTCP);
|
|
||||||
//WSACleanup();
|
|
||||||
return false;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
iResult = sendto(connUDP,
|
|
||||||
initData, initDataSize, 0, (SOCKADDR *) & UDPsendAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"Client UDP sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
//closesocket(connUDP);
|
|
||||||
//WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
//connectStatus=true;
|
|
||||||
connectStatus=false;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -1,79 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
const int maxThreadCount=2;
|
|
||||||
bool validateIpAddress(const std::string ipAddress)
|
|
||||||
{
|
|
||||||
struct sockaddr_in sa;
|
|
||||||
int result = inet_pton(AF_INET, ipAddress.c_str(), &(sa.sin_addr));
|
|
||||||
return result != 0;
|
|
||||||
}
|
|
||||||
/*int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
std::string tst;
|
|
||||||
bool test=true;
|
|
||||||
//Multithreading variables
|
|
||||||
//int nThreads = 0;
|
|
||||||
//DWORD dwThreadId[maxThreadCount];
|
|
||||||
//HANDLE threadhandle;
|
|
||||||
|
|
||||||
GameClass game;
|
|
||||||
SocketClient<GameClass> client;
|
|
||||||
//Sets up the link to the GameClass class.
|
|
||||||
client.setPlayerContPtr(&game);
|
|
||||||
//This is the loop which makes the user enter the server address.
|
|
||||||
while (!client.isReady());
|
|
||||||
do
|
|
||||||
{
|
|
||||||
if (!test)
|
|
||||||
{
|
|
||||||
printf("Could not connect to server. Try another IP.\n");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("Enter the server ip. \n");
|
|
||||||
}
|
|
||||||
getline(std::cin, tst);
|
|
||||||
if (tst.length()==0)
|
|
||||||
{
|
|
||||||
tst="127.0.0.1";
|
|
||||||
}
|
|
||||||
if (validateIpAddress(tst))
|
|
||||||
{
|
|
||||||
//Tmp init connection message: set username
|
|
||||||
char* tmp=new char[30];
|
|
||||||
printf("What is your desired username?\n");
|
|
||||||
std::cin.getline(tmp,30);
|
|
||||||
if (strlen(tmp)==0)
|
|
||||||
{
|
|
||||||
tmp="Anonymous";
|
|
||||||
}
|
|
||||||
printf("Username set to %s\n", tmp);
|
|
||||||
|
|
||||||
test=client.connectToIP(tst.c_str(), tmp, strlen(tmp));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("Invalid IPaddress. Please enter a new IPaddress.\n");
|
|
||||||
test=false;
|
|
||||||
}
|
|
||||||
} while (!test);
|
|
||||||
while (!client.isConnected());
|
|
||||||
Sleep(1000);
|
|
||||||
//Starts the receive loop
|
|
||||||
//threadhandle=CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)&client.receiveDataThreadV,(LPVOID) &client,0,&dwThreadId[0]);
|
|
||||||
client.startReceiveThread();
|
|
||||||
//GetExitCodeThread(threadhandle, eCode);
|
|
||||||
//This is just a loop to receive user input which creates a natural delay for sendUserData.
|
|
||||||
printf("Write what you want to send\n");
|
|
||||||
tst="tmp init message";
|
|
||||||
while (tst.length()>0)
|
|
||||||
{
|
|
||||||
client.sendMessage(tst);
|
|
||||||
client.sendUserData();
|
|
||||||
getline(std::cin, tst);
|
|
||||||
}
|
|
||||||
//Kills off the thread and connection
|
|
||||||
//DWORD eCode=0;
|
|
||||||
//TerminateThread(threadhandle, eCode);
|
|
||||||
client.closeConnection();
|
|
||||||
return 0;
|
|
||||||
}*/
|
|
|
@ -1,39 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
|
|
||||||
bool SocketClient::initTCPSocket(int listenPort)
|
|
||||||
{
|
|
||||||
TCPrecvAddr.sin_family = AF_INET;
|
|
||||||
TCPrecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
|
|
||||||
TCPrecvAddr.sin_port = htons(/*TCPRecvPort*/listenPort);
|
|
||||||
|
|
||||||
connTCP = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
|
|
||||||
if (connTCP == INVALID_SOCKET)
|
|
||||||
{
|
|
||||||
wprintf(L"socket function failed with error: %ld\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
iResult = bind(connTCP, (SOCKADDR *) & TCPrecvAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
int tst=WSAGetLastError();
|
|
||||||
wprintf(L"bind function failed with error %d\n", WSAGetLastError());
|
|
||||||
iResult = closesocket(connTCP);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
wprintf(L"closesocket function failed with error %d\n", WSAGetLastError());
|
|
||||||
//WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketClient::sendDataTCP(const char* data, int size)
|
|
||||||
{
|
|
||||||
iResult = sendto(connTCP,
|
|
||||||
data, size, 0, (SOCKADDR *) & TCPsendAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"TCP sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
|
@ -1,39 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
bool SocketClient::initUDPSocket(int listenPort)
|
|
||||||
{
|
|
||||||
UDPrecvAddr.sin_family = AF_INET;
|
|
||||||
UDPrecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
|
|
||||||
UDPrecvAddr.sin_port = htons(listenPort);
|
|
||||||
//---------------------------------------------
|
|
||||||
// Create a socket for sending data
|
|
||||||
connUDP = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
||||||
if (connUDP == INVALID_SOCKET)
|
|
||||||
{
|
|
||||||
wprintf(L"socket failed with error: %ld\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
iResult = bind(connUDP, (SOCKADDR *) & UDPrecvAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"bind function failed with error %d\n", WSAGetLastError());
|
|
||||||
iResult = closesocket(connUDP);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
wprintf(L"closesocket function failed with error %d\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketClient::sendDataUDP(const char* data, int size)
|
|
||||||
{
|
|
||||||
iResult = sendto(connUDP,
|
|
||||||
data, size, 0, (SOCKADDR *) & UDPsendAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
//closesocket(connUDP);
|
|
||||||
//WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
|
@ -24,26 +24,26 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
@ -137,17 +137,6 @@
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="ClientDataHandler.cpp" />
|
|
||||||
<ClCompile Include="ClientInitFunctions.cpp" />
|
|
||||||
<ClCompile Include="ClientMain.cpp" />
|
|
||||||
<ClCompile Include="ClientTCPSpecific.cpp" />
|
|
||||||
<ClCompile Include="ClientUDPSpecific.cpp" />
|
|
||||||
<ClCompile Include="SocketClient.cpp" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="SocketClient.h" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||||
|
@ -159,6 +148,9 @@
|
||||||
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
|
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -15,28 +15,8 @@
|
||||||
</Filter>
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="ClientDataHandler.cpp">
|
<ClCompile Include="main.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="ClientInitFunctions.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ClientMain.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ClientTCPSpecific.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ClientUDPSpecific.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="SocketClient.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="SocketClient.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -1,133 +0,0 @@
|
||||||
#include "SocketClient.h"
|
|
||||||
#pragma once
|
|
||||||
#ifndef SOCKET_CLIENT_CPP
|
|
||||||
#define SOCKET_CLIENT_CPP
|
|
||||||
|
|
||||||
SocketClient::SocketClient()
|
|
||||||
{
|
|
||||||
playerDataSize=Network::CLIENT_PLAYER_DATA_SIZE;
|
|
||||||
sendDelayMS=10;
|
|
||||||
connUDP = INVALID_SOCKET;
|
|
||||||
connTCP = INVALID_SOCKET;
|
|
||||||
//sendBuffer=new char[BUFFER_MAX_SIZE];
|
|
||||||
//sendBufLen=BUFFER_MAX_SIZE;
|
|
||||||
//ZeroMemory(sendBuffer,sendBufLen);
|
|
||||||
recvBuffer=new char[BUFFER_MAX_SIZE];
|
|
||||||
recvBufLen=BUFFER_MAX_SIZE;
|
|
||||||
ZeroMemory(recvBuffer,recvBufLen);
|
|
||||||
|
|
||||||
dataBuf=new char[playerDataSize+1];
|
|
||||||
dataBuf[0]=1;
|
|
||||||
//ZeroMemory(b,sizeof(buffer));
|
|
||||||
//----------------------
|
|
||||||
// Initialize Winsock
|
|
||||||
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
|
|
||||||
if (iResult != NO_ERROR) {
|
|
||||||
printf("WSAStartup failed with error: %d\n", iResult);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
addrSize=sizeof(sockaddr_in);
|
|
||||||
connectStatus=false;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
bool SocketClient::sendUserData()
|
|
||||||
{
|
|
||||||
//memcpy(dataBuf+1,&playerContPtr->getPlayerData(),playerDataSize);
|
|
||||||
//return sendData(dataBuf, playerDataSize+1);
|
|
||||||
printf("NOT YET IMPLEMENTED");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SocketClient::sendUserData(char* data, int size)
|
|
||||||
{
|
|
||||||
memcpy(dataBuf+1,data,size);
|
|
||||||
return sendDataUDP(dataBuf, size+1);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SocketClient::sendMessage(std::string msg)
|
|
||||||
{
|
|
||||||
if (msg[0]=='/')
|
|
||||||
{
|
|
||||||
//Server command
|
|
||||||
msg[0]=2;
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Chat message
|
|
||||||
msg='1'+msg;
|
|
||||||
msg[0]=3;
|
|
||||||
}
|
|
||||||
return sendDataUDP(msg.c_str(), (int)msg.size());
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SocketClient::closeConnection()
|
|
||||||
{
|
|
||||||
connectStatus=false;
|
|
||||||
Sleep(5);
|
|
||||||
//Give the threads 5 ms to quit themselves before terminating them
|
|
||||||
DWORD eCode=0;
|
|
||||||
TerminateThread(threadhandle[0], eCode);
|
|
||||||
TerminateThread(threadhandle[1], eCode);
|
|
||||||
//---------------------------------------------
|
|
||||||
// When the application is finished sending, close the socket.
|
|
||||||
setupStatus=false;
|
|
||||||
printf("Finished sending. Closing socket.\n");
|
|
||||||
iResult = closesocket(connUDP);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"closesocket failed with error: %d\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
//---------------------------------------------
|
|
||||||
// Clean up and quit.
|
|
||||||
printf("Exiting.\n");
|
|
||||||
WSACleanup();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::receiveDataThreadV(SocketClient* ptr)
|
|
||||||
{
|
|
||||||
while(true)
|
|
||||||
{
|
|
||||||
ptr->recvBufLen=recvfrom(ptr->connUDP, ptr->recvBuffer, BUFFER_MAX_SIZE, 0, (SOCKADDR *) & ptr->UDPsendAddr, &ptr->addrSize);
|
|
||||||
if (ptr->recvBufLen == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"recv failed with error %d\n", WSAGetLastError());
|
|
||||||
}
|
|
||||||
//ptr->buffer[ptr->iResult]='\0';
|
|
||||||
else
|
|
||||||
ptr->parseReceivedData();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void SocketClient::receiveDataWaitOnResponse()
|
|
||||||
{
|
|
||||||
recvBufLen=recvfrom(connUDP, recvBuffer, BUFFER_MAX_SIZE, 0, (SOCKADDR *) & UDPsendAddr, &addrSize);
|
|
||||||
if (recvBufLen == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"recv failed with error %d\n", WSAGetLastError());
|
|
||||||
}
|
|
||||||
//buffer[iResult]='\0';
|
|
||||||
else
|
|
||||||
parseReceivedData();
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketClient::sendDataThreadV(SocketClient* ptr)
|
|
||||||
{
|
|
||||||
printf("NOT YET IMPLEMENTED");
|
|
||||||
/*while(ptr->connectStatus)
|
|
||||||
{
|
|
||||||
memcpy(ptr->dataBuf+1,&ptr->playerContPtr->getPlayerData(),playerDataSize);
|
|
||||||
ptr->sendData(ptr->dataBuf, playerDataSize+1);
|
|
||||||
Sleep(ptr->sendDelayMS);
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
|
@ -1,147 +0,0 @@
|
||||||
#pragma once
|
|
||||||
//Start by defining unicode
|
|
||||||
//#ifndef UNICODE
|
|
||||||
//#define UNICODE
|
|
||||||
//#endif
|
|
||||||
//defining WIN32_LEAN_AND_MEAN this early is REQUIRED if you want to avoid a certain winsock error.
