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GameServer.cpp
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GameServer.cpp
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#include "GameServer.h"
u8 GameServer::ms_networkIdCounter = 0;
void GameServer::InitializeNetwork()
{
InitializeSockets();
m_connection = ServerConnection(ProtocolId, TimeOut);
m_connection.ConnectSlots(m_updateSignal);
m_connectionDropSlot = m_connection.GetConnectionDropSignal().connect(this, &GameServer::HandleConnectionDrop);
m_connection.Start(ServerPort);
}
void GameServer::InitializePlayer(PlayerType playerType, u32 keybinds[])
{
m_networkId = ms_networkIdCounter++;
Game::InitializePlayer(playerType, keybinds);
}
void GameServer::InitializePuppet(u8 playerType)
{
ComposeIntroMessage(ms_networkIdCounter);
s8 playerClass[32];
strcpy(playerClass, m_playerTypes[(PlayerType)playerType].c_str());
PlayerController* puppet = new PlayerController(&m_gc, m_resources, m_spawnPoint.x, m_spawnPoint.y, playerClass, (PlayerType)playerType);
puppet->ConnectSlots(m_drawSignal, m_updateSignal);
puppet->SetEnvList(m_level->GetCollidableObjects());
puppet->SetEnemyList(m_level->GetHostiles());
puppet->SetDestructiblesList(m_level->GetDestructibles());
//Add puppet to the list of networkPlayets
m_networkIds.push_back(ms_networkIdCounter);
m_networkPlayers.insert(std::pair<u8, PlayerController*>(ms_networkIdCounter, puppet));
//Add puppet to the list of players
m_players->push_back(puppet);
m_level->GetHostiles()->push_back(puppet);
ComposeNewClientMessage(ms_networkIdCounter, playerType);
ms_networkIdCounter++;
}
void GameServer::HandleConnectionDrop(u8 clientId)
{
u8 puppetId = m_networkIds[clientId];
m_players->remove(m_networkPlayers[puppetId]);
delete m_networkPlayers[puppetId];
m_networkPlayers.erase(m_networkPlayers.find(puppetId));
m_networkIds.erase(m_networkIds.begin() + clientId);
ComposeConnectionDropMessage(puppetId);
}
void GameServer::ProcessMessage(u8* message)
{
u8 messageType = (u8)message[0];
switch (messageType)
{
//Server processes three types of messages:
//0. new incoming connection
//1. update messages from clients
//2. sync message from clients
case 0:
{
//TODO: the message should contain a player type
//for now, just create a knight for all new players
InitializePuppet(message[1]);
break;
}
case 1:
{
u8 id = (u8)message[1];
u8 playerStates = (u8)message[2];
m_networkPlayers[id]->ReadState(playerStates);
break;
}
case 2:
{
u8 id = (u8)message[1];
CL_Point playerPosition;
playerPosition.x = (((s16)message[2] << 8) | ((s16)message[3]));
playerPosition.y = (((s16)message[4] << 8) | ((s16)message[5]));
s32 currentHealth = (((s16)message[6] << 8) | ((s16)message[7]));
m_networkPlayers[id]->SetPosition(playerPosition);
m_networkPlayers[id]->SetStat(eCurrentLife, currentHealth);
}
}
}
void GameServer::ComposeConnectionDropMessage(u8 networkId)
{
u8 message[2];
message[0] = (u8)4;
message[1] = (u8)networkId;
MessageData packet;
memcpy(packet.data, message, sizeof(message));
packet.size = sizeof(message);
m_outgoingMessages.push_back(packet);
}
void GameServer::ComposeIntroMessage(u8 networkId)
{
u8 message[256];
message[0] = (u8)0;
message[1] = (u8)networkId;
message[2] = (u8)((u8)m_players->size());
u16 nextIndex = 3;
GameObjects::iterator it = m_players->begin();
for (; it != m_players->end(); ++it) {
if (it == m_players->begin()) {
message[nextIndex] = (u8)0;
} else {
u8 temp = std::distance(m_players->begin(), it);
message[nextIndex] = (u8)m_networkIds[temp - 1];
}
if (it == m_players->begin()) {
message[nextIndex + 1] = (u8)dynamic_cast<Player*>((*it))->GetType();
} else {
message[nextIndex + 1] = (u8)dynamic_cast<PlayerController*>((*it))->GetType();
}
CL_Point position = (*it)->GetPosition();
message[nextIndex + 2] = (u8)((position.x >> 8) & 0xFF);
message[nextIndex + 3] = (u8)(position.x & 0xFF);
message[nextIndex + 4] = (u8)((position.y >> 8) & 0xFF);
message[nextIndex + 5] = (u8)(position.y & 0xFF);
message[nextIndex + 6] = (u8)(((*it)->GetStat(eCurrentLife) >> 8) & 0xFF);
message[nextIndex + 7] = (u8)((*it)->GetStat(eCurrentLife) & 0xFF);
nextIndex += 8;
}
MessageData packet;
memcpy(packet.data, message, nextIndex);
packet.size = nextIndex;
