Moving from a TCP only model to a hybrid TCP/UDP system. This is required to achieve a responsive, real-time multiplayer experience.
89 lines
2.8 KiB
C++
89 lines
2.8 KiB
C++
#include <algorithm>
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#include <netinet/in.h>
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#include <string.h>
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#include "game.h"
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#include "network/game_state_message.h"
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#include "network/player_pos_message.h"
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#include "network/tcpsocket.h"
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#include "network/message.h"
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#include "network/udpsocket.h"
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Player* Game::add_player(BettolaLib::Network::TCPSocket* socket) {
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_players.push_back(new Player(socket));
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return _players.back();
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}
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void Game::remove_player(unsigned int player_id) {
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_players.erase(
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std::remove_if(_players.begin(), _players.end(),
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[player_id](Player* player) {
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if(player->get_id() == player_id) {
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delete player;
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return true;
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}
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return false;
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}),
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_players.end());
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}
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void Game::handle_udp_message(const BettolaLib::Network::MessageHeader& header,
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const char* buffer, const sockaddr_in& from_addr) {
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if(header.type == BettolaLib::Network::MessageType::PlayerPosition) {
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BettolaLib::Network::PlayerPosMessage msg;
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memcpy(&msg, buffer, sizeof(msg));
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Player* player = get_player_by_id(msg.player_id);
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if(player) {
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if(!player->has_udp_addr()) {
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printf("Bettola Server: Associated UDP address for player %u\n", msg.player_id);
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player->set_udp_addr(from_addr);
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}
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player->set_position(msg.x, msg.y);
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}
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}
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}
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void Game::broadcast_game_state(BettolaLib::Network::UDPSocket& udp_socket) {
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BettolaLib::Network::GameStateMessage msg;
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msg.num_players = _players.size();
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memset(msg.players, 0, sizeof(msg.players));
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for(size_t i = 0; i < _players.size(); ++i) {
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msg.players[i].player_id = _players[i]->get_id();
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msg.players[i].x = _players[i]->get_x();
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msg.players[i].y = _players[i]->get_y();
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}
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BettolaLib::Network::MessageHeader header;
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header.type = BettolaLib::Network::MessageType::GameState;
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header.size = sizeof(msg);
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for(const auto& player : _players) {
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if(player->has_udp_addr()) {
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udp_socket.send_to(&header, sizeof(header), player->get_udp_addr());
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udp_socket.send_to(&msg, sizeof(msg), player->get_udp_addr());
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}
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}
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}
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Player* Game::get_player_by_socket(const BettolaLib::Network::TCPSocket* socket) {
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auto it = std::find_if(_players.begin(), _players.end(),
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[socket](const Player* player) {
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return &player->get_socket() == socket;
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});
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return(it != _players.end() ? *it : nullptr);
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}
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Player* Game::get_player_by_id(unsigned int id) {
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auto it = std::find_if(_players.begin(), _players.end(),
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[id](const Player* player) {
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return player->get_id() == id;
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});
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return(it != _players.end() ? *it : nullptr);
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}
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