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2021-08-21 10:14:47 +02:00
commit a99ecf7c2d
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include/protocol/Protocol.h Normal file
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#pragma once
#include "network/DataBuffer.h"
#include "game/World.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class PacketHandler;
enum class PacketType : std::uint8_t{
PlayerLogin = 0,
PlayerJoin,
PlayerLeave,
WorldBeginData,
WorldData,
ChunkData,
KeepAlive,
UpdateMoney,
UpdateEXP,
UpdateLobbyTime,
UpdateGameState,
Disconnect,
PlayerList,
ConnectionInfo,
SelectTeam,
UpdatePlayerTeam,
ServerTps,
SpawnMob,
};
class Packet{
public:
Packet(){}
virtual ~Packet(){}
virtual DataBuffer Serialize() const = 0;
virtual void Deserialize(DataBuffer& data) = 0;
virtual void Dispatch(PacketHandler* handler) = 0;
virtual PacketType getType() const = 0;
std::uint8_t getID() const{ return (std::uint8_t)getType(); }
};
class KeepAlivePacket : public Packet{
private:
std::uint64_t m_AliveID;
public:
KeepAlivePacket(){}
KeepAlivePacket(std::uint64_t aliveID): m_AliveID(aliveID){}
virtual ~KeepAlivePacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
std::uint64_t getAliveID(){ return m_AliveID; }
virtual PacketType getType() const{ return PacketType::KeepAlive; }
};
class PlayerLoginPacket : public Packet{
private:
std::string m_PlayerName;
public:
PlayerLoginPacket(){}
PlayerLoginPacket(std::string playerName): m_PlayerName(playerName){}
virtual ~PlayerLoginPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
virtual PacketType getType() const{ return PacketType::PlayerLogin; }
const std::string& getPlayerName(){ return m_PlayerName; }
};
class WorldBeginDataPacket : public Packet{
private:
game::TowerTileColorPalette m_TowerPlacePalette;
game::Color m_WalkablePalette;
std::vector<game::Color> m_DecorationPalette;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedTower, m_BlueTower;
const game::World* m_World;
public:
WorldBeginDataPacket(){}
WorldBeginDataPacket(const game::World* world): m_World(world){}
virtual ~WorldBeginDataPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
virtual PacketType getType() const{ return PacketType::WorldBeginData; }
const game::TowerTileColorPalette& getTowerTilePalette() const{ return m_TowerPlacePalette; }
const game::Color& getWalkableTileColor() const{ return m_WalkablePalette; }
const std::vector<game::Color>& getDecorationPalette() const{ return m_DecorationPalette; }
const game::Spawn& getRedSpawn() const{ return m_RedSpawn; }
const game::Spawn& getBlueSpawn() const{ return m_BlueSpawn; }
const game::SpawnColorPalette& getSpawnPalette() const{ return m_SpawnColorPalette; }
const game::TeamCastle& getRedCastle() const{ return m_RedTower; }
const game::TeamCastle& getBlueCastle() const{ return m_BlueTower; }
const game::TilePalette getTilePalette() const{ return m_TilePalette; }
};
class WorldDataPacket : public Packet{
private:
std::unordered_map<game::ChunkCoord, game::ChunkPtr> m_Chunks;
const game::World* m_World;
public:
WorldDataPacket(){}
WorldDataPacket(const game::World* world): m_World(world){}
virtual ~WorldDataPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
virtual PacketType getType() const{ return PacketType::WorldData; }
const std::unordered_map<game::ChunkCoord, game::ChunkPtr>& getChunks() const{ return m_Chunks; }
};
class UpdateMoneyPacket : public Packet{
private:
std::uint32_t m_NewAmount;
public:
UpdateMoneyPacket(){}
UpdateMoneyPacket(std::uint32_t newAmount): m_NewAmount(newAmount){}
virtual ~UpdateMoneyPacket(){}
std::uint32_t getGold() const{ return m_NewAmount; }
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
virtual PacketType getType() const{ return PacketType::UpdateMoney; }
};
class UpdateExpPacket : public Packet{
private:
std::uint32_t m_NewAmount;
public:
UpdateExpPacket(){}
UpdateExpPacket(std::uint32_t newAmount): m_NewAmount(newAmount){}
virtual ~UpdateExpPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
virtual PacketType getType() const{ return PacketType::UpdateEXP; }
};
class UpdateLobbyTimePacket : public Packet{
private:
std::uint32_t m_RemainingTime;
public:
UpdateLobbyTimePacket(){}
UpdateLobbyTimePacket(std::uint32_t remainingTime): m_RemainingTime(remainingTime){}
virtual ~UpdateLobbyTimePacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
std::uint32_t getRemainingTime() const{ return m_RemainingTime; }
virtual PacketType getType() const{ return PacketType::UpdateLobbyTime; }
};
class UpdateGameStatePacket : public Packet{
private:
game::GameState m_GameState;
public:
UpdateGameStatePacket(){}
UpdateGameStatePacket(game::GameState gameState): m_GameState(gameState){}
