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NetworkingSystem.cpp
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NetworkingSystem.cpp
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#include "pch.h"
#include "NetworkingSystem.h"
#include "EntityManager.h"
#include "NetworkingComponent.h"
#include "NetworkManager.h"
#include "SceneManager.h"
namespace LeaderEngine
{
NetworkingSystem::NetworkingSystem()
{
socket.bind(5000);
socket.setBlocking(false);
if ( sf::IpAddress::getLocalAddress().toString() == "10.70.10.7" )
{
isHost = true;
}
}
NetworkingSystem::~NetworkingSystem()
{
}
void NetworkingSystem::Update()
{
std::cout << "Networking system update" << std::endl;
flatbuffers::FlatBufferBuilder builder;
auto &entities = SceneManager::GetInstance().GetCurrentScene()->GetEntityManager().GetEntities(); // Reference to the entities map in the entity manager
for (auto it = entities.begin(); it != entities.end(); ++it) // Iterate through the entities
{
if (it->second->GetComponent<NetworkingComponent>() != nullptr)
{
sf::Packet packet = sf::Packet();
it->second->Serialize(builder);
auto data = builder.GetBufferPointer(); // Get the data from the builder
auto size = builder.GetSize(); // Get the size of the data
packet.append(data, size); // Append the data to the packet to send it over the network
if (!isHost)
{
std::cout << "Sending packet to host" << std::endl;
SendPacket(packet, NetworkManager::GetInstance().GetIp(), 5000);
}
}
}
ReceivePacket();
}
void NetworkingSystem::SendPacket(sf::Packet& packet, const sf::IpAddress ip, const unsigned short port)
{
std::cout << "Sending packet to " << ip << ":" << port << std::endl;
socket.send(packet, ip, port);
}
void NetworkingSystem::ReceivePacket()
{
sf::Packet packet;
sf::IpAddress ip;
unsigned short port;
while (socket.receive(packet, ip, port) == sf::Socket::Done)
{
std::cout << "Received packet from " << ip << ":" << port << std::endl;
std::cout << "Packet size: " << packet.getDataSize() << std::endl;
// TODO :
// Get entity id from packet
// Get Component type from packet
std::vector<uint8_t> data(packet.getDataSize()); // Create a vector to store the data from the packet
memcpy(data.data(), packet.getData(), packet.getDataSize()); // Copy the data from the packet to the vector
auto &entities = SceneManager::GetInstance().GetCurrentScene()->GetEntityManager().GetEntities();
for (auto it = entities.begin(); it != entities.end(); ++it) // Iterate through the entities
{
if (it->second->GetComponent<NetworkingComponent>() != nullptr)
{
it->second->Deserialize(data.data());
}
}
}
}
}