add StateMachine
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@@ -1,33 +0,0 @@
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#include <server/IServerState.h>
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#include <server/Server.h>
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namespace td {
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namespace server {
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void IServerState::SetServer(Server* a_Server) {
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assert(a_Server);
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m_Server = a_Server;
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Connect(m_Server->m_Socket->OnConnect, std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
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Connect(m_Server->m_Socket->OnDisconnect, std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
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Connect(m_Server->m_Socket->OnReceive, std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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Init();
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}
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IServerState::IServerState() : m_Server(nullptr) {}
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IServerState::~IServerState() {}
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void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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m_Server->m_Socket->Send(a_Id, a_Packet);
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}
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void IServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
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m_Server->m_Socket->Broadcast(a_Packet);
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}
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void IServerState::SetNewState(const std::shared_ptr<IServerState>& a_NewState) {
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m_Server->UpdateState(a_NewState);
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}
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} // namespace server
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} // namespace td
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@@ -3,22 +3,7 @@
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namespace td {
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namespace server {
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void Server::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 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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24
src/server/ServerState.cpp
Normal file
24
src/server/ServerState.cpp
Normal file
@@ -0,0 +1,24 @@
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#include <server/ServerState.h>
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#include <server/Server.h>
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#include <td/common/StateMachine.h>
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namespace td {
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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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}
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ServerState::~ServerState() {}
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void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
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m_StateMachine.m_Socket->Send(a_Id, a_Packet);
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}
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void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
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m_StateMachine.m_Socket->Broadcast(a_Packet);
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}
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} // namespace server
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} // namespace
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@@ -6,9 +6,7 @@
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namespace td {
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namespace server {
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GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {}
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void GameState::Init() {
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GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) : ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
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std::cout << "Switched to Game state !\n";
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BroadcastPacket(m_Simulation.MakePacket());
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}
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@@ -28,9 +26,5 @@ void GameState::Update(float a_Delta) {
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}
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}
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void GameState::OnPlayerJoin(PlayerID a_Id) {}
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void GameState::OnPlayerLeave(PlayerID a_Id) {}
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} // namespace server
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} // namespace td
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@@ -11,15 +11,7 @@ void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packe
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}
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void LobbyState::Update(float a_Delta) {
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SetNewState(std::make_shared<GameState>(m_World));
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}
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void LobbyState::OnPlayerJoin(PlayerID a_Id) {
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}
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void LobbyState::OnPlayerLeave(PlayerID a_Id) {
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m_StateMachine.ChangeState<GameState>(m_World);
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}
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} // namespace server
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