Files
Tower-Defense/src/game/server/Server.cpp
Persson-dev f941862637 Packets Refactor
commit 497a601c424e8e728ef0a8e61f049982f2d4af16
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Sat Aug 12 10:32:52 2023 +0200

    fix warning

commit 1bfd019a1ea00dcdb6323d1f285e2cdd3ebb4020
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:05:13 2023 +0200

    refactor: update cast

commit 5bbc23a7d37e53eb74a885685f18e714f9448fd9
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:04:15 2023 +0200

    moved GetImguiTeamColor

commit fd0e2d2470ea5cca3553acf280aa371de5c06f4c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:03:37 2023 +0200

    packets forward declaration

commit 06eb9b99a96731f4b9a2167c00ed0bcd03702e3b
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:55 2023 +0200

    remove Protocol.h includes

commit 165f63d2e8b468f3e38992baddc221270010f801
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:30 2023 +0200

    split packets into separate source files

commit f247f146c6c1e804a44b86f65cf3059859c07c6c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 17:45:24 2023 +0200

    split packets into separate headers
2023-08-12 10:41:39 +02:00

152 lines
3.5 KiB
C++

#include "game/server/Server.h"
#include "protocol/PacketFactory.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/ServerTpsPacket.h"
#include "protocol/packets/PlayerLeavePacket.h"
#include "misc/Format.h"
namespace td {
namespace server {
Server::Server(const std::string& worldFilePath) : m_ServerRunning(false) {
m_Game.GetWorld()->LoadMapFromFile(worldFilePath);
}
Server::~Server() {
if (m_Thread.joinable())
m_Thread.join();
}
void Server::StartThread() {
m_Thread = std::thread([this]() {
std::uint64_t lastTime = td::utils::GetTime();
while (m_ServerRunning) {
std::uint64_t time = td::utils::GetTime();
std::uint64_t delta = time - lastTime;
if (delta >= SERVER_TICK) {
Tick(delta);
lastTime = td::utils::GetTime();
m_TickCounter.SetMSPT(lastTime - time);
std::uint64_t sleepTime = SERVER_TICK - (delta - SERVER_TICK);
std::this_thread::sleep_for(std::chrono::milliseconds(sleepTime));
}
}
Clean();
});
}
void Server::Close() {
StopThread();
}
void Server::StopThread() {
m_ServerRunning = false;
}
bool Server::Start(std::uint16_t port) {
if (!m_Listener.Listen(port, 10)) {
utils::LOGE(utils::format("Failed to bind port %u !", port));
return false;
}
if (!m_Listener.SetBlocking(false)) {
utils::LOGE("Failed to block server socket !");
return false;
}
utils::LOG(utils::format("Server started at port %u !", port));
m_TickCounter.Reset();
m_ServerRunning = true;
StartThread();
return true;
}
void Server::Clean() {
m_Listener.Close();
m_Listener.Destroy();
m_Connections.clear();
GetPlayers().clear();
utils::LOG("Server successfully stopped !");
}
void Server::Stop() {
if (!m_ServerRunning)
return;
protocol::DisconnectPacket packet("Server closed");
BroadcastPacket(&packet);
StopThread();
}
void Server::Tick(std::uint64_t delta) {
Accept();
UpdateSockets();
m_Lobby.Tick();
m_Game.Tick(delta);
if (m_TickCounter.Update()) {
protocol::ServerTpsPacket packet(m_TickCounter.GetTPS(), m_TickCounter.GetMSPT(), utils::GetTime());
BroadcastPacket(&packet);
}
}
void Server::Accept() {
static std::uint8_t newPlayerID = 0;
network::TCPSocket newSocket;
if (m_Listener.Accept(newSocket)) {
ServerConnexion con(newSocket, newPlayerID);
m_Connections.insert(std::move(ConnexionMap::value_type{ newPlayerID, std::move(con) }));
OnPlayerJoin(newPlayerID);
m_Connections[newPlayerID].SetServer(this);
newPlayerID++;
}
}
void Server::UpdateSockets() {
std::int16_t closedConnexionID = -1;
for (auto& connection : m_Connections) {
ServerConnexion& con = connection.second;
if (con.GetSocketStatus() != network::Socket::Status::Connected) {
closedConnexionID = connection.first;
} else {
con.UpdateSocket();
}
}
if (closedConnexionID != -1) {
RemoveConnexion(closedConnexionID);
}
}
void Server::BroadcastPacket(const protocol::Packet* packet) {
for (auto& connection : m_Connections) {
ServerConnexion& con = connection.second;
con.SendPacket(packet);
}
}
void Server::RemoveConnexion(std::uint8_t connexionID) {
GetPlayers().erase(GetPlayers().find(connexionID));
m_Connections.erase(connexionID);
m_Lobby.OnPlayerLeave(connexionID);
OnPlayerLeave(connexionID);
}
void Server::OnPlayerJoin(std::uint8_t id) {
m_Lobby.OnPlayerJoin(id);
GetPlayers().insert({ id, game::Player{id} });
}
void Server::OnPlayerLeave(std::uint8_t id) {
protocol::PlayerLeavePacket packet(id);
BroadcastPacket(&packet);
}
} // namespace server
} // namespace td