declare packets + commands
This commit is contained in:
@@ -1,94 +0,0 @@
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#pragma once
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#include <godot_cpp/variant/packed_byte_array.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <stdexcept>
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#include <vector>
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namespace td {
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namespace protocol {
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class PlayerInfo;
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class ByteBuffer {
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private:
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godot::PackedByteArray m_Buffer;
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std::size_t m_ReadOffset;
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public:
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class ReadError : public std::runtime_error {
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public:
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ReadError(const std::string& msg) : std::runtime_error(msg) {}
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};
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ByteBuffer(godot::PackedByteArray&& a_Buffer) : m_Buffer(std::move(a_Buffer)), m_ReadOffset(0) {}
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ByteBuffer() : m_ReadOffset(0) {
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m_Buffer.resize(0);
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}
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const godot::PackedByteArray& GetByteArray() const {
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return m_Buffer;
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}
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godot::PackedByteArray& GetByteArray() {
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return m_Buffer;
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}
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// Integers
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ByteBuffer& operator<<(int8_t a_Data);
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ByteBuffer& operator>>(int8_t& a_Data);
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ByteBuffer& operator<<(uint8_t a_Data);
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ByteBuffer& operator>>(uint8_t& a_Data);
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ByteBuffer& operator<<(int16_t a_Data);
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ByteBuffer& operator>>(int16_t& a_Data);
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ByteBuffer& operator<<(uint16_t a_Data);
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ByteBuffer& operator>>(uint16_t& a_Data);
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ByteBuffer& operator<<(int32_t a_Data);
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ByteBuffer& operator>>(int32_t& a_Data);
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ByteBuffer& operator<<(uint32_t a_Data);
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ByteBuffer& operator>>(uint32_t& a_Data);
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ByteBuffer& operator<<(int64_t a_Data);
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ByteBuffer& operator>>(int64_t& a_Data);
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ByteBuffer& operator<<(uint64_t a_Data);
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ByteBuffer& operator>>(uint64_t& a_Data);
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ByteBuffer& operator<<(float a_Data);
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ByteBuffer& operator>>(float& a_Data);
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ByteBuffer& operator<<(double a_Data);
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ByteBuffer& operator>>(double& a_Data);
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ByteBuffer& operator<<(const godot::String& a_Data);
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ByteBuffer& operator>>(godot::String& a_Data);
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ByteBuffer& operator<<(const godot::Vector3& a_Data);
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ByteBuffer& operator>>(godot::Vector3& a_Data);
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template <typename T>
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ByteBuffer& operator<<(const std::vector<T>& a_Data) {
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*this << static_cast<std::uint32_t>(a_Data.size());
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for (const T& data : a_Data) {
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*this << data;
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}
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return *this;
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}
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template <typename T>
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ByteBuffer& operator>>(std::vector<T>& a_Data) {
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std::uint32_t arraySize;
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*this >> arraySize;
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a_Data.resize(arraySize);
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for (std::uint32_t i = 0; i < arraySize; i++) {
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*this >> a_Data[i];
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}
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return *this;
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}
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ByteBuffer& operator<<(const PlayerInfo& a_Data);
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ByteBuffer& operator>>(PlayerInfo& a_Data);
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};
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} // namespace protocol
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} // namespace td
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@@ -2,25 +2,11 @@
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#include <string>
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#include <td/Types.h>
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#include <array>
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namespace td {
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namespace protocol {
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#define LOCKSTEP_BUFFER_SIZE 10
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struct LockStepCommand {};
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struct LockStep {
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std::uint8_t m_CommandNumber;
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std::vector<LockStepCommand> m_Commands;
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};
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struct LockSteps {
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std::uint16_t m_FirstFrameNumber;
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std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
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};
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namespace cdata {
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@@ -58,6 +44,8 @@ struct PlayerJoin {
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std::string m_Name;
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};
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struct End {};
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} // namespace cdata
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@@ -6,15 +6,16 @@ namespace protocol {
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/**
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* \def DeclareAllPacket
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* \brief Avoids repetitive operations on packets
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* \brief Avoids repetitive operations on commands
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*/
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#define DeclareAllCommand() \
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DeclareCommand(End) \
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DeclareCommand(PlaceTower) \
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DeclareCommand(UpgradeTower) \
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DeclareCommand(PlayerJoin) \
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DeclareCommand(SpawnTroop) \
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DeclareCommand(UseItem) \
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DeclareCommand(TeamChange) \
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DeclareCommand(PlayerJoin)
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DeclareCommand(UpgradeTower) \
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DeclareCommand(UseItem)
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} // namespace protocol
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@@ -6,13 +6,12 @@
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*/
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#include <td/protocol/Dispatcher.h>
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#include <td/protocol/command/Commands.h>
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namespace td {
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namespace protocol {
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class CommandHandler;
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using CommandDispatcher = Dispatcher<CommandType, CommandHandler, Command>;
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using CommandDispatcher = Dispatcher<CommandType, CommandVisitor, Command>;
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} // namespace protocol
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} // namespace td
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@@ -1,33 +0,0 @@
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#pragma once
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/**
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* \file CommandHandler.h
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* \brief File containing the td::protocol::CommandHandler class
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*/
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#include <td/protocol/command/CommandVisitor.h>
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#include <td/protocol/command/Commands.h>
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namespace td {
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namespace protocol {
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#define DeclareCommand(CommandName, ...) \
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virtual void Visit(const commands::CommandName&); \
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virtual void HandleCommand(const commands::CommandName&) {}
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/**
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* \class CommandHandler
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* \brief Class used to handle packets
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*/
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class CommandHandler : public CommandVisitor {
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public:
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CommandHandler() {}
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~CommandHandler() {}
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DeclareAllCommand()
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};
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#undef DeclareCommand
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} // namespace protocol
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} // namespace td
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@@ -9,6 +9,7 @@
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#include <td/common/NonCopyable.h>
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#include <td/protocol/command/CommandData.h>
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#include <td/protocol/command/CommandDeclare.h>
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#include <memory>
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namespace td {
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namespace protocol {
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@@ -104,5 +105,7 @@ DeclareAllCommand()
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} // namespace commands
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using LockStep = std::vector<std::shared_ptr<protocol::Command>>;
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} // namespace protocol
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} // namespace td
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@@ -2,6 +2,10 @@
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#include <td/Types.h>
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#include <vector>
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#include <td/protocol/command/Commands.h>
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// Make it dynamic ?
