send world to client
This commit is contained in:
@@ -19,10 +19,11 @@ void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
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void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
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// here, the client is not a player yet (we need to wait for auth)
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m_Ids.AddConnection(a_PeerId);
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OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
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}
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void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
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OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
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OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
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m_Ids.RemovePeer(a_PeerId);
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}
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@@ -6,48 +6,52 @@
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namespace td {
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namespace server {
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PlayerManager::ConnectionHandler::ConnectionHandler(
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std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) :
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m_Players(a_Players), m_Socket(a_Socket), m_Player(a_Player) {}
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PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
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m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
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PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
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std::vector<PlayerInfo> players;
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players.reserve(m_Players.size());
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for (auto& [id, player] : m_Players) {
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players.push_back(player);
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auto& socket = *m_PlayerManager.m_Socket;
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auto& players = m_PlayerManager.m_Players;
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std::vector<PlayerInfo> playerInfos;
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playerInfos.reserve(players.size());
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for (auto& [id, player] : players) {
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playerInfos.push_back(player);
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}
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m_Socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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m_Socket.Send(m_Player, protocol::packets::PlayerListPacket(players));
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m_Socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
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socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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m_Players.emplace(m_Player, pInfo);
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m_Socket.OnPlayerJoin(m_Player, pInfo);
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players.emplace(m_Player, pInfo);
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m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
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std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
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}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
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std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
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Disconnect(m_Players, m_Socket, m_Player);
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m_PlayerManager.Disconnect(m_Player);
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}
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PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->RegisterHandler(
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[this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(m_Players, *m_Socket, a_PlayerId); });
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a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
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a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::RemovePlayer, this, std::placeholders::_1));
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}
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void PlayerManager::ConnectionHandler::Disconnect(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) {
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a_Socket.Disconnect(a_Player);
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a_Socket.Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
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a_Players.erase(a_Player);
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void PlayerManager::Disconnect(PlayerID a_Player) {
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if (!m_Players.contains(a_Player))
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return;
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std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
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m_Socket->Disconnect(a_Player);
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m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
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m_Players.erase(a_Player);
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}
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PlayerManager::~PlayerManager() {}
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void PlayerManager::RemovePlayer(PlayerID a_Player) {
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ConnectionHandler::Disconnect(m_Players, *m_Socket, a_Player);
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Disconnect(a_Player);
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}
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PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
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@@ -2,10 +2,14 @@
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#include <chrono>
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#include <server/state/LobbyState.h>
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namespace td {
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namespace server {
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {}
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {
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ChangeState<LobbyState>();
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}
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void Server::Update(float a_Delta) {
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auto before = std::chrono::system_clock::now();
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@@ -8,8 +8,8 @@ namespace server {
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ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Socket->OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Socket->OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
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Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
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}
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ServerState::~ServerState() {}
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@@ -1,5 +1,6 @@
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#include <server/state/GameState.h>
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#include <server/state/GameStateHandler.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <iostream>
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@@ -7,7 +8,9 @@ namespace td {
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namespace server {
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GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) : ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
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std::cout << "Switched to Game state !\n";
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std::cout << "[Server] Switched to Game state !\n";
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BroadcastPacket(a_World->GetPacketHeader());
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BroadcastPacket(a_World->GetPacketData());
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BroadcastPacket(m_Simulation.MakePacket());
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}
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@@ -1,18 +1,60 @@
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#include <server/state/LobbyState.h>
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#include <server/state/GameState.h>
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#include <server/state/LobbyState.h>
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#include <iostream>
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#include <fstream>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <sp/common/DataBuffer.h>
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#include <sp/extensions/Compress.h>
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#include <sp/io/MessageStream.h>
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#include <sp/io/StdIo.h>
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namespace td {
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namespace server {
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void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
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auto comp = std::make_shared<sp::ZlibCompress>();
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std::ofstream fStream("test/tdmap.tdmap3");
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auto out = std::make_shared<sp::StdOuput>(fStream);
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sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
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stream.WriteMessage(header, false);
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stream.WriteMessage(data, false);
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}
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void LobbyState::Update(float a_Delta) {
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m_StateMachine.ChangeState<GameState>(m_World);
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game::WorldPtr GetWorld() {
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auto comp = std::make_shared<sp::ZlibCompress>();
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std::ifstream fStream("test/tdmap.tdmap2");
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auto out = std::make_shared<sp::StdInput>(fStream);
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sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
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auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
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auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
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auto w = std::make_shared<game::World>();
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w->LoadMap(**header);
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w->LoadMap(**data);
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// Save(*header, *data);
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return w;
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}
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LobbyState::LobbyState(Server& a_Server) : ServerState(a_Server) {}
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void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {}
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void LobbyState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
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m_StateMachine.ChangeState<GameState>(GetWorld());
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}
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void LobbyState::Update(float a_Delta) {}
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} // namespace server
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} // namespace td
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