|
|
||||||
//#define WIN32_LEAN_AND_MEAN
|
|
||||||
//#define NOMINMAX
|
|
||||||
//#include
|
|
||||||
//#include "GameClassExample.h"
|
|
||||||
//These includes are required for winsock
|
|
||||||
#include "Network.h"
|
|
||||||
//#include <winsock2.h>
|
|
||||||
//#include <Ws2tcpip.h>
|
|
||||||
//#include <stdio.h>
|
|
||||||
//#include <windows.h>
|
|
||||||
//#include "OysterMath.h"
|
|
||||||
//These are optional includes for various useful features
|
|
||||||
#include <time.h>
|
|
||||||
#include <string>
|
|
||||||
#include <ctime>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
//ws2_32.lib is a lib file the linker requires for winsock compilation
|
|
||||||
#pragma comment(lib, "Ws2_32.lib")
|
|
||||||
|
|
||||||
//constants used by the socket client to avoid hard coding and/or mass variable declaration
|
|
||||||
const short TCPSendPort = 11110;
|
|
||||||
const short TCPRecvPort = 11111;
|
|
||||||
const short UDPSendPort = 11000;
|
|
||||||
const short UDPRecvPort = 11001;
|
|
||||||
const int BUFFER_MAX_SIZE = 4096;
|
|
||||||
|
|
||||||
enum ConnectionStatus
|
|
||||||
{
|
|
||||||
OFFLINE,
|
|
||||||
ONLINE_MAINMENU,
|
|
||||||
ONLINE_QUEUEING,
|
|
||||||
ONLINE_INLOBBY,
|
|
||||||
ONLINE_INGAME
|
|
||||||
};
|
|
||||||
class SocketClient
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
HANDLE threadhandle[2];
|
|
||||||
int sendDelayMS;
|
|
||||||
|
|
||||||
//2 bools used to verify the activation of the client so threads can't start too early
|
|
||||||
ConnectionStatus connStatus;
|
|
||||||
bool setupStatus;
|
|
||||||
bool connectStatus;
|
|
||||||
|
|
||||||
//iResult is used to check error codes
|
|
||||||
int iResult;
|
|
||||||
//wsaData records error messages and errors which winsock might encounter
|
|
||||||
WSADATA wsaData;
|
|
||||||
|
|
||||||
//Main socket
|
|
||||||
SOCKET connUDP;
|
|
||||||
SOCKET connTCP;
|
|
||||||
|
|
||||||
//Addresses used for data transfer
|
|
||||||
sockaddr_in TCPrecvAddr;
|
|
||||||
sockaddr_in TCPsendAddr;
|
|
||||||
//UDPrecvAddr marks the port and IP adress the server is supposed to return data to.
|
|
||||||
sockaddr_in UDPrecvAddr;
|
|
||||||
//UDPsendAddr marks which IP and port the client is supposed to send data to.
|
|
||||||
sockaddr_in UDPsendAddr;
|
|
||||||
//size of a sockaddr_in. This might as well be a constant, but i'm keeping it in the class for performance reasons.
|
|
||||||
int addrSize;
|
|
||||||
|
|
||||||
//buffer which is filled when data receive happens.
|
|
||||||
char* recvBuffer;
|
|
||||||
//this variable tracks the buffer length.
|
|
||||||
int recvBufLen;
|
|
||||||
|
|
||||||
//dataBuf is a buffer solely for sending your own user data. It never changes size in order to increase performance.
|
|
||||||
//char* sendBuffer;
|
|
||||||
//int sendBufLen;
|
|
||||||
//PlayerStruct tmpPlayer;
|
|
||||||
char* dataBuf;
|
|
||||||
int playerDataSize;
|
|
||||||
public:
|
|
||||||
void setPlayerDataSize(int pds){playerDataSize=pds;}
|
|
||||||
//Constructor
|
|
||||||
SocketClient();
|
|
||||||
|
|
||||||
//Initiation for sockets.
|
|
||||||
bool init(int listenPort);
|
|
||||||
bool initTCPSocket(int listenPort);
|
|
||||||
bool initUDPSocket(int listenPort);
|
|
||||||
//Connects to a server of a user-defined IP. Can only be called after an initXSocket has gone through.
|
|
||||||
//The 2 remaining variables are init data and size of said data. Currently username.
|
|
||||||
bool connectToIP(const char* ip, int listenPort, char* initData, int initDataSize);
|
|
||||||
//sends an undefined data type of (variable#2) size to the server.
|
|
||||||
bool sendDataUDP(const char*, int);
|
|
||||||
bool sendDataTCP(const char*, int);
|
|
||||||
//sends a text string to the server.
|
|
||||||
bool sendMessage(std::string str);
|
|
||||||
bool sendServerMessage(std::string str);
|
|
||||||
//sends user data to the server
|
|
||||||
bool sendUserData();
|
|
||||||
bool sendUserData(char* data, int size);
|
|
||||||
|
|
||||||
//Closes connection, kills off the socket.
|
|
||||||
bool closeConnection();
|
|
||||||
|
|
||||||
//Simple ifBoolIsTrue checks
|
|
||||||
bool isReady() const {return setupStatus;}
|
|
||||||
bool isConnected() const {return connectStatus;}
|
|
||||||
void receiveDataWaitOnResponse();
|
|
||||||
//Sends data periodically
|
|
||||||
static void sendDataThreadV(SocketClient* ptr);
|
|
||||||
//Receive loop. This is event-based and is on its own thread.
|
|
||||||
static void receiveDataThreadV(SocketClient* ptr);
|
|
||||||
//Once data is received, it calls on the parseReceivedData function.
|
|
||||||
void parseReceivedData();
|
|
||||||
//void parseReceivedKeyframe();
|
|
||||||
//If an event is called from the server, this function will be called.
|
|
||||||
void parseReceivedEvent();
|
|
||||||
void parseReceivedEffect();
|
|
||||||
//It is then sent to one of the following functions based on the first byte of the buffer.
|
|
||||||
|
|
||||||
//Servermessage
|
|
||||||
void parseServermessage();
|
|
||||||
//single user data
|
|
||||||
void parseData();
|
|
||||||
//string (character data)
|
|
||||||
void parseMessage();
|
|
||||||
//init data which sets the start position etc of all characters.
|
|
||||||
void parseLobbyInitData();
|
|
||||||
void parseGameInitData();
|
|
||||||
void parseRenderData();
|
|
||||||
|
|
||||||
bool startReceiveThread();
|
|
||||||
bool startSendDataThread();
|
|
||||||
void setSendDelay(int ms){sendDelayMS=ms;}
|
|
||||||
|
|
||||||
//virtual functions
|
|
||||||
virtual void receiveGameInitData(char*)=0;
|
|
||||||
virtual void receiveLobbyInitData(char*, int)=0;
|
|
||||||
virtual void receivePlayerUpdate(char*, int)=0;
|
|
||||||
virtual void receiveRenderData(char*, int)=0;
|
|
||||||
virtual void receiveEffectData(char*, int)=0;
|
|
||||||
virtual void receiveConnStatus(ConnectionStatus)=0;
|
|
||||||
virtual void receiveEvent(char*)=0;
|
|
||||||
};
|
|
|
@ -0,0 +1,5 @@
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
|
@ -1,113 +0,0 @@
|
||||||
#include "Game.h"
|
|
||||||
Game::Game()
|
|
||||||
{
|
|
||||||
playerCount=0;
|
|
||||||
started=false;
|
|
||||||
for (int i=0; i<MUTEX_COUNT; i++)
|
|
||||||
{
|
|
||||||
mutex[i] = CreateMutex(
|
|
||||||
NULL, // default security attributes
|
|
||||||
FALSE, // initially not owned
|
|
||||||
NULL); // unnamed mutex
|
|
||||||
|
|
||||||
if (mutex == NULL)
|
|
||||||
{
|
|
||||||
printf("CreateMutex error: %d\n", GetLastError());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for(int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
ready[i]=false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
/*bool Game::checkMoveValidity(ClientToServerUpdateData plr)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (false)
|
|
||||||
{
|
|
||||||
players[plr.pid]=plr;
|
|
||||||
return true;
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
//The package that arrived is an earlier version than the last one.
|
|
||||||
//Ignore the position data, but still check actions and such to make
|
|
||||||
//sure that you don't miss a key press.
|
|
||||||
|
|
||||||
//For example, if the fire button is true in this package but false now,
|
|
||||||
//the ship should still shoot once.
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Float4x4 Game::getPlayerPos(int id)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(mutex[0], INFINITE);
|
|
||||||
Float4x4 tmp=players[id].position;
|
|
||||||
ReleaseMutex(mutex[0]);
|
|
||||||
return tmp;
|
|
||||||
}
|
|
||||||
void Game::setPlayerPos(int id, Float4x4 pos)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(mutex[0], INFINITE);
|
|
||||||
players[id].position=pos;
|
|
||||||
ReleaseMutex(mutex[0]);
|
|
||||||
}
|
|
||||||
ClientToServerUpdateData Game::getPlayerData(int id)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(mutex[0], INFINITE);
|
|
||||||
ClientToServerUpdateData tmp=players[id];
|
|
||||||
ReleaseMutex(mutex[0]);
|
|
||||||
return tmp;
|
|
||||||
}
|
|
||||||
void Game::setPlayerData(int id, ClientToServerUpdateData ps)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(mutex[0], INFINITE);
|
|
||||||
players[id]=ps;
|
|
||||||
ReleaseMutex(mutex[0]);
|
|
||||||
}*/
|
|
||||||
void Game::initGame(std::vector<User> usr, int nrOfPlayers)
|
|
||||||
{
|
|
||||||
/*for (int i=0; i<nrOfPlayers; i++)
|
|
||||||
{
|
|
||||||
users[i]=&usr[i];
|
|
||||||
}*/
|
|
||||||
Oyster::Math::Float4x4 initvariable=Oyster::Math::Float4x4::identity;
|
|
||||||
initvariable.v[3].x=50;
|
|
||||||
for (unsigned int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
initvariable.v[3].x=(Float)200*i;
|
|
||||||
//players[i].position=initvariable;
|
|
||||||
}
|
|
||||||
//players[1].position.m11=0.1f;
|
|
||||||
//players[1].position.m22=0.1f;
|
|
||||||
//players[1].position.m33=0.1f;
|
|
||||||
}
|
|
||||||
GameInitData Game::getInitData()
|
|
||||||
{
|
|
||||||
//Later getInitData will need to receive a user id to set it up 100%.
|
|
||||||
//That way, this is the only function that needs to be called in order to connect(or reconnect) to a game.
