more use of DeclareAllPacket
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@@ -1,19 +1,40 @@
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#pragma once
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namespace blitz {
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namespace protocol {
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enum class PacketSender {
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/** Sent by clients and server */
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Both,
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/** Sent by clients to the server */
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Client,
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/** Sent by server to the clients */
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Server,
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};
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/**
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* \def DeclareAllPacket
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* \brief Avoids repetitive operations on packets
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*/
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#define DeclareAllPacket() \
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DeclarePacket(PlayerLogin, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(UpdateHealth, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(LoggingSuccess, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerDeath, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerJoin, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerLeave, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerStats, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerList, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(ServerConfig, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(ServerTps, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(UpdateGameState, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(KeepAlive, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(Disconnect, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(ChatMessage, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerPositionAndRotation, Nz::ENetPacketFlag::Reliable); \
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DeclarePacket(PlayerShoot, Nz::ENetPacketFlag::Reliable);
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DeclarePacket(ChatMessage, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(Disconnect, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(KeepAlive, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(LoggingSuccess, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerDeath, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerJoin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerLeave, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerList, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(PlayerLogin, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client) \
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DeclarePacket(PlayerPositionAndRotation, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(PlayerShoot, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Both) \
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DeclarePacket(PlayerStats, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(ServerConfig, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(ServerTps, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(UpdateGameState, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Server) \
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DeclarePacket(UpdateHealth, Nz::ENetPacketFlag::Reliable, blitz::protocol::PacketSender::Client)
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} // namespace protocol
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} // namespace blitz
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@@ -11,37 +11,17 @@ class PacketVisitor;
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using PacketID = std::uint8_t;
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#define DeclarePacket(PacketName, ...) PacketName,
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enum class PacketType : PacketID {
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// client --> server
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PlayerLogin = 0,
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UpdateHealth,
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// client <-- server
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LoggingSuccess,
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PlayerDeath,
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PlayerJoin,
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PlayerLeave,
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PlayerList,
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PlayerStats,
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ServerConfig,
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ServerTps,
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UpdateGameState,
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// client <--> server
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KeepAlive,
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Disconnect,
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ChatMessage,
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PlayerPositionAndRotation,
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PlayerShoot,
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DeclareAllPacket()
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PACKET_COUNT
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};
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#undef DeclarePacket
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class Packet {
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@@ -59,7 +39,7 @@ namespace packets {
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/**
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* \tparam PT The packet type
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* \tparam Data The structure holding the data of the packet
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* \tparam Data The structure holding the data of the packet (in blitz::protocol::data namespace)
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*/
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template <PacketType PT, typename Data>
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class ConcretePacket : public Packet {
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@@ -90,9 +70,9 @@ class ConcretePacket : public Packet {
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#ifdef BLITZ_INSTANCIATE_PACKETS
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#define DeclarePacket(PacketName, ...) \
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using PacketName = ConcretePacket<PacketType::PacketName, data::PacketName>; \
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template class ConcretePacket<PacketType::PacketName, data::PacketName>
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template class ConcretePacket<PacketType::PacketName, data::PacketName>;
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#else
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#define DeclarePacket(PacketName, ...) using PacketName = ConcretePacket<PacketType::PacketName, data::PacketName>
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#define DeclarePacket(PacketName, ...) using PacketName = ConcretePacket<PacketType::PacketName, data::PacketName>;
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#endif
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DeclareAllPacket()
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