u8 clientId = m_networkIds.size();
m_connection.SendToSingleClient(packet.data, packet.size, m_networkIds.size());
}
void GameServer::ComposeUpdateMessage()
{
if (m_networkPlayers.empty()) {
return;
}
u8 message[256];
message[0] = (u8)1;
message[1] = (u8)((u8)m_players->size());
u16 nextIndex = 2;
GameObjects::iterator it = m_players->begin();
for (; it != m_players->end(); ++it) {
if (it == m_players->begin()) {
message[nextIndex] = (u8)0;
} else {
u8 temp = std::distance(m_players->begin(), it);
message[nextIndex] = (u8)m_networkIds[temp - 1];
}
message[nextIndex + 1] = (u8)(dynamic_cast<Character*>(*it))->GetCurrentState();
nextIndex += 2;
}
MessageData packet;
memcpy(packet.data, message, nextIndex);
packet.size = nextIndex;
m_outgoingMessages.push_back(packet);
}
void GameServer::ComposeNewClientMessage(u8 networkId, u8 playerType)
{
u8 message[3];
message[0] = (u8)3;
message[1] = (u8)networkId;
message[2] = (u8)playerType;
MessageData packet;
memcpy(packet.data, message, sizeof(message));
packet.size = sizeof(message);
m_outgoingMessages.push_back(packet);
}
void GameServer::ComposeSyncMessage()
{
if (m_networkPlayers.empty()) {
return;
}
for (u8 i = 0; i < m_networkIds.size(); i++)
{
u32 rtt = m_connection.GetRoundTripTime(i);
u8 message[512];
message[0] = (u8)2;
message[1] = (u8)0;
message[2] = (u8)m_players->size();
u16 nextIndex = 3;
GameObjects::iterator it = m_players->begin();
for (; it != m_players->end(); ++it) {
if (it == m_players->begin()) {
message[nextIndex] = (u8)0;
} else {
u8 temp = std::distance(m_players->begin(), it);
message[nextIndex] = (u8)m_networkIds[temp - 1];
}
CL_Point predictedPosition;
predictedPosition.x = (*it)->GetPosition().x + static_cast<s32>((*it)->GetSpeed(eXCurrentSpeed)*rtt / 2);
predictedPosition.y = (*it)->GetPosition().y + static_cast<s32>((*it)->GetSpeed(eYCurrentSpeed)*rtt / 2);
message[nextIndex + 1] = (u8)((predictedPosition.x >> 8) & 0xFF);
message[nextIndex + 2] = (u8)(predictedPosition.x & 0xFF);
message[nextIndex + 3] = (u8)((predictedPosition.y >> 8) & 0xFF);
message[nextIndex + 4] = (u8)(predictedPosition.y & 0xFF);
message[nextIndex + 5] = (u8)(((*it)->GetStat(eCurrentLife) >> 8) & 0xFF);
message[nextIndex + 6] = (u8)((*it)->GetStat(eCurrentLife) & 0xFF);
nextIndex += 7;
}
m_connection.SendToSingleClient(message, nextIndex, i);
}
}
void GameServer::Run()
{
XmlParser parser("settings/Players.xml");
PlayerType playerType = (PlayerType)parser.ReadInt("/PlayerData/PlayerOneType");
u32 keybinds[4] = { CL_KEY_LEFT, CL_KEY_RIGHT, CL_KEY_UP, CL_KEY_J };
Initialize();
InitializeLevel();
InitializePlayer(playerType, keybinds);
InitializeNetwork();
s32 timeElapsedMs, lastTime, currentTime, waitTime;
currentTime = lastTime = CL_System::get_time();
// Main game loop
while (!m_quit) {
//Calculate the elapsed time since the beginning of the last frame
currentTime = CL_System::get_time();
timeElapsedMs = currentTime - lastTime;
if (timeElapsedMs > 50) {
//Guard to ensure that the frame time isn't too long
timeElapsedMs = 50;
}
lastTime = currentTime;
m_frameCounter++;
m_incomingMessages.clear();
m_outgoingMessages.clear();
while (true) {
MessageData packet;
u32 bytes_read = m_connection.ReceivePacket(packet.data, sizeof(packet.data));
if (bytes_read == 0) {
break;
}
m_incomingMessages.push_back(packet);
}
std::vector<MessageData>::iterator it = m_incomingMessages.begin();
for (; it != m_incomingMessages.end(); ++it) {
ProcessMessage((*it).data);
}
//Update the game state
m_level->Update();
m_updateSignal.invoke(timeElapsedMs);
m_drawSignal.invoke();
// Flip the display, showing on the screen what we drew since last call to flip()
m_window.flip(0);
ComposeUpdateMessage();
if ((m_frameCounter % 6) == 0) {
ComposeSyncMessage();
}
if (m_outgoingMessages.size() > 0) {
std::vector<MessageData>::iterator it = m_outgoingMessages.begin();
for (; it != m_outgoingMessages.end(); ++it)
{
m_connection.SendPacket((*it).data, (*it).size);
}
}
//Measure the time for this frame's update
waitTime = 16 - (CL_System::get_time() - currentTime);
if (waitTime < 0) {
waitTime = 0;
}
// This call processes user input and other events
CL_KeepAlive::process(0);
// Sleep for a little while to avoid using too much of the CPU.
CL_System::sleep(waitTime);
}
}