|
|
||||||
GameInitData init;
|
|
||||||
|
|
||||||
init.pid=0;
|
|
||||||
for (unsigned int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
init.player[i].pid=i;
|
|
||||||
init.player[i].teamid=i%2;
|
|
||||||
//init.player[i].position=getPlayerPos(i);
|
|
||||||
//users[i]->setGame(2);
|
|
||||||
//init.players[i]=players[i];
|
|
||||||
}
|
|
||||||
return init;
|
|
||||||
}
|
|
||||||
void Game::addUser(int uid)
|
|
||||||
{
|
|
||||||
userID[playerCount++]=uid;
|
|
||||||
}
|
|
||||||
bool Game::startGame()
|
|
||||||
{
|
|
||||||
started=true;
|
|
||||||
return started;
|
|
||||||
}
|
|
||||||
void Game::update(float dt)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
|
@ -1,51 +0,0 @@
|
||||||
#pragma once
|
|
||||||
#ifndef GAME_H
|
|
||||||
#define GAME_H
|
|
||||||
#include "User.h"
|
|
||||||
#include "ServerInclude.h"
|
|
||||||
const int MUTEX_COUNT =2;
|
|
||||||
//Mutex #0=playerPos setGet
|
|
||||||
//Mutex #1=
|
|
||||||
|
|
||||||
//#include "Session.h"
|
|
||||||
|
|
||||||
class Game
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
bool started;
|
|
||||||
//ClientToServerUpdateData players[PLAYER_MAX_COUNT];
|
|
||||||
User* users[PLAYER_MAX_COUNT];
|
|
||||||
int userID[PLAYER_MAX_COUNT];
|
|
||||||
bool ready[PLAYER_MAX_COUNT];
|
|
||||||
int playerCount;
|
|
||||||
|
|
||||||
//Tracks which ship each user has
|
|
||||||
int shipID[PLAYER_MAX_COUNT];
|
|
||||||
HANDLE mutex[MUTEX_COUNT];
|
|
||||||
//::Game::Session *session;
|
|
||||||
int sessionID;
|
|
||||||
public:
|
|
||||||
//Will reset all data
|
|
||||||
//playerIDs is an array of int which points toward each users connection.
|
|
||||||
void setReady(int pid, bool rdy){ready[pid]=rdy;}
|
|
||||||
bool allReady(){for (int i=0; i<playerCount; i++){if(ready[i]==false)return false;}return true;}
|
|
||||||
void initGame(std::vector<User> players, int nrOfPlayers);
|
|
||||||
GameInitData getInitData();
|
|
||||||
bool startGame();
|
|
||||||
bool isStarted(){return started;}
|
|
||||||
Game();
|
|
||||||
//Float4x4 getPlayerPos(int id);
|
|
||||||
//void setPlayerPos(int id, Float4x4 pos);
|
|
||||||
//bool checkMoveValidity(ClientToServerUpdateData plr);
|
|
||||||
//ClientToServerUpdateData getPlayerData(int id);
|
|
||||||
//void setPlayerData(int id, ClientToServerUpdateData ps);
|
|
||||||
|
|
||||||
int getPlayerCount() {return playerCount;}
|
|
||||||
int getUserID(int i) {return userID[i];}
|
|
||||||
|
|
||||||
void initLUA(char* file);
|
|
||||||
void update(float dt);
|
|
||||||
void addUser(int uid);
|
|
||||||
void removeUser(int uid){playerCount--;}
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -1,73 +0,0 @@
|
||||||
#include "Lobby.h"
|
|
||||||
|
|
||||||
Lobby::Lobby()
|
|
||||||
{
|
|
||||||
timerStarted=false;
|
|
||||||
nrUsers=0;
|
|
||||||
timerMutex = CreateMutex(
|
|
||||||
NULL, // default security attributes
|
|
||||||
FALSE, // initially not owned
|
|
||||||
NULL); // unnamed mutex
|
|
||||||
|
|
||||||
if (timerMutex == NULL)
|
|
||||||
{
|
|
||||||
printf("CreateMutex error: %d\n", GetLastError());
|
|
||||||
}
|
|
||||||
for(int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
userData[i].pid=i;
|
|
||||||
userData[i].shipID=0;
|
|
||||||
userData[i].usrName[0]='\0';
|
|
||||||
//userData[i].usrName="Player";
|
|
||||||
//userData[i].usrName+=(char)i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void Lobby::removeUser()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
void Lobby::addUser(User usr, int i)
|
|
||||||
{
|
|
||||||
userID[nrUsers]=i;
|
|
||||||
userData[nrUsers].setName(usr.getUsername().c_str());
|
|
||||||
//userData[nrUsers].shipID=1;
|
|
||||||
nrUsers++;
|
|
||||||
}
|
|
||||||
void Lobby::updateUserData(LobbyUserStruct data)
|
|
||||||
{
|
|
||||||
userData[data.pid]=data;
|
|
||||||
}
|
|
||||||
LobbyInitData Lobby::getLobbyInitData()
|
|
||||||
{
|
|
||||||
LobbyInitData data;
|
|
||||||
data.playerCount=nrUsers;
|
|
||||||
for(int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
data.players[i]=userData[i];
|
|
||||||
}
|
|
||||||
return data;
|
|
||||||
}
|
|
||||||
void Lobby::startLobbyCountdown(float seconds)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(timerMutex, INFINITE);
|
|
||||||
countdownLimit=seconds;
|
|
||||||
countdownTimer.reset();
|
|
||||||
countdownTimer.start();
|
|
||||||
timerStarted=true;
|
|
||||||
ReleaseMutex(timerMutex);
|
|
||||||
}
|
|
||||||
float Lobby::timeLeft()
|
|
||||||
{
|
|
||||||
WaitForSingleObject(timerMutex, INFINITE);
|
|
||||||
countdownTimer.tick();
|
|
||||||
if (!timerStarted)
|
|
||||||
return -1;
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float timeLeft=countdownLimit-countdownTimer.getGameTime();
|
|
||||||
if(timeLeft>0)
|
|
||||||
return timeLeft;
|
|
||||||
else
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
ReleaseMutex(timerMutex);
|
|
||||||
}
|
|
|
@ -1,27 +0,0 @@
|
||||||
#include "ServerInclude.h"
|
|
||||||
#include "User.h"
|
|
||||||
#ifndef LOBBY_H
|
|
||||||
#define LOBBY_H
|
|
||||||
class Lobby
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
int nrUsers;
|
|
||||||
int userID[PLAYER_MAX_COUNT];
|
|
||||||
ServerTimer countdownTimer;
|
|
||||||
float countdownLimit;
|
|
||||||
LobbyUserStruct userData[PLAYER_MAX_COUNT];
|
|
||||||
bool timerStarted;
|
|
||||||
HANDLE timerMutex;
|
|
||||||
public:
|
|
||||||
Lobby();
|
|
||||||
void addUser(User usr, int i);
|
|
||||||
int getUserID(int i) const {return userID[i];}
|
|
||||||
int getNrPlayers() const {return nrUsers;}
|
|
||||||
void removeUser();
|
|
||||||
void updateUserData(LobbyUserStruct);
|
|
||||||
LobbyInitData getLobbyInitData();
|
|
||||||
void startLobbyCountdown(float seconds);
|
|
||||||
float timeLeft();
|
|
||||||
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -24,26 +24,26 @@
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>true</UseDebugLibraries>
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
<CharacterSet>MultiByte</CharacterSet>
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
<ConfigurationType>StaticLibrary</ConfigurationType>
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
<UseDebugLibraries>false</UseDebugLibraries>
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
<PlatformToolset>v110</PlatformToolset>
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
@ -137,26 +137,6 @@
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="Game.cpp" />
|
|
||||||
<ClCompile Include="Lobby.cpp" />
|
|
||||||
<ClCompile Include="Servercore.cpp" />
|
|
||||||
<ClCompile Include="ServerDataHandler.cpp" />
|
|
||||||
<ClCompile Include="ServerMain.cpp" />
|
|
||||||
<ClCompile Include="ServerTCPSpecific.cpp" />
|
|
||||||
<ClCompile Include="ServerTimer.cpp" />
|
|
||||||
<ClCompile Include="ServerUDPSpecific.cpp" />
|
|
||||||
<ClCompile Include="SessionRelatedFunctions.cpp" />
|
|
||||||
<ClCompile Include="User.cpp" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="Game.h" />
|
|
||||||
<ClInclude Include="Lobby.h" />
|
|
||||||
<ClInclude Include="ServerInclude.h" />
|
|
||||||
<ClInclude Include="ServerTimer.h" />
|
|
||||||
<ClInclude Include="SocketServer.h" />
|
|
||||||
<ClInclude Include="User.h" />
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
<ProjectReference Include="..\..\Misc\Misc.vcxproj">
|
||||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||||
|
@ -168,6 +148,9 @@
|
||||||
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
|
<Project>{c5aa09d0-6594-4cd3-bd92-1d380c7b3b50}</Project>
|
||||||
</ProjectReference>
|
</ProjectReference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
<ImportGroup Label="ExtensionTargets">
|
<ImportGroup Label="ExtensionTargets">
|
||||||
</ImportGroup>
|
</ImportGroup>
|
||||||
|
|
|
@ -15,55 +15,8 @@
|
||||||
</Filter>
|
</Filter>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="Game.cpp">
|
<ClCompile Include="main.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="Lobby.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Servercore.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ServerDataHandler.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ServerMain.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ServerTCPSpecific.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ServerTimer.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="ServerUDPSpecific.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="SessionRelatedFunctions.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="User.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="Game.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Lobby.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="ServerInclude.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="ServerTimer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="SocketServer.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="User.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
|
@ -1,219 +0,0 @@
|
||||||
#include "SocketServer.h"
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void SocketServer::parseReceivedData(int threadID/*char* data, int size*/)
|
|
||||||
{
|
|
||||||
bool test=false;
|
|
||||||
for(unsigned int i=0; i<users.size(); i++)
|
|
||||||
{
|
|
||||||
if(memcmp(&connData[threadID].srcAddr, &users[i].getAddr(), sizeof(sockaddr_in)) != 0)
|
|
||||||
{
|
|
||||||
//User i has not sent the data.
|
|
||||||
test=false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Found the user which sent the data
|
|
||||||
test=true;
|
|
||||||
switch (connData[threadID].buffer[0])
|
|
||||||
{
|
|
||||||
case 1://It's data
|
|
||||||
if(users[i].isIngame()) parseData(i, users[i].getGame(), threadID);
|
|
||||||
break;
|
|
||||||
case 2://It's a user-entered command
|
|
||||||
parseServercommand(i, threadID);
|
|
||||||
break;
|
|
||||||
case 3://It's a chat message
|
|
||||||
parseMessage(i, threadID);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if(!test)
|
|
||||||
{
|
|
||||||
//User does not exist yet
|
|
||||||
//This is temporary until i have a proper login process in place
|
|
||||||
addUser(threadID);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void SocketServer::addUser(int threadID)
|
|
||||||
{
|
|
||||||
printf("UDP adding user.\n");
|
|
||||||
User usr=User((int)users.size(),connData[threadID].srcAddr);
|
|
||||||
connData[threadID].buffer[connData[threadID].dataSize]='\0';
|
|
||||||
usr.setUsername(connData[threadID].buffer);
|
|
||||||
users.push_back(usr);
|
|
||||||
sendData(((int)users.size())-1, "\4connected",10);
|
|
||||||
std::string asd=users[users.size()-1].getUsername();
|
|
||||||
printf("Username:%s, IP:%s\n",users[users.size()-1].getUsername().c_str(), inet_ntoa(users[users.size()-1].getAddr().sin_addr));
|
|
||||||
}
|
|
||||||
void SocketServer::AddUser(ConnThreadData* data)
|
|
||||||
{
|
|
||||||
printf("TCP adding user.\n");
|
|
||||||
User usr=User((int)users.size(),data->srcAddr);
|
|
||||||
data->buffer[data->dataSize]='\0';
|
|
||||||
usr.setUsername(data->buffer);
|
|
||||||
users.push_back(usr);
|
|
||||||
sendData(((int)users.size())-1, "\4connected",10);
|
|
||||||
std::string asd=users[users.size()-1].getUsername();
|
|
||||||
printf("Username:%s, IP:%s\n",users[users.size()-1].getUsername().c_str(), inet_ntoa(users[users.size()-1].getAddr().sin_addr));
|
|
||||||
}
|
|
||||||
void SocketServer::removeUser(int id)
|
|
||||||
{
|
|
||||||
games[users[id].getGame()].removeUser(id);
|
|
||||||
users.erase(users.begin()+id);
|
|
||||||
}
|
|
||||||
void SocketServer::parseServercommand(int pid, int threadID)
|
|
||||||
{
|
|
||||||
connData[threadID].buffer[connData[threadID].dataSize]='\0';
|
|
||||||
wprintf(L"User %d sent a server command.\n", pid);
|
|
||||||
printf("The command is the following:%s.\n", connData[threadID].buffer+1);
|
|
||||||
std::vector<std::string> list=splitString(connData[threadID].buffer+1, ' ');
|
|
||||||
bool validcommand=false;
|
|
||||||
if(list.size()==0)
|
|
||||||
{
|
|
||||||
//Ignore case 1, to avoid vector subscript out of range errors
|
|
||||||
}
|
|
||||||
//First variable: Command
|
|
||||||
else if(!list[0].compare(" "))
|
|
||||||
{
|
|
||||||
//Add rest ignore cases here
|
|
||||||
}
|
|
||||||
else if(!list[0].compare("help"))
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
}
|
|
||||||
//else if(!list[0].compare("startgame"))
|
|
||||||
//{
|
|
||||||
//validcommand=true;
|
|
||||||
//Do more than just sending init data here
|
|
||||||
//sendInitData();
|
|
||||||
//}
|
|
||||||
else if (!list[0].compare("exit"))
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
//User #pid needs to be removed here, and data needs to be sorted accordingly.
