begin player auth

This commit is contained in:
2025-08-15 11:25:35 +02:00
parent 833173b5e8
commit a50898a88b
16 changed files with 139 additions and 40 deletions

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@@ -13,7 +13,7 @@ class Client : public StateMachine<Client, void, float> {
std::shared_ptr<IClientSocket> m_Socket;
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName);
void SendPacket(const protocol::PacketBase& a_Packet);

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@@ -6,14 +6,13 @@
namespace td {
namespace client {
class ClientState : public Client::State, private utils::SlotGuard {
class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
};
} // namespace server

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@@ -23,8 +23,8 @@ class GameState : public ClientState {
return m_CurrentLerp;
}
protected:
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
};
} // namespace client

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@@ -0,0 +1,21 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LoggingState : public ClientState {
public:
LoggingState(Client& a_Client, const std::string& a_PlayerName);
~LoggingState();
virtual void Update(float a_Delta) override {}
virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,24 @@
#pragma once
#include <server/Server.h>
namespace td {
namespace server {
class IServerSocket;
class ConnectionHandler : public protocol::PacketHandler {
private:
IServerSocket& m_Server;
PlayerID m_Player;
public:
ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player);
~ConnectionHandler() = default;
virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
};
} // namespace server
} // namespace td

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@@ -9,13 +9,15 @@ namespace server {
class IServerSocket {
public:
utils::Signal<PlayerID> OnConnect;
utils::Signal<PlayerID> OnDisconnect;
utils::Signal<PlayerID, const protocol::PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
void Broadcast(const protocol::PacketBase& a_Packet);
void Disconnect(PlayerID a_PlayerId);
IServerSocket() {}
virtual ~IServerSocket() {}

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@@ -10,6 +10,8 @@ class ServerState : public Server::State, private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
virtual void OnPlayerJoin(PlayerID a_Id, const td::protocol::PlayerInfo& a_Info) {}
virtual void OnPlayerLeave(PlayerID a_Id) {}
ServerState(Server& a_Server);
virtual ~ServerState();

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@@ -66,12 +66,18 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket,
packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket,
packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
using AllPackets =
std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket, packets::KeepAlivePacket,
packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket,
packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket,
packets::PredictCommandPacket, packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
class PacketHandler : public sp::GenericHandler<AllPackets> {};
class PacketHandler : public sp::GenericHandler<AllPackets> {
public:
void HandleBase(const PacketBase& a_Packet) {
a_Packet.Dispatch(*this);
}
};
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;