begin player auth
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@@ -13,7 +13,7 @@ class Client : public StateMachine<Client, void, float> {
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std::shared_ptr<IClientSocket> m_Socket;
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public:
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Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
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Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName);
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void SendPacket(const protocol::PacketBase& a_Packet);
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@@ -6,14 +6,13 @@
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namespace td {
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namespace client {
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class ClientState : public Client::State, private utils::SlotGuard {
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class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
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public:
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ClientState(Client& a_Client);
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virtual ~ClientState() {}
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protected:
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void SendPacket(const protocol::PacketBase& a_Packet);
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
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};
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} // namespace server
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@@ -23,8 +23,8 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
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protected:
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
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virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
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};
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} // namespace client
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21
include/client/state/LoggingState.h
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21
include/client/state/LoggingState.h
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include <client/ClientState.h>
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#include <td/game/World.h>
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#include <td/simulation/ClientSimulation.h>
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namespace td {
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namespace client {
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class LoggingState : public ClientState {
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public:
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LoggingState(Client& a_Client, const std::string& a_PlayerName);
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~LoggingState();
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virtual void Update(float a_Delta) override {}
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virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
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};
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} // namespace client
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} // namespace td
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24
include/server/ConnectionHandler.h
Normal file
24
include/server/ConnectionHandler.h
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <server/Server.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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IServerSocket& m_Server;
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PlayerID m_Player;
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public:
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ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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} // namespace server
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} // namespace td
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@@ -9,13 +9,15 @@ namespace server {
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class IServerSocket {
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public:
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utils::Signal<PlayerID> OnConnect;
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utils::Signal<PlayerID> OnDisconnect;
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utils::Signal<PlayerID, const protocol::PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
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void Broadcast(const protocol::PacketBase& a_Packet);
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void Disconnect(PlayerID a_PlayerId);
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IServerSocket() {}
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virtual ~IServerSocket() {}
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@@ -10,6 +10,8 @@ class ServerState : public Server::State, private utils::SlotGuard {
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public:
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
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virtual void Update(float a_Delta) = 0;
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virtual void OnPlayerJoin(PlayerID a_Id, const td::protocol::PlayerInfo& a_Info) {}
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virtual void OnPlayerLeave(PlayerID a_Id) {}
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ServerState(Server& a_Server);
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virtual ~ServerState();
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@@ -66,12 +66,18 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
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} // namespace packets
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using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
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packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket,
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packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket,
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packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
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using AllPackets =
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std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket, packets::KeepAlivePacket,
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packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket,
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packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket,
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packets::PredictCommandPacket, packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
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class PacketHandler : public sp::GenericHandler<AllPackets> {};
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class PacketHandler : public sp::GenericHandler<AllPackets> {
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public:
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void HandleBase(const PacketBase& a_Packet) {
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a_Packet.Dispatch(*this);
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}
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};
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using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
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