|
|
||||||
}
|
|
||||||
else if (!list[0].compare("qst"))
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
if (users[pid].getState()==ONLINE)
|
|
||||||
{
|
|
||||||
sendData(pid, "\4qst",4);
|
|
||||||
users[pid].setState(ONLINE_QUEUEING);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!list[0].compare("qed"))
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
if (users[pid].getState()==ONLINE_QUEUEING)
|
|
||||||
{
|
|
||||||
sendData(pid, "\4qed",4);
|
|
||||||
users[pid].setState(ONLINE);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!list[0].compare("rdy"))
|
|
||||||
{
|
|
||||||
if (users[pid].getState()==ONLINE_INGAME)
|
|
||||||
{
|
|
||||||
games[users[pid].getGame()].setReady(pid, true);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (!list[0].compare("dc"))
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
printf("User %s (ID:%d) has disconnected.",users[pid].getUsername().c_str(), pid);
|
|
||||||
users[pid].setState(OFFLINE);
|
|
||||||
removeUser(pid);
|
|
||||||
//Tell games that he might be in here taht he's down
|
|
||||||
//users.erase(users.begin()
|
|
||||||
}
|
|
||||||
else if((!list[0].compare("w")||!list[0].compare("whisper")||!list[0].compare("msg")) && list.size()>2)
|
|
||||||
{
|
|
||||||
validcommand=true;
|
|
||||||
for(unsigned int i=0; i<users.size(); i++)
|
|
||||||
{
|
|
||||||
//Second variable: Target user
|
|
||||||
if (!list[1].compare(users[i].getUsername()))
|
|
||||||
{
|
|
||||||
//Other variables: Text message.
|
|
||||||
//The +3 is for the 2 spaces and the first /. Calculating the start pos of the message.
|
|
||||||
int startloc=(int)(list[0].length()+list[1].length())+3;
|
|
||||||
//std::string msg="\3[Whisper] "+users[pid].getUsername()+":"+(connData[threadID].buffer+startloc);
|
|
||||||
//msg+=users[pid].getUsername()
|
|
||||||
//sendData(i,msg.c_str(), msg.length());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if(!list[0].compare("setname"))
|
|
||||||
{
|
|
||||||
if(list.size()>1)
|
|
||||||
{
|
|
||||||
users[pid].setUsername(list[1]);
|
|
||||||
//list[1]="\3Your username has been changed to "+list[1];
|
|
||||||
//sendData(pid,list[1].c_str(), list[1].length());
|
|
||||||
validcommand=true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(!validcommand)
|
|
||||||
{
|
|
||||||
int a=0;
|
|
||||||
//sendData(pid, "\3Invalid server command.", 24);
|
|
||||||
//Tell user that the server command was invalid
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketServer::parseData(int pid, int gid, int threadID)
|
|
||||||
{
|
|
||||||
memcpy(&connData[threadID].tmpdata,connData[threadID].buffer+1,CLIENT_PLAYER_DATA_SIZE);
|
|
||||||
//No old packets
|
|
||||||
if (users[pid].getLastUpdate()<connData[threadID].tmpdata.updateCount)
|
|
||||||
{
|
|
||||||
users[pid].setLastUpdate(connData[threadID].tmpdata.updateCount);
|
|
||||||
users[pid].setLastUpdateData(connData[threadID].tmpdata);
|
|
||||||
ControlPlayer(session->accessPlayer(pid),connData[threadID].tmpdata);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketServer::parseMessage(int pid, int threadID)
|
|
||||||
{
|
|
||||||
std::string message;
|
|
||||||
message="\3[Chat] "+users[pid].getUsername()+": "+(connData[threadID].buffer+1);
|
|
||||||
sendData(-1,message.c_str(), (int)message.length());
|
|
||||||
}
|
|
||||||
void SocketServer::sendInitData(int gid)
|
|
||||||
{
|
|
||||||
GameInitData init=games[gid].getInitData();
|
|
||||||
//int test=session->getNumPlayers(); // getNumPlayers is removed
|
|
||||||
for (int i=0; i<PLAYER_MAX_COUNT; i++)
|
|
||||||
{
|
|
||||||
init.player[i].position=session->accessPlayer(i).getOrientation();
|
|
||||||
}
|
|
||||||
char* gd=new char[sizeof(init)+1];
|
|
||||||
gd[0]=2;
|
|
||||||
for (int i=0; i<games[gid].getPlayerCount(); i++)
|
|
||||||
{
|
|
||||||
int c=sizeof(init);
|
|
||||||
init.pid=i;
|
|
||||||
memcpy(gd+1,&init, sizeof(init));
|
|
||||||
sendData(games[gid].getUserID(i), gd, sizeof(init)+1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void SocketServer::sendLobbyInitData(int lid)
|
|
||||||
{
|
|
||||||
LobbyInitData init=lobby.getLobbyInitData();
|
|
||||||
init.timer=LOBBY_WAIT_TIME;
|
|
||||||
int c=sizeof(init);
|
|
||||||
char* gd=new char[c+1];
|
|
||||||
gd[0]=5;
|
|
||||||
for (int i=0; i<lobby.getNrPlayers(); i++)
|
|
||||||
{
|
|
||||||
init.pid=i;
|
|
||||||
memcpy(gd+1,&init, c);
|
|
||||||
sendData(lobby.getUserID(i), gd, c+1);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,19 +0,0 @@
|
||||||
#include "Network.h"
|
|
||||||
#pragma once
|
|
||||||
#ifdef _DEBUG
|
|
||||||
#include <crtdbg.h>
|
|
||||||
#define DEBUG_NEW new(_NORMAL_BLOCK ,__FILE__, __LINE__)
|
|
||||||
#else
|
|
||||||
#define DEBUG_NEW new
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <vector>
|
|
||||||
#include <time.h>
|
|
||||||
#include <string>
|
|
||||||
#include <sstream>
|
|
||||||
#include "OysterMath.h"
|
|
||||||
//#include "Session.h"
|
|
||||||
#include "ServerTimer.h"
|
|
||||||
using namespace Network;
|
|
||||||
|
|
||||||
const float GAME_UPDATEDELAY=1.0f/120.0f;
|
|
|
@ -1,47 +0,0 @@
|
||||||
#include <ctime>
|
|
||||||
#include "SocketServer.h"
|
|
||||||
#include "ServerTimer.h"
|
|
||||||
#include <iostream>
|
|
||||||
#include <string>
|
|
||||||
#include <stdio.h>
|
|
||||||
//#ifdef WINDOWS
|
|
||||||
#include <direct.h>
|
|
||||||
#include "ServerInclude.h"
|
|
||||||
#define GetCurrentDir _getcwd
|
|
||||||
//#else
|
|
||||||
//For other OS than windows; can't be found on
|
|
||||||
//all windows setups so it's commented for now
|
|
||||||
//#include <unistd.h>
|
|
||||||
//#define GetCurrentDir getcwd
|
|
||||||
//#endif
|
|
||||||
|
|
||||||
char* getCurDir()
|
|
||||||
{
|
|
||||||
char* cCurrentPath;
|
|
||||||
cCurrentPath=new char[FILENAME_MAX];
|
|
||||||
int test=sizeof(cCurrentPath);
|
|
||||||
if (!GetCurrentDir(cCurrentPath, FILENAME_MAX))
|
|
||||||
{
|
|
||||||
return "ERROR";
|
|
||||||
}
|
|
||||||
cCurrentPath[FILENAME_MAX - 1] = '\0';
|
|
||||||
return cCurrentPath;
|
|
||||||
}
|
|
||||||
int main(int argc, char *argv[])
|
|
||||||
{
|
|
||||||
srand((unsigned int)time(0));
|
|
||||||
::Oyster::Game::MoveAble::setDiscreteTimeSlice( GAME_UPDATEDELAY );
|
|
||||||
|
|
||||||
SocketServer server;
|
|
||||||
server.loadMapList("..\\Content\\Maplist.txt");
|
|
||||||
while (!server.isReady());
|
|
||||||
server.startThreads();
|
|
||||||
GameLogic::Object::init("NOT_IMPLEMENTED");
|
|
||||||
server.startGameCreateLoop(50);
|
|
||||||
while(true)
|
|
||||||
{
|
|
||||||
server.updateServers();
|
|
||||||
}
|
|
||||||
server.closeConnection();
|
|
||||||
return 0;
|
|
||||||
}
|
|
|
@ -1,66 +0,0 @@
|
||||||
#include "SocketServer.h"
|
|
||||||
bool SocketServer::initTCPSocket()
|
|
||||||
{
|
|
||||||
//----------------------
|
|
||||||
// Create a SOCKET for listening for incoming connection requests.
