add client
This commit is contained in:
30
include/client/Client.h
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30
include/client/Client.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include <client/IClientSocket.h>
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#include <client/IClientState.h>
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#include <chrono>
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namespace td {
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namespace client {
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class Client {
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private:
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std::shared_ptr<IClientSocket> m_Socket;
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std::shared_ptr<IClientState> m_State;
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std::chrono::time_point<std::chrono::system_clock> m_LastTime;
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public:
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Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {}
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void Update();
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void UpdateState(const std::shared_ptr<IClientState>& a_State);
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private:
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void Update(float a_Delta);
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friend class IClientState;
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};
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} // namespace client
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} // namespace td
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23
include/client/IClientSocket.h
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23
include/client/IClientSocket.h
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@@ -0,0 +1,23 @@
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#pragma once
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#include <td/Types.h>
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#include <td/misc/Signal.h>
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace client {
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class IClientSocket {
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public:
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utils::Signal<> OnConnect;
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utils::Signal<> OnDisconnect;
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utils::Signal<const protocol::PacketBase&> OnReceive;
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virtual void Send(const protocol::PacketBase& a_Packet) = 0;
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IClientSocket() {}
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virtual ~IClientSocket() {}
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};
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} // namespace client
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} // namespace td
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33
include/client/IClientState.h
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33
include/client/IClientState.h
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@@ -0,0 +1,33 @@
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#pragma once
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#include <client/IClientSocket.h>
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#include <td/misc/SlotGuard.h>
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namespace td {
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namespace client {
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class Client;
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class IClientState : private utils::SlotGuard {
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public:
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) = 0;
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virtual void Update(float a_Delta) = 0;
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IClientState();
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virtual ~IClientState();
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protected:
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void SendPacket(const protocol::PacketBase& a_Packet);
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void SetNewState(const std::shared_ptr<IClientState>& a_NewState);
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virtual void Init() {}
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private:
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Client* m_Client;
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void SetClient(Client* a_Client);
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friend class Client;
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};
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} // namespace server
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} // namespace td
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33
include/client/socket/FakeSocket.h
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33
include/client/socket/FakeSocket.h
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@@ -0,0 +1,33 @@
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#pragma once
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#include <client/IClientSocket.h>
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namespace td {
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namespace server {
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class FakeSocket;
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} // namespace server
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namespace client {
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class FakeSocket : public IClientSocket {
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private:
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std::shared_ptr<server::FakeSocket> m_Server;
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PeerID m_PeerId;
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struct Private{ explicit Private() = default; };
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public:
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FakeSocket(Private) {}
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~FakeSocket() {}
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static std::shared_ptr<FakeSocket> Connect(const std::shared_ptr<server::FakeSocket>& a_Server);
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void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
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virtual void Send(const protocol::PacketBase& a_Packet) override;
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};
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} // namespace client
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} // namespace td
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26
include/client/state/GameState.h
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26
include/client/state/GameState.h
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@@ -0,0 +1,26 @@
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#pragma once
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#include <client/IClientState.h>
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#include <td/game/World.h>
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#include <td/simulation/ServerSimulation.h>
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namespace td {
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namespace client {
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class GameState : public IClientState {
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private:
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std::shared_ptr<game::World> m_World;
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public:
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GameState(const std::shared_ptr<game::World>& a_World);
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~GameState() {}
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
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virtual void Update(float a_Delta) override;
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protected:
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virtual void Init() override;
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};
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} // namespace client
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} // namespace td
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@@ -19,15 +19,10 @@ class Server {
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void Update();
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void UpdateState(const std::shared_ptr<IServerState>& a_State) {
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m_State = a_State;
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m_State->SetServer(this);
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}
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void UpdateState(const std::shared_ptr<IServerState>& a_State);
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private:
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void Update(float a_Delta) {
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m_State->Update(a_Delta);
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}
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void Update(float a_Delta);
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friend class IServerState;
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};
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@@ -1,23 +1,34 @@
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#pragma once
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#include <client/socket/FakeSocket.h>
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#include <optional>
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#include <server/IServerSocket.h>
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namespace td {
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namespace server {
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class FakeSocket : public IServerSocket {
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private:
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std::vector<std::optional<std::shared_ptr<client::FakeSocket>>> m_Clients;
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public:
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FakeSocket() {}
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~FakeSocket() {}
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utils::Signal<PeerID, const protocol::PacketBase&> OnSendToFakePeer;
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void ConnectFakePeer(PeerID a_Peer);
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PeerID ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket);
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void DisconnectFakePeer(PeerID a_Peer);
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void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
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protected:
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virtual void SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) override;
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private:
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/**
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* \return -1 if all previous ids are not free
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*/
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int GetNextFreeId();
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friend class client::FakeSocket;
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};
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} // namespace server
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24
src/client/Client.cpp
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24
src/client/Client.cpp
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@@ -0,0 +1,24 @@
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#include <client/Client.h>
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namespace td {
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namespace client {
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void Client::Update() {
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auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
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float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
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Update(timeSeconds);
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m_LastTime = std::chrono::system_clock::now();
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}
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void Client::UpdateState(const std::shared_ptr<IClientState>& a_State) {
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m_State = a_State;
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m_State->SetClient(this);
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}
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void Client::Update(float a_Delta) {
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assert(m_State);
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m_State->Update(a_Delta);
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}
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} // namespace client
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} // namespace td
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27
src/client/IClientState.cpp
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27
src/client/IClientState.cpp
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@@ -0,0 +1,27 @@
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#include <client/IClientState.h>
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#include <client/Client.h>
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namespace td {
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namespace client {
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void IClientState::SetClient(Client* a_Client) {
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assert(a_Client);
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m_Client = a_Client;
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Connect(m_Client->m_Socket->OnReceive, std::bind(&IClientState::HandlePacket, this, std::placeholders::_1));
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Init();
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}
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IClientState::IClientState() : m_Client(nullptr) {}
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IClientState::~IClientState() {}
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void IClientState::SendPacket(const protocol::PacketBase& a_Packet) {
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m_Client->m_Socket->Send(a_Packet);
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}
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void IClientState::SetNewState(const std::shared_ptr<IClientState>& a_NewState) {
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m_Client->UpdateState(a_NewState);
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}
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} // namespace server
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} // namespace td
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19
src/client/socket/FakeSocket.cpp
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19
src/client/socket/FakeSocket.cpp
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#include <client/socket/FakeSocket.h>
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#include <server/socket/FakeSocket.h>
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namespace td {
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namespace client {
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void FakeSocket::Send(const protocol::PacketBase& a_Packet) {
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m_Server->OnReceivePeer(m_PeerId, a_Packet);
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}
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std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::FakeSocket>& a_Server) {
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auto socket = std::make_shared<FakeSocket>(Private());
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socket->m_Server = a_Server;
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socket->m_PeerId = a_Server->ConnectFakePeer(socket);
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return socket;
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}
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} // namespace client
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} // namespace td
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12
src/client/state/GameState.cpp
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12
src/client/state/GameState.cpp
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@@ -0,0 +1,12 @@
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#include <client/state/GameState.h>
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namespace td {
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namespace client {
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GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {}
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void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {}
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void GameState::Update(float a_Delta) {}
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void GameState::Init() {}
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} // namespace client
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} // namespace td
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45
src/main.cpp
45
src/main.cpp
@@ -19,6 +19,10 @@
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#include <server/socket/FakeSocket.h>
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#include <server/state/GameState.h>
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#include <client/Client.h>
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#include <client/socket/FakeSocket.h>
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#include <client/state/GameState.h>
