begin client-server
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@@ -14,6 +14,7 @@ class IServerSocket {
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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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IServerSocket() {}
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virtual ~IServerSocket() {}
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@@ -9,10 +9,6 @@ namespace server {
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class Server;
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class IServerState : private utils::SlotGuard {
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protected:
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void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
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void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
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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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@@ -22,6 +18,12 @@ class IServerState : private utils::SlotGuard {
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IServerState();
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virtual ~IServerState();
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protected:
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void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
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void BroadcastPacket(const protocol::PacketBase& a_Packet);
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void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
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virtual void Init() {}
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private:
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Server* m_Server;
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@@ -35,6 +35,14 @@ class PlayerIds {
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m_PeerToPlayer.erase(a_PeerId);
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m_PlayerToPeer.erase(playerId);
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}
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auto begin() {
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return m_PeerToPlayer.begin();
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}
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auto end() {
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return m_PeerToPlayer.end();
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}
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};
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} // namespace server
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@@ -3,6 +3,7 @@
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#include <memory>
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#include <server/IServerSocket.h>
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#include <server/IServerState.h>
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#include <chrono>
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namespace td {
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namespace server {
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@@ -11,19 +12,23 @@ class Server {
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private:
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std::shared_ptr<IServerSocket> m_Socket;
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std::shared_ptr<IServerState> 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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Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {}
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Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {}
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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();
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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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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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friend class IServerState;
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};
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@@ -12,6 +12,9 @@ class FakeSocket : public IServerSocket {
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utils::Signal<PeerID, const protocol::PacketBase&> OnSend;
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void ConnectFakePeer(PeerID a_Peer);
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void DisconnectFakePeer(PeerID a_Peer);
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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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};
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@@ -1,21 +1,33 @@
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#pragma once
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#include <server/IServerState.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 server {
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class GameState : public IServerState{
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class GameStateHandler;
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class GameState : public IServerState {
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private:
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/* data */
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std::shared_ptr<game::World> m_World;
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sim::ServerSimulation m_Simulation;
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float m_Time;
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public:
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GameState(/* args */) {}
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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(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
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virtual void Update(float a_Delta) override;
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virtual void OnPlayerJoin(PlayerID a_Id) override;
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virtual void OnPlayerLeave(PlayerID a_Id) override;
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protected:
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virtual void Init() override;
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friend class GameStateHandler;
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};
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} // namespace server
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25
include/server/state/GameStateHandler.h
Normal file
25
include/server/state/GameStateHandler.h
Normal file
@@ -0,0 +1,25 @@
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#pragma once
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace server {
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class GameState;
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class GameStateHandler : public protocol::PacketHandler {
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private:
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GameState& m_GameState;
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PlayerID m_PlayerId;
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using protocol::PacketHandler::Handle;
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public:
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GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId);
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virtual void Handle(const protocol::packets::SpawnTroopPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::PlaceTowerPacket& a_Packet) override;
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};
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} // namespace server
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} // namespace td
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@@ -5,11 +5,12 @@
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namespace td {
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namespace server {
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// this class is temporary useless
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class LobbyState : public IServerState {
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private:
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/* data */
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std::shared_ptr<game::World> m_World;
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public:
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LobbyState(/* args */) {}
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LobbyState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {}
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~LobbyState() {}
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
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