|
|
||||||
TCPSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
|
|
||||||
if (TCPSocket == INVALID_SOCKET) {
|
|
||||||
wprintf(L"TCP socket function failed with error: %ld\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
iResult = bind(TCPSocket, (SOCKADDR *) & TCPRecvAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"TCP bind function failed with error %d\n", WSAGetLastError());
|
|
||||||
iResult = closesocket(TCPSocket);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
wprintf(L"TCP closesocket function failed with error %d\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
DWORD SocketServer::activateTCPConnectLoop(ThreadArguments* tra)
|
|
||||||
{
|
|
||||||
while (true)
|
|
||||||
{
|
|
||||||
(tra->ptr)->receiveConnection(tra->threadID);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketServer::receiveConnection(int threadID)
|
|
||||||
{
|
|
||||||
User tmp;
|
|
||||||
//----------------------
|
|
||||||
// Listen for incoming connection requests
|
|
||||||
// on the created socket
|
|
||||||
if (listen(TCPSocket, SOMAXCONN) == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"listen function failed with error: %d\n", WSAGetLastError());
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
printf("Starting TCP connection loop.\n");
|
|
||||||
int a=0;
|
|
||||||
while(a==0)
|
|
||||||
{
|
|
||||||
a=1;
|
|
||||||
tmp.connection=accept(TCPSocket, (struct sockaddr*)&TCPRecvAddr, &addrSize);
|
|
||||||
printf("Accepted a TCP connection from IP %s.\n", inet_ntoa(TCPRecvAddr.sin_addr));
|
|
||||||
tcpData[threadID].dataSize=recv(
|
|
||||||
tmp.connection,
|
|
||||||
tcpData[threadID].buffer,
|
|
||||||
tcpData[threadID].bufLen,
|
|
||||||
0);
|
|
||||||
connData[threadID].buffer[connData[threadID].dataSize]='\0';
|
|
||||||
tmp.setUsername(tcpData[threadID].buffer);
|
|
||||||
if (tcpData[threadID].dataSize == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"TCP recv failed with error %d\n", WSAGetLastError());
|
|
||||||
}
|
|
||||||
printf("TCP Thread #%d received connData from %s\n", threadID, inet_ntoa(tcpData[threadID].srcAddr.sin_addr));
|
|
||||||
//connData[threadID].buffer[connData[threadID].dataSize]='\0';
|
|
||||||
//AddUser(&tcpData[threadID]);
|
|
||||||
//parseReceivedData(threadID);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,85 +0,0 @@
|
||||||
#include "ServerTimer.h"
|
|
||||||
ServerTimer::ServerTimer()
|
|
||||||
:
|
|
||||||
c_SecondsPerCount(0.0),
|
|
||||||
c_DeltaTime(-1.0),
|
|
||||||
c_BaseTime(0),
|
|
||||||
c_PausedTime(0),
|
|
||||||
c_PrevTime(0),
|
|
||||||
c_CurrTime(0),
|
|
||||||
c_Stopped(false)
|
|
||||||
{
|
|
||||||
__int64 countsPerSec;
|
|
||||||
QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec);
|
|
||||||
c_SecondsPerCount =1.0 / (double)countsPerSec;
|
|
||||||
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&c_PrevTime);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ServerTimer::start()
|
|
||||||
{
|
|
||||||
__int64 p_StartTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_StartTime);
|
|
||||||
if(c_Stopped)
|
|
||||||
{
|
|
||||||
c_PausedTime += (p_StartTime-c_StopTime);
|
|
||||||
c_PrevTime = p_StartTime;
|
|
||||||
c_StopTime = 0;
|
|
||||||
c_Stopped = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
__int64 ServerTimer::getTime()
|
|
||||||
{
|
|
||||||
__int64 testInt;
|
|
||||||
return QueryPerformanceCounter((LARGE_INTEGER*)&testInt);
|
|
||||||
return testInt;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ServerTimer::stop()
|
|
||||||
{
|
|
||||||
if(!c_Stopped)
|
|
||||||
{
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_StopTime = p_CurrTime;
|
|
||||||
c_Stopped = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void ServerTimer::reset()
|
|
||||||
{
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_BaseTime = p_CurrTime;
|
|
||||||
c_PrevTime = p_CurrTime;
|
|
||||||
c_StopTime = 0;
|
|
||||||
c_Stopped = false;
|
|
||||||
}
|
|
||||||
void ServerTimer::tick()
|
|
||||||
{
|
|
||||||
if (c_Stopped)
|
|
||||||
{
|
|
||||||
c_DeltaTime= 0.0;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
__int64 p_CurrTime;
|
|
||||||
QueryPerformanceCounter((LARGE_INTEGER*)&p_CurrTime);
|
|
||||||
c_CurrTime=p_CurrTime;
|
|
||||||
|
|
||||||
c_DeltaTime=(c_CurrTime-c_PrevTime)*c_SecondsPerCount;
|
|
||||||
c_PrevTime=c_CurrTime;
|
|
||||||
if(c_DeltaTime<0.0) c_DeltaTime=0.0;
|
|
||||||
}
|
|
||||||
float ServerTimer::getGameTime() const
|
|
||||||
{
|
|
||||||
if(c_Stopped)
|
|
||||||
{
|
|
||||||
return (float)((c_StopTime-c_BaseTime)*c_SecondsPerCount);
|
|
||||||
} else
|
|
||||||
{
|
|
||||||
return (float)(((c_CurrTime-c_PausedTime)-c_BaseTime)*c_SecondsPerCount);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
float ServerTimer::getDeltaTime() const
|
|
||||||
{
|
|
||||||
return (float)c_DeltaTime;
|
|
||||||
}
|
|
|
@ -1,25 +0,0 @@
|
||||||
#include "ServerInclude.h"
|
|
||||||
#ifndef _GAME_TIMER_H
|
|
||||||
#define _GAME_TIMER_H
|
|
||||||
class ServerTimer
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
double c_SecondsPerCount;
|
|
||||||
double c_DeltaTime;
|
|
||||||
__int64 c_BaseTime;
|
|
||||||
__int64 c_PausedTime;
|
|
||||||
__int64 c_StopTime;
|
|
||||||
__int64 c_PrevTime;
|
|
||||||
__int64 c_CurrTime;
|
|
||||||
bool c_Stopped;
|
|
||||||
public:
|
|
||||||
ServerTimer();
|
|
||||||
__int64 getTime();
|
|
||||||
void start();
|
|
||||||
void stop();
|
|
||||||
void reset();
|
|
||||||
void tick();
|
|
||||||
float getGameTime() const;
|
|
||||||
float getDeltaTime() const;
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -1,55 +0,0 @@
|
||||||
#include "SocketServer.h"
|
|
||||||
bool SocketServer::initUDPSocket()
|
|
||||||
{
|
|
||||||
//---------------------------------------------
|
|
||||||
// Create a socket for sending data
|
|
||||||
UDPSocket = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
||||||
if (UDPSocket == INVALID_SOCKET) {
|
|
||||||
wprintf(L"UDP socket failed with error: %ld\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
//---------------------------------------------
|
|
||||||
// Bind socket to IP
|
|
||||||
iResult = bind(UDPSocket, (SOCKADDR *) & UDPRecvAddr, addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"UDP bind failed with error: %d\n", WSAGetLastError());
|
|
||||||
closesocket(UDPSocket);
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
DWORD SocketServer::activateUDPReceiveLoop(ThreadArguments* tra)
|
|
||||||
{
|
|
||||||
(tra->ptr)->serverUDPReceiveLoopActive=true;//weird crash //PAR
|
|
||||||
(tra->ptr)->receiveDataUDP(tra->threadID);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
void SocketServer::stopUDPReceiveLoops()
|
|
||||||
{
|
|
||||||
serverUDPReceiveLoopActive=false;
|
|
||||||
WaitForMultipleObjects(NR_CONNECTTHREADS, udpDataHandle, true, INFINITE);
|
|
||||||
printf("All UDP data recv threads stopped.\n");
|
|
||||||
}
|
|
||||||
void SocketServer::receiveDataUDP(int threadID)
|
|
||||||
{
|
|
||||||
while(serverUDPReceiveLoopActive)
|
|
||||||
{
|
|
||||||
connData[threadID].dataSize=recvfrom(
|
|
||||||
UDPSocket,
|
|
||||||
connData[threadID].buffer,
|
|
||||||
connData[threadID].bufLen,
|
|
||||||
0,
|
|
||||||
(SOCKADDR *)&connData[threadID].srcAddr,
|
|
||||||
&addrSize);
|
|
||||||
if (connData[threadID].dataSize == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"recvfrom failed with error %d\n", WSAGetLastError());
|
|
||||||
}
|
|
||||||
//printf("Thread #%d received data from %s\n", threadID, inet_ntoa(connData[threadID].srcAddr.sin_addr));
|
|
||||||
//connData[threadID].buffer[connData[threadID].dataSize]='\0';
|
|
||||||
else
|
|
||||||
parseReceivedData(threadID);
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,420 +0,0 @@
|
||||||
#include "SocketServer.h"
|
|
||||||
#include <fstream>
|
|
||||||
bool SocketServer::loadMapList(char* maploc)
|
|
||||||
{
|
|
||||||
::std::string workDir;
|
|
||||||
::Utility::String::extractDirPath( workDir, maploc, '\\' );
|
|
||||||
|
|
||||||
//maploc is the filename of the list which contains all maps
|
|
||||||
//load all map file names into the server, but don't load the maps themselves.
|
|
||||||
std::ifstream file;
|
|
||||||
file.open(maploc);
|
|
||||||
if (!file.is_open())
|
|
||||||
return false;
|
|
||||||
::std::string str;
|
|
||||||
while(!file.eof())
|
|
||||||
{
|
|
||||||
::std::getline( file, str );
|
|
||||||
maps.push_back( workDir + str );
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
maps.push_back("map1test.map");
|
|
||||||
maps.push_back("map2 test.map");
|
|
||||||
*/
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketServer::LoadInitData(char* maploc)
|
|
||||||
{
|
|
||||||
std::vector<std::string> cont;
|
|
||||||
char* in=new char[100];
|
|
||||||
std::ifstream ifs;
|
|
||||||
ifs.open(maploc);
|
|
||||||
if(!ifs.is_open())
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
while(!ifs.eof())
|
|
||||||
{
|
|
||||||
ifs.getline(in, 100);
|
|
||||||
cont=splitString(in, '=');
|
|
||||||
if (cont.size()==2)
|
|
||||||
{
|
|
||||||
if(!strcmp("nr_players_per_session", cont[0].c_str()))
|
|
||||||
{
|
|
||||||
playersPerSessionCount=atoi(cont[1].c_str());
|
|
||||||
}
|
|
||||||
else if(!strcmp("nr_kills_to_win", cont[0].c_str()))
|
|
||||||
{
|
|
||||||
killsRequiredPerSession=atoi(cont[1].c_str());
|
|
||||||
}
|
|
||||||
else if(!strcmp("match_type", cont[0].c_str()))
|
|
||||||
{
|
|
||||||
//Isn't used
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
ifs.close();
|
|
||||||
}
|
|
||||||
SocketServer::~SocketServer()
|
|
||||||
{
|
|
||||||
serverTCPConnectionLoopActive=false;
|
|
||||||
serverUDPReceiveLoopActive=false;
|
|
||||||
serverTCPReceiveLoopActive=false;
|
|
||||||
for (int i=0; i<NR_CONNECTTHREADS; i++)
|
|
||||||
{
|
|
||||||
delete connData[i].buffer;
|
|
||||||
}
|
|
||||||
for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
|
|
||||||
{
|
|
||||||
delete tcpData[i].buffer;
|
|
||||||
}
|
|
||||||
delete sendGameDataBuffer;
|
|
||||||
delete sendEffectDataBuffer;
|
|
||||||
closeConnection();
|
|
||||||
}
|
|
||||||
void SocketServer::startGameCreateLoop(int delay)
|
|
||||||
{
|
|
||||||
lobbyActive=false;
|
|
||||||
DEBUGCTR=0;
|
|
||||||
if(!serverGameCreationActive)
|
|
||||||
{
|
|
||||||
ThreadArguments tr;
|
|
||||||
tr.ptr=this;
|
|
||||||
tr.threadID=delay;
|
|
||||||
serverGameCreationActive=true;
|
|
||||||
gameCreateHandle=CreateThread(
|
|
||||||
NULL, //Choose default security
|
|
||||||
0, //Default stack size
|
|
||||||
(LPTHREAD_START_ROUTINE)&activateServerGameLoop,
|
|
||||||
//Routine to execute
|
|
||||||
(LPVOID) &tr, //Thread parameter
|
|
||||||
0, //Immediately run the thread
|
|
||||||
0 //Thread Id
|
|
||||||
);
|
|
||||||
if (gameCreateHandle == NULL)
|
|
||||||
{
|
|
||||||
printf("Game creation thread ERROR");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("Game creation thread successful\n");
|
|
||||||
Sleep(100);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketServer::stopGameCreateLoop()
|
|
||||||
{
|
|
||||||
serverGameCreationActive=false;
|
|
||||||
WaitForSingleObject(gameCreateHandle, INFINITE);
|
|
||||||
printf("Game Creation thread ended.\n");
|
|
||||||
}
|
|
||||||
DWORD SocketServer::activateServerGameLoop(ThreadArguments* tra)
|
|
||||||
{
|
|
||||||
srand((unsigned int)(time(0)));
|
|
||||||
(tra->ptr)->serverGameCreationLoop(tra->threadID);
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
bool SocketServer::serverGameCreationLoop(int delay)
|
|
||||||
{ // TODO: Mem access Violoation Crash 0xfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ... delay = -858993460
|
|
||||||
//Mem access violation in a thread can also be caused by failure from something else instead of it,
|
|
||||||
//it still breaks at header even if, for example, server->load or lobby.startLobbyCountdown breaks it
|
|
||||||
//If you get an error here, make sure that isn't the problem.