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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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@@ -102,8 +106,12 @@ int main(int argc, char** argv) {
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td::game::WorldPtr serverWorld = GetWorld();
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// server
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auto fakeSocket = std::make_shared<td::server::FakeSocket>();
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td::server::Server server(fakeSocket);
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auto serverFakeSocket = std::make_shared<td::server::FakeSocket>();
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td::server::Server server(serverFakeSocket);
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// client
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auto clientFakeSocket = td::client::FakeSocket::Connect(serverFakeSocket);
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td::client::Client client(clientFakeSocket);
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// init GL context
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td::Display display(1920, 1080, "Tower-Defense 2");
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@@ -125,32 +133,31 @@ int main(int argc, char** argv) {
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td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME);
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ClientHandler clientHandler(simulation);
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simulation.OnMissingLockSteps.Connect([&fakeSocket](const std::vector<td::StepTime>& a_MissingSteps){
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fakeSocket->ReceiveFromFakePeer(0, td::protocol::packets::LockStepRequestPacket(a_MissingSteps));
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});
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// temporary tests
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display.OnKeyDown.Connect([&fakeSocket](SDL_Keycode key) {
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if (key == SDLK_A) {
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fakeSocket->ReceiveFromFakePeer(0, td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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} else if (key == SDLK_Z) {
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fakeSocket->ReceiveFromFakePeer(0, td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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}
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});
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// make a fake player join
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fakeSocket->ConnectFakePeer(0);
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// packets from the server to the client
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fakeSocket->OnSendToFakePeer.Connect([&clientHandler](td::PeerID a_Peer, const td::protocol::PacketBase& a_Packet) {
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clientFakeSocket->OnReceive.Connect([&clientHandler](const td::protocol::PacketBase& a_Packet) {
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a_Packet.Dispatch(clientHandler);
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});
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simulation.OnMissingLockSteps.Connect([&clientFakeSocket](const std::vector<td::StepTime>& a_MissingSteps) {
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clientFakeSocket->Send(td::protocol::packets::LockStepRequestPacket(a_MissingSteps));
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});
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// temporary tests
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display.OnKeyDown.Connect([&clientFakeSocket](SDL_Keycode key) {
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if (key == SDLK_A) {
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clientFakeSocket->Send(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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} else if (key == SDLK_Z) {
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clientFakeSocket->Send(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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}
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});
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server.UpdateState(std::make_shared<td::server::GameState>(serverWorld));
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client.UpdateState(std::make_shared<td::client::GameState>(clientWorld));
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while (!display.IsCloseRequested()) {
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display.PollEvents();
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server.Update();
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client.Update();
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float lerp = simulation.Update();
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renderer.Render(lerp);
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display.Update();
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@@ -10,5 +10,15 @@ void Server::Update() {
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m_LastTime = std::chrono::system_clock::now();
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}
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void Server::UpdateState(const std::shared_ptr<IServerState>& a_State) {
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m_State = a_State;
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m_State->SetServer(this);
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}
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void Server::Update(float a_Delta) {
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assert(m_State);
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m_State->Update(a_Delta);
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}
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} // namespace server
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} // namespace td
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@@ -4,20 +4,43 @@ namespace td {
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namespace server {
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void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
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OnSendToFakePeer(a_Peer, a_Packet);
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auto socket = m_Clients.at(a_Peer);
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assert(socket.has_value());
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socket.value()->OnReceive(a_Packet);
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}
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void FakeSocket::ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
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OnReceivePeer(a_Peer, a_Packet);
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}
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void FakeSocket::ConnectFakePeer(PeerID a_Peer) {
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OnConnectPeer(a_Peer);
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PeerID FakeSocket::ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket) {
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int peerId = GetNextFreeId();
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if (peerId == -1) {
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peerId = m_Clients.size();
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m_Clients.push_back(a_Socket);
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} else {
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m_Clients.emplace(m_Clients.begin() + peerId, a_Socket);
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}
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a_Socket->OnConnect();
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OnConnectPeer(peerId);
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return peerId;
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}
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void FakeSocket::DisconnectFakePeer(PeerID a_Peer) {
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auto socket = m_Clients.at(a_Peer);
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assert(socket.has_value());
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socket.value()->OnDisconnect();
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OnDisconnectPeer(a_Peer);
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}
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int FakeSocket::GetNextFreeId() {
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auto it = std::find_if(m_Clients.begin(), m_Clients.end(), [](const auto& a_Value) { return !a_Value.has_value(); });
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if (it == m_Clients.end())
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return -1;
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return std::distance(m_Clients.begin(), it);
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}
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} // namespace server
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} // namespace td
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