begin player auth
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24
src/server/ConnectionHandler.cpp
Normal file
24
src/server/ConnectionHandler.cpp
Normal file
@@ -0,0 +1,24 @@
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#include <server/ConnectionHandler.h>
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#include <iostream>
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namespace td {
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namespace server {
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ConnectionHandler::ConnectionHandler(IServerSocket& a_Server, PlayerID a_Player) : m_Server(a_Server), m_Player(a_Player) {}
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void ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
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std::cout << "[Server] " << a_Packet->m_PlayerName << " tried to join !\n";
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protocol::PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
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m_Server.OnPlayerJoin(m_Player, pInfo);
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m_Server.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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// TODO: send already existing players
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}
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void 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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m_Server.Disconnect(m_Player);
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}
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} // namespace server
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} // namespace td
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@@ -1,20 +1,25 @@
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#include <server/IServerSocket.h>
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#include <server/ConnectionHandler.h>
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namespace td {
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namespace server {
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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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OnConnect(m_Ids.GetPlayerId(a_PeerId));
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}
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void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
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OnDisconnect(m_Ids.GetPlayerId(a_PeerId));
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OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
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m_Ids.RemovePeer(a_PeerId);
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}
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void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
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OnReceive(m_Ids.GetPlayerId(a_PeerId), a_Packet);
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auto playerId = m_Ids.GetPlayerId(a_PeerId);
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ConnectionHandler handler(*this, playerId);
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a_Packet.Dispatch(handler);
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OnReceive(playerId, a_Packet);
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}
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void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) {
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@@ -27,5 +32,9 @@ void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
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}
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}
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void IServerSocket::Disconnect(PlayerID a_PlayerId) {
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OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
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}
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} // namespace server
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} // namespace td
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@@ -1,5 +1,5 @@
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#include <server/ServerState.h>
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#include <server/Server.h>
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#include <server/ServerState.h>
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#include <td/common/StateMachine.h>
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@@ -8,6 +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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}
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ServerState::~ServerState() {}
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@@ -21,4 +23,4 @@ void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
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}
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} // namespace server
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} // namespace
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} // namespace td
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