|
|
||||||
int count;
|
|
||||||
while(serverGameCreationActive)
|
|
||||||
{
|
|
||||||
if (nrActiveSessions==0)
|
|
||||||
{
|
|
||||||
count=0;
|
|
||||||
for (unsigned int i=0; i<users.size(); i++)
|
|
||||||
{
|
|
||||||
if (users[i].getState()==ONLINE_QUEUEING)
|
|
||||||
{
|
|
||||||
count++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (count>=playersPerSessionCount)
|
|
||||||
{
|
|
||||||
games.resize(1);
|
|
||||||
//lobby.resize(games.size()+1);
|
|
||||||
session =new GameLogic::Session();
|
|
||||||
lobby = Lobby();
|
|
||||||
timer.resize(1);
|
|
||||||
timeTillUpdate.resize(1);
|
|
||||||
timeTillUpdate[0]=GAME_UPDATEDELAY;
|
|
||||||
updateCount.resize(1);
|
|
||||||
updateCount[0]=0;
|
|
||||||
int curID=(int)games.size()-1;
|
|
||||||
int mapid=rand()%maps.size();
|
|
||||||
session->setNrPlayers(playersPerSessionCount);
|
|
||||||
session->setKillsRequired(killsRequiredPerSession);
|
|
||||||
session->load(maps[mapid]);
|
|
||||||
printf("Map nr %d loaded, name %s.\n",mapid, maps[mapid].c_str());
|
|
||||||
count=0;
|
|
||||||
for (unsigned int i=0; count<playersPerSessionCount && i<users.size(); i++)
|
|
||||||
{
|
|
||||||
if (users[i].getState()==ONLINE_QUEUEING)
|
|
||||||
{
|
|
||||||
//Set to INLOBBY and send lobby data, then start a lobby
|
|
||||||
lobby.addUser(users[i], i);
|
|
||||||
users[i].setState(ONLINE_INGAME);
|
|
||||||
games[curID].addUser(i);
|
|
||||||
users[i].setGame(curID);
|
|
||||||
session->accessPlayer(i).spawn();
|
|
||||||
count++;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
lobbyActive=true;
|
|
||||||
sendLobbyInitData(curID);
|
|
||||||
lobby.startLobbyCountdown(LOBBY_WAIT_TIME);
|
|
||||||
sendRenderData(curID);
|
|
||||||
//return true;
|
|
||||||
}
|
|
||||||
if(lobbyActive)
|
|
||||||
{
|
|
||||||
for (int i=0; i<1; i++)
|
|
||||||
{
|
|
||||||
float ttimer=lobby.timeLeft();
|
|
||||||
if (ttimer==0)
|
|
||||||
{
|
|
||||||
printf("Starting game.\n");
|
|
||||||
games[i].initGame(users,playersPerSessionCount);
|
|
||||||
sendInitData(i);
|
|
||||||
nrActiveSessions++;
|
|
||||||
lobbyActive=false;
|
|
||||||
//serverGameCreationActive=false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Sleep(delay);
|
|
||||||
}
|
|
||||||
printf("Maximum server count reached, shutting down the sever creation thread.\n");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
SocketServer::SocketServer()
|
|
||||||
{
|
|
||||||
UDPSocket = INVALID_SOCKET;
|
|
||||||
nrActiveSessions=0;
|
|
||||||
serverGameCreationActive=false;
|
|
||||||
serverTCPConnectionLoopActive=false;
|
|
||||||
serverTCPReceiveLoopActive=false;
|
|
||||||
serverUDPReceiveLoopActive=false;
|
|
||||||
killsRequiredPerSession=10;
|
|
||||||
playersPerSessionCount=1;
|
|
||||||
LoadInitData("../ServerData.dat");
|
|
||||||
//---------------------------------------------
|
|
||||||
// Set up the port and IP of the server
|
|
||||||
//Port starts up as a different one from when UDPSocketected, it changes once the server has exchanged some info with the client
|
|
||||||
UDPRecvAddr.sin_family = AF_INET;
|
|
||||||
UDPRecvAddr.sin_port = htons(UDPRecvPort);
|
|
||||||
UDPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
|
|
||||||
|
|
||||||
sessionEvents=std::vector<Event::GameEvent*>(0);
|
|
||||||
sessionEffects=std::vector<Network::EffectData>(0);
|
|
||||||
TCPRecvAddr.sin_family = AF_INET;
|
|
||||||
TCPRecvAddr.sin_port = htons(TCPRecvPort);
|
|
||||||
TCPRecvAddr.sin_addr.s_addr = htonl(INADDR_ANY);
|
|
||||||
|
|
||||||
addrSize=sizeof(sockaddr_in);
|
|
||||||
for (int i=0; i<NR_CONNECTTHREADS; i++)
|
|
||||||
{
|
|
||||||
connData[i].buffer=new char[256];
|
|
||||||
connData[i].bufLen=256;
|
|
||||||
ZeroMemory(connData[i].buffer,sizeof(connData[i].buffer));
|
|
||||||
connData[i].dataSize=0;
|
|
||||||
//connData[i].srcAddr
|
|
||||||
memcpy(&connData[i].srcAddr, &UDPRecvAddr,addrSize);
|
|
||||||
}
|
|
||||||
for (int i=0; i<NR_SIMULTCPCONNECTS; i++)
|
|
||||||
{
|
|
||||||
tcpData[i].buffer=new char[256];
|
|
||||||
tcpData[i].bufLen=256;
|
|
||||||
ZeroMemory(tcpData[i].buffer,sizeof(tcpData[i].buffer));
|
|
||||||
tcpData[i].dataSize=0;
|
|
||||||
memcpy(&connData[i].srcAddr, &TCPRecvAddr,addrSize);
|
|
||||||
}
|
|
||||||
sendGameDataBufferSize=SERVER_PLAYER_DATA_SIZE*playersPerSessionCount+1;
|
|
||||||
sendGameDataBuffer=new char[sendGameDataBufferSize];
|
|
||||||
sendGameDataBuffer[0]=1;
|
|
||||||
sendEffectDataBuffer=new char[sizeof(Network::EffectData)+1];
|
|
||||||
sendEffectDataBuffer[0]=7;
|
|
||||||
|
|
||||||
//----------------------
|
|
||||||
// Initialize Winsock
|
|
||||||
iResult = WSAStartup(MAKEWORD(2, 2), &wsaData);
|
|
||||||
if (iResult != NO_ERROR) {
|
|
||||||
wprintf(L"WSAStartup failed with error: %d\n", iResult);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Init sockets
|
|
||||||
setupStatus=initTCPSocket();
|
|
||||||
if(setupStatus)
|
|
||||||
setupStatus=initUDPSocket();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
bool SocketServer::startThreads()
|
|
||||||
{
|
|
||||||
//ThreadArguments tra1[NR_SIMULTCPCONNECTS];
|
|
||||||
ThreadArguments tra2[NR_CONNECTTHREADS];
|
|
||||||
//for (int i=0; i< NR_SIMULTCPCONNECTS; i++)
|
|
||||||
//{
|
|
||||||
// tra1[i].ptr=this;
|
|
||||||
// tra1[i].threadID=i;
|
|
||||||
// //printf("i - %d\n",i);
|
|
||||||
//
|
|
||||||
// tcpDataHandle[i]=CreateThread(
|
|
||||||
// NULL, //Choose default security
|
|
||||||
// 0, //Default stack size
|
|
||||||
// (LPTHREAD_START_ROUTINE)&activateTCPConnectLoop,
|
|
||||||
// //Routine to execute
|
|
||||||
// (LPVOID) &tra1[i], //Thread parameter
|
|
||||||
// 0, //Immediately run the thread
|
|
||||||
// 0 //Thread Id
|
|
||||||
// );
|
|
||||||
// if (tcpDataHandle[i] == NULL)
|
|
||||||
// {
|
|
||||||
// printf("Error Creating TCP Thread#: %d\n",i);
|
|
||||||
// return(false);
|
|
||||||
// }
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
// printf("Successfully created TCP thread #: %d\n", i);
|
|
||||||
// Sleep(100);
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
for (int i=0; i< NR_CONNECTTHREADS; i++)
|
|
||||||
{
|
|
||||||
tra2[i].ptr=this;
|
|
||||||
tra2[i].threadID=i;
|
|
||||||
//printf("i - %d\n",i);
|
|
||||||
udpDataHandle[i]=CreateThread(
|
|
||||||
NULL, //Choose default security
|
|
||||||
0, //Default stack size
|
|
||||||
(LPTHREAD_START_ROUTINE)&activateUDPReceiveLoop,
|
|
||||||
//Routine to execute
|
|
||||||
(LPVOID) &tra2[i], //Thread parameter
|
|
||||||
0, //Immediately run the thread
|
|
||||||
0 //Thread Id
|
|
||||||
);
|
|
||||||
if (udpDataHandle[i] == NULL)
|
|
||||||
{
|
|
||||||
printf("Error Creating UDP Thread#: %d\n",i);
|
|
||||||
return(false);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
printf("Successfully created UDP thread #: %d\n", i);
|
|
||||||
Sleep(100);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketServer::sendData(int uid, const char* data, int size)
|
|
||||||
{
|
|
||||||
//---------------------------------------------
|
|
||||||
// Send a datagram to a user
|
|
||||||
//uid -1 = broadcast message
|
|
||||||
if (uid<0)
|
|
||||||
{
|
|
||||||
for (unsigned int i=0; i<users.size(); i++)
|
|
||||||
{
|
|
||||||
iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[i].getAddr(), addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"UDP sendData(-1) sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
closesocket(UDPSocket);
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if((unsigned)uid>=users.size())
|
|
||||||
{
|
|
||||||
//User doesn't exist
|
|
||||||
printf("UDP sendData(%d) sendto failed because the specified user does not exist\n", uid);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
iResult = sendto(UDPSocket, data, size, 0, (SOCKADDR *) & users[uid].getAddr(), addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"UDP sendData(%d) sendto failed with error: %d\n", uid, WSAGetLastError());
|
|
||||||
closesocket(UDPSocket);
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
bool SocketServer::sendKeyFrameData(int size, const char* data)
|
|
||||||
{
|
|
||||||
for (int i=0; i<playersPerSessionCount; i++)
|
|
||||||
{
|
|
||||||
iResult = sendto(UDPSocket, data, size+1, 0, (SOCKADDR *) & users[games[0].getUserID(i)].getAddr(), addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"UDP keyFrameData sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
closesocket(UDPSocket);
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool SocketServer::checkConnection(int userID)
|
|
||||||
{
|
|
||||||
char* message="\3testmessage";
|
|
||||||
int count=
|
|
||||||
sendto(
|
|
||||||
UDPSocket,
|
|
||||||
message,
|
|
||||||
(int)strlen(message),
|
|
||||||
0,
|
|
||||||
(SOCKADDR *) & users[userID].getAddr(),
|
|
||||||
addrSize);
|
|
||||||
|
|
||||||
if (count == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"recvfrom failed with error %d\n", WSAGetLastError());
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
else if (count==0)
|
|
||||||
{
|
|
||||||
wprintf(L"Disconnected.\n");
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
bool SocketServer::closeConnection()
|
|
||||||
{
|
|
||||||
//---------------------------------------------
|
|
||||||
// When the application is finished sending, close the sockets.