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#define LOCKSTEP_BUFFER_SIZE 10
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namespace td {
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namespace protocol {
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@@ -11,64 +15,60 @@ struct PlayerInfo {
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std::string m_PlayerName;
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};
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struct MapData {
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};
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namespace pdata {
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/** Client attempts to login (very basic) */
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struct PlayerLogin {
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std::string m_PlayerName;
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};
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struct UpdateHealth {
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float m_NewHealth;
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};
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/** Server indicates success */
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struct LoggingSuccess {
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PlayerID m_PlayerId;
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};
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struct PlayerDeath {};
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/** Player joins the lobby */
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struct PlayerJoin {
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PlayerInfo m_Player;
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};
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/** Player leaves the lobby */
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struct PlayerLeave {
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PlayerID m_PlayerId;
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};
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struct PlayerStats {};
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struct PlayerList {
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std::vector<PlayerInfo> m_Players;
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};
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struct ServerConfig {};
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struct ServerTps {};
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struct UpdateGameState {};
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/** Keep alive */
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struct KeepAlive {
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std::uint64_t m_KeepAliveId;
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};
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struct Disconnect {};
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/** Can be used by both client and server */
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struct Disconnect {
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std::string m_Reason;
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};
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/** Chat message */
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struct ChatMessage {
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std::string m_Text;
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};
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struct PlayerPositionAndRotation {
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PlayerID m_Player;
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// godot::Vector3 m_Position;
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// godot::Vector3 m_Rotation;
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// godot::Vector3 m_Velocity;
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// TODO: handle players joining in the first second
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struct BeginGame {
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MapData m_Map;
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std::vector<PlayerInfo> m_BlueTeam;
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std::vector<PlayerInfo> m_RedTeam;
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// optional, used for players joining mid game
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std::vector<LockStep> m_FirstLocksteps;
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};
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struct PlayerShoot {
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PlayerID m_Sender;
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// godot::Vector3 m_Position;
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// godot::Vector3 m_Rotation;
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// godot::Vector3 m_Velocity;
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struct LockSteps {
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std::uint16_t m_FirstFrameNumber;
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std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
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};
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} // namespace pdata
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@@ -34,21 +34,14 @@ enum class PacketSendType {
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*/
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#define DeclareAllPacket() \
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DeclarePacket(ChatMessage, Reliable, Both) \
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DeclarePacket(BeginGame, Reliable, Server) \
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DeclarePacket(Disconnect, Reliable, Both) \
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DeclarePacket(KeepAlive, Reliable, Both) \
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DeclarePacket(LockSteps, Unreliable, Both) \
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DeclarePacket(LoggingSuccess, Reliable, Server) \
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DeclarePacket(PlayerDeath, Reliable, Server) \
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DeclarePacket(PlayerJoin, Reliable, Server) \
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DeclarePacket(PlayerLeave, Reliable, Server) \
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DeclarePacket(PlayerList, Reliable, Server) \
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DeclarePacket(PlayerLogin, Reliable, Client) \
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DeclarePacket(PlayerPositionAndRotation, Unreliable, Both) \
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DeclarePacket(PlayerShoot, Reliable, Both) \
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DeclarePacket(PlayerStats, Reliable, Server) \
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DeclarePacket(ServerConfig, Reliable, Server) \
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DeclarePacket(ServerTps, Reliable, Server) \
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DeclarePacket(UpdateGameState, Reliable, Server) \
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DeclarePacket(UpdateHealth, Reliable, Client)
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} // namespace protocol
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@@ -6,13 +6,12 @@
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*/
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#include <td/protocol/Dispatcher.h>
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace protocol {
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class PacketHandler;
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using PacketDispatcher = Dispatcher<PacketType, PacketHandler, Packet>;
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using PacketDispatcher = Dispatcher<PacketType, PacketVisitor, Packet>;
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} // namespace protocol
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} // namespace td
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@@ -1,33 +0,0 @@
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#pragma once
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/**
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* \file PacketHandler.h
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* \brief File containing the td::protocol::PacketHandler class
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*/
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#include <td/protocol/packet/PacketVisitor.h>
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace protocol {
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#define DeclarePacket(PacketName, ...) \
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virtual void Visit(const packets::PacketName&); \
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virtual void HandlePacket(const packets::PacketName&) {}
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/**
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* \class PacketHandler
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* \brief Class used to handle packets
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*/
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class PacketHandler : public PacketVisitor {
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public:
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PacketHandler() {}
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~PacketHandler() {}
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DeclareAllPacket()
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};
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#undef DeclarePacket
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} // namespace protocol
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} // namespace td
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