virtual ~UpdateGameStatePacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
game::GameState getGameState() const{ return m_GameState; }
virtual PacketType getType() const{ return PacketType::UpdateGameState; }
};
struct PlayerInfo{
std::string name;
game::TeamColor team;
};
class PlayerListPacket : public Packet{
private:
std::map<std::uint8_t, PlayerInfo> m_Players;
public:
PlayerListPacket(){}
PlayerListPacket(std::map<std::uint8_t, PlayerInfo> players): m_Players(players){}
virtual ~PlayerListPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
const std::map<std::uint8_t, PlayerInfo>& getPlayers() const{ return m_Players; }
virtual PacketType getType() const{ return PacketType::PlayerList; }
};
class PlayerJoinPacket : public Packet{
private:
std::uint8_t m_PlayerID;
std::string m_PlayerName;
public:
PlayerJoinPacket(){}
PlayerJoinPacket(std::uint8_t playerID, const std::string& playerName): m_PlayerID(playerID), m_PlayerName(playerName){}
virtual ~PlayerJoinPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
std::uint8_t getPlayerID() const{ return m_PlayerID; }
const std::string& getPlayerName() const{ return m_PlayerName; }
virtual PacketType getType() const{ return PacketType::PlayerJoin; }
};
class PlayerLeavePacket : public Packet{
private:
std::uint8_t m_PlayerID;
public:
PlayerLeavePacket(){}
PlayerLeavePacket(std::uint8_t playerID): m_PlayerID(playerID){}
virtual ~PlayerLeavePacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
std::uint8_t getPlayerID() const{ return m_PlayerID; }
virtual PacketType getType() const{ return PacketType::PlayerLeave; }
};
class ConnexionInfoPacket : public Packet{
private:
std::uint8_t m_ConnectionID;
public:
ConnexionInfoPacket(){}
ConnexionInfoPacket(std::uint8_t connectionID): m_ConnectionID(connectionID){}
virtual ~ConnexionInfoPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
std::uint8_t getConnectionID() const{ return m_ConnectionID; }
virtual PacketType getType() const{ return PacketType::ConnectionInfo; }
};
class SelectTeamPacket : public Packet{
private:
game::TeamColor m_SelectedTeam;
public:
SelectTeamPacket(){}
SelectTeamPacket(game::TeamColor selectedTeam): m_SelectedTeam(selectedTeam){}
virtual ~SelectTeamPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
game::TeamColor getSelectedTeam() const{ return m_SelectedTeam; }
virtual PacketType getType() const{ return PacketType::SelectTeam; }
};
class UpdatePlayerTeamPacket : public Packet{
private:
std::uint8_t m_PlayerID;
game::TeamColor m_SelectedTeam;
public:
UpdatePlayerTeamPacket(){}
UpdatePlayerTeamPacket(std::uint8_t playerID, game::TeamColor selectedTeam): m_PlayerID(playerID), m_SelectedTeam(selectedTeam){}
virtual ~UpdatePlayerTeamPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
game::TeamColor getSelectedTeam() const{ return m_SelectedTeam; }
std::uint8_t getPlayerID() const{ return m_PlayerID; }
virtual PacketType getType() const{ return PacketType::UpdatePlayerTeam; }
};
class DisconnectPacket : public Packet{
private:
std::string m_Reason; // only when sent from server
public:
DisconnectPacket(){}
DisconnectPacket(std::string reason): m_Reason(reason){}
virtual ~DisconnectPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
const std::string& getReason() const{ return m_Reason; }
virtual PacketType getType() const{ return PacketType::Disconnect; }
};
class ServerTpsPacket : public Packet{
private:
float m_TPS;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
ServerTpsPacket(){}
ServerTpsPacket(float tps, std::uint64_t sendTime): m_TPS(tps), m_PacketSendTime(sendTime){}
virtual ~ServerTpsPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
float getTPS() const{ return m_TPS; }
std::uint64_t getPacketSendTime() const {return m_PacketSendTime;}
virtual PacketType getType() const{ return PacketType::ServerTps; }
};
class SpawnMobPacket : public Packet{
private:
game::MobID m_MobID;
game::MobType m_MobType;
game::MobLevel m_MobLevel;
game::Direction m_MobDirection;
game::PlayerID m_Sender;
float m_MobX, m_MobY;
public:
SpawnMobPacket(){}
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y){}
virtual ~SpawnMobPacket(){}
virtual DataBuffer Serialize() const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler);
game::MobID getMobID() const{ return m_MobID; }
game::MobType getMobType() const{ return m_MobType; }
game::MobLevel getMobLevel() const{ return m_MobLevel; }
game::Direction getMobDirection() const{ return m_MobDirection; }
game::PlayerID getSender() const{ return m_Sender; }
float getMobX() const{ return m_MobX; }
float getMobY() const{ return m_MobY; }
virtual PacketType getType() const{ return PacketType::SpawnMob; }
};
}
}