|
|
||||||
setupStatus=false;
|
|
||||||
wprintf(L"Finished sending. Closing socket.\n");
|
|
||||||
iResult = closesocket(UDPSocket);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"closeUDPsocket failed with error: %d\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
iResult = closesocket(TCPSocket);
|
|
||||||
if (iResult == SOCKET_ERROR) {
|
|
||||||
wprintf(L"closeTCPsocket failed with error: %d\n", WSAGetLastError());
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
//---------------------------------------------
|
|
||||||
// Clean up and quit.
|
|
||||||
wprintf(L"Exiting.\n");
|
|
||||||
WSACleanup();
|
|
||||||
return true;
|
|
||||||
}
|
|
|
@ -1,255 +0,0 @@
|
||||||
#include "SocketServer.h"
|
|
||||||
|
|
||||||
/*// BENCHMARK BLOCK
|
|
||||||
#include "WinTimer.h"
|
|
||||||
#include <iostream>
|
|
||||||
#include <fstream>
|
|
||||||
namespace Benchmark
|
|
||||||
{
|
|
||||||
struct
|
|
||||||
{
|
|
||||||
double averageTime, totalTime, minTime, maxTime; unsigned int numSamples;
|
|
||||||
} timerData[10] = { 0.0f, 0.0f, ::std::numeric_limits<double>::max(), -::std::numeric_limits<double>::max(), 0 };
|
|
||||||
|
|
||||||
void sampleTime( const ::Utility::WinTimer &timer, unsigned char ref )
|
|
||||||
{
|
|
||||||
double elapsedTime = timer.getElapsedSeconds();
|
|
||||||
timerData[ref].totalTime += elapsedTime;
|
|
||||||
timerData[ref].minTime = ::Utility::Value::min( timerData[ref].minTime, elapsedTime );
|
|
||||||
timerData[ref].maxTime = ::Utility::Value::max( timerData[ref].maxTime, elapsedTime );
|
|
||||||
++timerData[ref].numSamples;
|
|
||||||
timerData[ref].averageTime = timerData[ref].totalTime / (double) timerData[ref].numSamples;
|
|
||||||
}
|
|
||||||
|
|
||||||
void print( )
|
|
||||||
{
|
|
||||||
::std::ofstream file;
|
|
||||||
file.open( "BenchMarkData.txt", ::std::ios_base::app | ::std::ios_base::out );
|
|
||||||
|
|
||||||
if( file.is_open() )
|
|
||||||
{
|
|
||||||
file << "minTime\t\t: maxTime\t: averageTime\t\ttotalTime\tnumSamples\n";
|
|
||||||
for( unsigned char i = 0; i < 1; ++i )
|
|
||||||
file << timerData[i].minTime << (timerData[i].minTime == 0.0f ? "\t\t: " : "\t: ") << timerData[i].maxTime << "\t: " << timerData[i].averageTime << "\t\t" << timerData[i].totalTime << '\t' << timerData[i].numSamples <<'\n';
|
|
||||||
file << ::std::endl;
|
|
||||||
file.close();
|
|
||||||
::std::cout << "Benchmark data saved." << ::std::endl;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// END BENCHMARK BLOCK/**/
|
|
||||||
|
|
||||||
void SocketServer::updateServers()
|
|
||||||
{
|
|
||||||
for(int i=0; i<nrActiveSessions; i++)
|
|
||||||
{
|
|
||||||
if(games[i].allReady())
|
|
||||||
{
|
|
||||||
timer[i].tick();
|
|
||||||
//printf("%f seconds since last update\n", timer[i].getDeltaTime());
|
|
||||||
//printf("%f seconds since the timer started\n", timer[i].getGameTime());
|
|
||||||
|
|
||||||
//timeTillUpdate[i]-=timer[i].getDeltaTime();
|
|
||||||
|
|
||||||
DEBUGCTR++;
|
|
||||||
//Sleep(timeTillUpdate[i]*1000);
|
|
||||||
|
|
||||||
// BENCHMARK BLOCK
|
|
||||||
//::Utility::WinTimer processTimer;
|
|
||||||
// END BENCHMARK BLOCK
|
|
||||||
|
|
||||||
switch( session->update( timer[i].getDeltaTime() ) )
|
|
||||||
{
|
|
||||||
case ::GameLogic::Session::Updated:
|
|
||||||
// BENCHMARK BLOCK
|
|
||||||
//processTimer.reset();
|
|
||||||
// END BENCHMARK BLOCK
|
|
||||||
|
|
||||||
processSessionPlayerData(i);
|
|
||||||
processAllSessionEvents(i);
|
|
||||||
processAllSessionEffects(i);
|
|
||||||
|
|
||||||
// BENCHMARK BLOCK
|
|
||||||
//Benchmark::sampleTime( processTimer, 0 );
|
|
||||||
// END BENCHMARK BLOCK
|
|
||||||
|
|
||||||
DEBUGCTR=0;
|
|
||||||
updateCount[i]++;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
case ::GameLogic::Session::Over:
|
|
||||||
processAllSessionEvents(i);
|
|
||||||
nrActiveSessions=0;
|
|
||||||
if(users.size()==0)
|
|
||||||
{
|
|
||||||
printf("Game with id %d done, shutting down the game.\n", 0);
|
|
||||||
Sleep(10);
|
|
||||||
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// BENCHMARK BLOCK
|
|
||||||
//if( Benchmark::timerData[0].numSamples % 1000 == 1 )
|
|
||||||
// Benchmark::print();
|
|
||||||
// END BENCHMARK BLOCK
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if(nrActiveSessions==0)
|
|
||||||
{
|
|
||||||
Sleep(50);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void SocketServer::processSessionPlayerData(int serverID)
|
|
||||||
{
|
|
||||||
sendGameDataStruct.updateCount=updateCount[serverID];
|
|
||||||
int offset=1;
|
|
||||||
for (int i=0; i<playersPerSessionCount/*games[serverID].getPlayerCount()*/; i++)
|
|
||||||
{
|
|
||||||
sendGameDataStruct.position=session->accessPlayer(i).getOrientation();
|
|
||||||
sendGameDataStruct.hp=session->accessPlayer(i).getHullPoints();
|
|
||||||
sendGameDataStruct.shield=session->accessPlayer(i).getShieldPoints();
|
|
||||||
sendGameDataStruct.dirVecLen=session->accessPlayer(i).getMovement().length();
|
|
||||||
sendGameDataStruct.pid=i;
|
|
||||||
memcpy(sendGameDataBuffer+offset, &sendGameDataStruct, SERVER_PLAYER_DATA_SIZE);
|
|
||||||
offset+=SERVER_PLAYER_DATA_SIZE;
|
|
||||||
}
|
|
||||||
sendData(-1,sendGameDataBuffer, sendGameDataBufferSize);
|
|
||||||
}
|
|
||||||
void SocketServer::processAllSessionEvents(int serverID)
|
|
||||||
{
|
|
||||||
session->fetchEvents(sessionEvents);
|
|
||||||
for (int i=0; i<(int)sessionEvents.size(); i++)
|
|
||||||
{
|
|
||||||
sendEventData(serverID, i);
|
|
||||||
delete sessionEvents[i];
|
|
||||||
}
|
|
||||||
sessionEvents.resize(0);
|
|
||||||
}
|
|
||||||
bool SocketServer::sendGameData(int serverID)
|
|
||||||
{
|
|
||||||
//data[0]=1;
|
|
||||||
for (int i=0; i<games[serverID].getPlayerCount(); i++)
|
|
||||||
{
|
|
||||||
iResult = sendto(UDPSocket, sendGameDataBuffer, SERVER_PLAYER_DATA_SIZE+1, 0, (SOCKADDR *) & users[games[serverID].getUserID(i)].getAddr(), addrSize);
|
|
||||||
if (iResult == SOCKET_ERROR)
|
|
||||||
{
|
|
||||||
wprintf(L"UDP gameData sendto failed with error: %d\n", WSAGetLastError());
|
|
||||||
closesocket(UDPSocket);
|
|
||||||
WSACleanup();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
void SocketServer::sendEventData(int gid, int sid)
|
|
||||||
{
|
|
||||||
int size=sessionEvents[sid]->GetSize();
|
|
||||||
int size1=sizeof(Event::BulletCreated);
|
|
||||||
int tst=sizeof(Event::Type);
|
|
||||||
char* ed=new char[size+1+tst];
|
|
||||||
ed[0]=6;
|
|
||||||
sessionEvents[sid]->SaveRawData(ed+(1+tst));
|
|
||||||
|
|
||||||
Event::Type eTest=Event::getEventType(sessionEvents[sid]);
|
|
||||||
memcpy(ed+1, &eTest, sizeof(Event::Type));
|
|
||||||
|
|
||||||
sendData(-1, ed, size+1+tst);
|
|
||||||
delete ed;
|
|
||||||
}
|
|
||||||
void SocketServer::sendRenderData(int gid)
|
|
||||||
{
|
|
||||||
Protocol::RenderData data;
|
|
||||||
session->writeToRenderResourceData(data);
|
|
||||||
int size=data.getRequiredBufferSize()+1;
|
|
||||||
char* sendChar=new char[size];
|
|
||||||
data.fillBuffer(sendChar+1);
|
|
||||||
sendChar[0]=8;
|
|
||||||
sendData(-1, sendChar, size);
|
|
||||||
delete sendChar;
|
|
||||||
}
|
|
||||||
void SocketServer::processAllSessionEffects(int gid)
|
|
||||||
{
|
|
||||||
session->fetchEffectData(sessionEffects);
|
|
||||||
|
|
||||||
if (sessionEffects.size()>0)
|
|
||||||
{
|
|
||||||
int size=(int)sessionEffects.size()*sizeof(Network::EffectData) + 1;
|
|
||||||
delete sendEffectDataBuffer;
|
|
||||||
sendEffectDataBuffer=new char[size];
|
|
||||||
for (size_t i=0; i<sessionEffects.size(); i++)
|
|
||||||
{
|
|
||||||
memcpy(sendEffectDataBuffer+1+sizeof(Network::EffectData)*i, &sessionEffects[i], sizeof(Network::EffectData));
|
|
||||||
//sessionEffects.
|
|
||||||
}
|
|
||||||
sendEffectDataBuffer[0]=7;
|
|
||||||
sendData(-1, sendEffectDataBuffer, size);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
//HACK PLAYER UPDATE
|
|
||||||
void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update)
|
|
||||||
{
|
|
||||||
|
|
||||||
if(update.braking)
|
|
||||||
p.enableMovementReduction( true );
|
|
||||||
else
|
|
||||||
p.disableMovementReduction();
|
|
||||||
p.enableRotationReduction( true );
|
|
||||||
|
|
||||||
if(update.forward>0)
|
|
||||||
p.thrustForward();
|
|
||||||
if(update.forward<0)
|
|
||||||
p.thrustBackward();
|
|
||||||
|
|
||||||
if(update.straferight>0)
|
|
||||||
p.strafeRight();
|
|
||||||
if(update.straferight<0)
|
|
||||||
p.strafeLeft();
|
|
||||||
|
|
||||||
if(update.strafeup>0)
|
|
||||||
p.climb();
|
|
||||||
if(update.strafeup<0)
|
|
||||||
p.dive();
|
|
||||||
|
|
||||||
if(update.roll>0)
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
|
|
||||||
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
|
||||||
|
|
||||||
p.rollLeft();
|
|
||||||
p.rotationProperty.acceleration.roll = baseAcceleration;
|
|
||||||
}
|
|
||||||
if(update.roll<0)
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.roll;
|
|
||||||
p.rotationProperty.acceleration.roll /= ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
|
||||||
p.rollRight();
|
|
||||||
p.rotationProperty.acceleration.roll = baseAcceleration;
|
|
||||||
}
|
|
||||||
if(update.roll==0)
|
|
||||||
{
|
|
||||||
p.stopRotation();
|
|
||||||
}
|
|
||||||
|
|
||||||
if(update.TurnVer!=0.0f)
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.pitch;
|
|
||||||
p.rotationProperty.acceleration.pitch *= -update.TurnVer / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
|
||||||
p.pitchUp( );
|
|
||||||
p.disableRotationReduction();
|
|
||||||
p.rotationProperty.acceleration.pitch = baseAcceleration;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(update.TurnHor!=0.0f)
|
|
||||||
{
|
|
||||||
::Oyster::Math::Float baseAcceleration = p.rotationProperty.acceleration.yaw;
|
|
||||||
p.rotationProperty.acceleration.yaw *= -update.TurnHor / ::Oyster::Game::MoveAble::getDiscreteTimeSlice();
|
|
||||||
p.yawLeft( );
|
|
||||||
p.disableRotationReduction();
|
|
||||||
p.rotationProperty.acceleration.yaw = baseAcceleration;
|
|
||||||
}
|
|
||||||
if(update.firePrim)
|
|
||||||
p.firePrimaryWeapon();
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,126 +0,0 @@
|
||||||
#include "Game.h"
|
|
||||||
#include "Lobby.h"
|
|
||||||
//void ControlPlayer( GameLogic::Player& p,const ClientToServerUpdateData &update);
|
|
||||||
const int NR_CONNECTTHREADS=1;
|
|
||||||
const int NR_SIMULTCPCONNECTS=1;
|
|
||||||
//threads can only take 1 argument
|
|
||||||
struct ThreadArguments;
|
|
||||||
struct ConnThreadData
|
|
||||||
{
|
|
||||||
sockaddr_in srcAddr;
|
|
||||||
|
|
||||||
ClientToServerUpdateData tmpdata;
|
|
||||||
char* buffer;
|
|
||||||
int bufLen;
|
|
||||||
int dataSize;
|
|
||||||
};
|
|
||||||
// Link with ws2_32.lib
|
|
||||||
#pragma comment(lib, "Ws2_32.lib")
|
|
||||||
const short TCPSendPort = 11111;
|
|
||||||
const short TCPRecvPort = 11110;
|
|
||||||
const short UDPSendPort = 11001;
|
|
||||||
const short UDPRecvPort = 11000;
|
|
||||||
|
|
||||||
class SocketServer
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
bool serverGameCreationActive;
|
|
||||||
HANDLE gameCreateHandle;
|
|
||||||
bool serverTCPConnectionLoopActive;
|
|
||||||
bool serverUDPReceiveLoopActive;
|
|
||||||
bool serverTCPReceiveLoopActive;
|
|
||||||
bool setupStatus;
|
|
||||||
int iResult;
|
|
||||||
WSADATA wsaData;
|
|
||||||
|
|
||||||
SOCKET UDPSocket;
|
|
||||||
SOCKET TCPSocket;
|
|
||||||
|
|
||||||
sockaddr_in TCPRecvAddr;
|
|
||||||
sockaddr_in UDPRecvAddr;
|
|
||||||
|
|
||||||
int addrSize;
|
|
||||||
|
|
||||||
HANDLE tcpDataHandle[NR_SIMULTCPCONNECTS];
|
|
||||||
ConnThreadData tcpData[NR_SIMULTCPCONNECTS];
|
|
||||||
|
|
||||||
HANDLE udpDataHandle[NR_CONNECTTHREADS];
|
|
||||||
ConnThreadData connData[NR_CONNECTTHREADS];
|
|
||||||
|
|
||||||
int dataSize;
|
|
||||||
|
|
||||||
|
|
||||||
char* sendEffectDataBuffer;
|
|
||||||
char* sendGameDataBuffer;
|
|
||||||
int sendGameDataBufferSize;
|
|
||||||
ServerToClientUpdateData sendGameDataStruct;
|
|
||||||
std::vector<User> users;
|
|
||||||
std::vector<Game> games;
|
|
||||||
Lobby lobby;
|
|
||||||
int nrActiveSessions;
|
|
||||||
std::vector<Event::GameEvent*> sessionEvents;
|
|
||||||
std::vector<Network::EffectData> sessionEffects;
|
|
||||||
//GameLogic::Session* session;
|
|
||||||
std::vector<ServerTimer> timer;
|
|
||||||
int DEBUGCTR;
|
|
||||||
std::vector<long> updateCount;
|
|
||||||
std::vector<float> timeTillUpdate;
|
|
||||||
std::vector<::std::string> maps;
|
|
||||||
std::string text;
|
|
||||||
int playersPerSessionCount;
|
|
||||||
int killsRequiredPerSession;
|
|
||||||
bool lobbyActive;
|
|
||||||
public:
|
|
||||||
virtual ~SocketServer();
|
|
||||||
//Debug force modify functions
|
|
||||||
void processAllSessionEvents(int serverID);
|
|
||||||
void processAllSessionEffects(int gid);
|
|
||||||
void processSessionPlayerData(int serverID);
|
|
||||||
//End of debug items
|
|
||||||
void updateServers();
|
|
||||||
SocketServer();
|
|
||||||
bool checkConnection(int userID);
|
|
||||||
bool initUDPSocket();
|
|
||||||
bool initTCPSocket();
|
|
||||||
//void firstTimeConnect();
|
|
||||||
bool loadMapList(char* map);
|
|
||||||
bool serverGameCreationLoop(int delay);
|
|
||||||
bool startThreads();
|
|
||||||
static DWORD activateUDPReceiveLoop(ThreadArguments* tra);
|
|
||||||
void stopUDPReceiveLoops();
|
|
||||||
//TCP functions
|
|
||||||
static DWORD activateTCPConnectLoop(ThreadArguments* tra);
|
|
||||||
void receiveConnection(int threadID);
|
|
||||||
//End of TCP functions
|
|
||||||
bool sendData(int uid, const char*, int);
|
|
||||||
bool sendGameData(int serverID);
|
|
||||||
bool sendKeyFrameData(int size, const char* data);
|
|
||||||
void sendInitData(int gid);
|
|
||||||
void sendRenderData(int gid);
|
|
||||||
void sendEventData(int gid, int size);
|
|
||||||
void sendLobbyInitData(int lid);
|
|
||||||
bool closeConnection();
|
|
||||||
void receiveDataUDP(int threadID);
|
|
||||||
|
|
||||||
static DWORD activateServerGameLoop(ThreadArguments* tra);
|
|
||||||
void startGameCreateLoop(int delay);
|
|
||||||
void stopGameCreateLoop();
|
|
||||||
void parseReceivedData(int threadID/*char*, int*/);//char and int required if i don't want to use the class buffer
|
|
||||||
void ParseReceivedData(ConnThreadData* data);
|
|
||||||
|
|
||||||
void parseServercommand(int pid, int threadID);
|
|
||||||
void parseData(int pid, int gid, int threadID);
|
|
||||||
void parseMessage(int pid, int threadID);
|
|
||||||
|
|
||||||
void addUser(int threadID);
|
|
||||||
void AddUser(ConnThreadData* data);
|
|
||||||
void removeUser(int id);
|
|
||||||
|
|
||||||
bool isReady() const {return setupStatus;}
|
|
||||||
bool LoadInitData(char* maploc);
|
|
||||||
};
|
|
||||||
struct ThreadArguments
|
|
||||||
{
|
|
||||||
SocketServer* ptr;
|
|
||||||
int threadID;
|
|
||||||
};
|
|
|
@ -1,50 +0,0 @@
|
||||||
#include "User.h"
|
|
||||||
User::User(int i, sockaddr_in add, std::string usr)
|
|
||||||
{
|
|
||||||
addr=add;
|
|
||||||
username=usr;
|
|
||||||
curGame=-1;
|
|
||||||
connection=NULL;
|
|
||||||
state=ONLINE;
|
|
||||||
lastUpdate=-1;
|
|
||||||
updMutex = CreateMutex(
|
|
||||||
NULL, // default security attributes
|
|
||||||
FALSE, // initially not owned
|
|
||||||
NULL); // unnamed mutex
|
|
||||||
|
|
||||||
if (updMutex == NULL)
|
|
||||||
{
|
|
||||||
printf("CreateMutex error: %d\n", GetLastError());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
User::User()
|
|
||||||
{
|
|
||||||
username="";
|
|
||||||
curGame=-1;
|
|
||||||
connection=NULL;
|
|
||||||
state=ONLINE;
|
|
||||||
lastUpdate=-1;
|
|
||||||
updMutex = CreateMutex(
|
|
||||||
NULL, // default security attributes
|
|
||||||
FALSE, // initially not owned
|
|
||||||
NULL); // unnamed mutex
|
|
||||||
|
|
||||||
if (updMutex == NULL)
|
|
||||||
{
|
|
||||||
printf("CreateMutex error: %d\n", GetLastError());
|
|
||||||
}
|
|
||||||
lastUpdateData.pid=-1;
|
|
||||||
}
|
|
||||||
void User::setLastUpdateData(Network::ClientToServerUpdateData data)
|
|
||||||
{
|
|
||||||
WaitForSingleObject(updMutex, INFINITE);
|
|
||||||
lastUpdateData=data;
|
|
||||||
ReleaseMutex(updMutex);
|
|
||||||
}
|
|
||||||
Network::ClientToServerUpdateData User::getLastUpdateData()
|
|
||||||
{
|
|
||||||
WaitForSingleObject(updMutex, INFINITE);
|
|
||||||
Network::ClientToServerUpdateData data=lastUpdateData;
|
|
||||||
ReleaseMutex(updMutex);
|
|
||||||
return data;
|
|
||||||
}
|
|
|
@ -1,42 +0,0 @@
|
||||||
#include "ServerInclude.h"
|
|
||||||
#ifndef USER_H
|
|
||||||
#define USER_H
|
|
||||||
enum UserState
|
|
||||||
{
|
|
||||||
OFFLINE,
|
|
||||||
OFFLINE_INGAME,
|
|
||||||
ONLINE,
|
|
||||||
ONLINE_QUEUEING,
|
|
||||||
ONLINE_INLOBBY,
|
|
||||||
ONLINE_INGAME
|
|
||||||
};
|
|
||||||
class User
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
std::string username;
|
|
||||||
int curGame;
|
|
||||||
sockaddr_in addr;
|
|
||||||
UserState state;
|
|
||||||
long lastUpdate;
|
|
||||||
HANDLE updMutex;
|
|
||||||
Network::ClientToServerUpdateData lastUpdateData;
|
|
||||||
public:
|
|
||||||
void setLastUpdateData(Network::ClientToServerUpdateData data);
|
|
||||||
Network::ClientToServerUpdateData getLastUpdateData();
|
|
||||||
void setLastUpdate(long upd){lastUpdate=upd;}
|
|
||||||
long getLastUpdate() {return lastUpdate;}
|
|
||||||
HANDLE threadHandle;
|
|
||||||
SOCKET connection;
|
|
||||||
User();
|
|
||||||
User(int id, sockaddr_in addr, std::string usr="Unknown");
|
|
||||||
//SOCKET getTCPSocket() const {return connection;}
|
|
||||||
sockaddr_in getAddr() const {return addr;}
|
|
||||||
std::string getUsername() const {return username;}
|
|
||||||
void setUsername(std::string usr){username=usr;}
|
|
||||||
void setState(UserState st){state=st;}
|
|
||||||
UserState getState(){return state;}
|
|
||||||
void setGame(int gid){curGame=gid;}
|
|
||||||
bool isIngame() {return state==ONLINE_INGAME;}
|
|
||||||
int getGame(){return curGame;}
|
|
||||||
};
|
|
||||||
#endif
|
|
|
@ -0,0 +1,5 @@
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
Loading…
Reference in New Issue