#include "Client.hpp"
+#include "ClientConnection.hpp"
#include "Connection.hpp"
#include "ConnectionHandler.hpp"
#include "io.hpp"
#include <cstring>
#include <iostream>
+#include <glm/gtx/io.hpp>
using namespace std;
constexpr size_t Packet::Login::MAX_LEN;
constexpr size_t Packet::Join::MAX_LEN;
constexpr size_t Packet::Part::MAX_LEN;
+constexpr size_t Packet::PlayerUpdate::MAX_LEN;
namespace {
return conn.Send(client_pack, client_sock);
}
+uint16_t Client::SendPlayerUpdate(const Entity &player) {
+ auto pack = Packet::Make<Packet::PlayerUpdate>(client_pack);
+ pack.WritePlayer(player);
+ return conn.Send(client_pack, client_sock);
+}
+
+
+ClientConnection::ClientConnection(Server &server, const IPaddress &addr)
+: server(server)
+, conn(addr)
+, player(nullptr) {
+ conn.SetHandler(this);
+}
+
+ClientConnection::~ClientConnection() {
+ DetachPlayer();
+}
+
+void ClientConnection::Update(int dt) {
+ conn.Update(dt);
+ if (Disconnected()) {
+ cout << "disconnect from " << conn.Address() << endl;
+ } else if (conn.ShouldPing()) {
+ conn.SendPing(server.GetPacket(), server.GetSocket());
+ }
+}
+
+void ClientConnection::AttachPlayer(Entity &new_player) {
+ DetachPlayer();
+ player = &new_player;
+ player->Ref();
+}
+
+void ClientConnection::DetachPlayer() {
+ if (!player) return;
+ player->Kill();
+ player->UnRef();
+ player = nullptr;
+}
+
+void ClientConnection::On(const Packet::Login &pack) {
+ string name;
+ pack.ReadPlayerName(name);
+
+ Entity *new_player = server.GetWorld().AddPlayer(name);
+
+ if (new_player) {
+ // success!
+ AttachPlayer(*new_player);
+ cout << "accepted login from player \"" << name << '"' << endl;
+ auto response = Packet::Make<Packet::Join>(server.GetPacket());
+ response.WritePlayer(*new_player);
+ response.WriteWorldName(server.GetWorld().Name());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ } else {
+ // aw no :(
+ cout << "rejected login from player \"" << name << '"' << endl;
+ Packet::Make<Packet::Part>(server.GetPacket());
+ conn.Send(server.GetPacket(), server.GetSocket());
+ conn.Close();
+ }
+}
+
+void ClientConnection::On(const Packet::Part &) {
+ conn.Close();
+}
+
+void ClientConnection::On(const Packet::PlayerUpdate &pack) {
+ if (!HasPlayer()) return;
+ pack.ReadPlayer(Player());
+}
+
Connection::Connection(const IPaddress &addr)
: handler(nullptr)
}
}
}
+ // check for newly ack'd packets
+ for (uint16_t s = ctrl_new.AckBegin(); s != ctrl_new.AckEnd(); ++s) {
+ if (ctrl_new.Acks(s) && !ctrl_in.Acks(s)) {
+ Handler().OnPacketReceived(s);
+ }
+ }
ctrl_in = ctrl_new;
}
}
+bool Packet::TControl::Acks(uint16_t s) const noexcept {
+ int16_t diff = int16_t(ack) - int16_t(s);
+ if (diff == 0) return true;
+ if (diff < 0 || diff > 32) return false;
+ return (hist & (1 << (diff - 1))) != 0;
+}
+
uint16_t Connection::SendPing(UDPpacket &udp_pack, UDPsocket sock) {
Packet::Make<Packet::Ping>(udp_pack);
return Send(udp_pack, sock);
return "Join";
case Part::TYPE:
return "Part";
+ case PlayerUpdate::TYPE:
+ return "PlayerUpdate";
default:
return "Unknown";
}
}
void Packet::Join::WritePlayer(const Entity &player) noexcept {
- // TODO: generate entity IDs
- Write(uint32_t(1), 0);
+ Write(player.ID(), 0);
Write(player.ChunkCoords(), 4);
Write(player.Position(), 16);
Write(player.Velocity(), 28);
Write(player.AngularVelocity(), 56);
}
+void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
+ Read(id, 0);
+}
+
void Packet::Join::ReadPlayer(Entity &player) const noexcept {
- uint32_t id = 0;
glm::ivec3 chunk_coords(0);
glm::vec3 pos;
glm::vec3 vel;
glm::quat rot;
glm::vec3 ang;
- Read(id, 0);
Read(chunk_coords, 4);
Read(pos, 16);
Read(vel, 28);
ReadString(name, 68, 32);
}
+void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
+ Write(player.ChunkCoords(), 0);
+ Write(player.Position(), 12);
+ Write(player.Velocity(), 24);
+ Write(player.Orientation(), 36);
+ Write(player.AngularVelocity(), 52);
+}
+
+void Packet::PlayerUpdate::ReadPlayer(Entity &player) const noexcept {
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+
+ Read(chunk_coords, 0);
+ Read(pos, 12);
+ Read(vel, 24);
+ Read(rot, 36);
+ Read(ang, 52);
+
+ player.Position(chunk_coords, pos);
+ player.Velocity(vel);
+ player.Orientation(rot);
+ player.AngularVelocity(ang);
+}
+
void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
case Packet::Part::TYPE:
On(Packet::As<Packet::Part>(udp_pack));
break;
+ case Packet::PlayerUpdate::TYPE:
+ On(Packet::As<Packet::PlayerUpdate>(udp_pack));
+ break;
default:
// drop unknown or unhandled packets
break;
return;
}
- Connection &client = GetClient(udp_pack.address);
- client.Received(udp_pack);
-
- switch (pack.header.type) {
- case Packet::Login::TYPE:
- HandleLogin(client, udp_pack);
- break;
- case Packet::Part::TYPE:
- HandlePart(client, udp_pack);
- break;
- default:
- // just drop packets of unknown or unhandled type
- break;
- }
+ ClientConnection &client = GetClient(udp_pack.address);
+ client.GetConnection().Received(udp_pack);
}
-Connection &Server::GetClient(const IPaddress &addr) {
- for (Connection &client : clients) {
+ClientConnection &Server::GetClient(const IPaddress &addr) {
+ for (ClientConnection &client : clients) {
if (client.Matches(addr)) {
return client;
}
}
- clients.emplace_back(addr);
- OnConnect(clients.back());
+ clients.emplace_back(*this, addr);
return clients.back();
}
-void Server::OnConnect(Connection &client) {
- cout << "new connection from " << client.Address() << endl;
- // tell it we're alive
- client.SendPing(serv_pack, serv_sock);
-}
-
void Server::Update(int dt) {
- for (list<Connection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
+ for (list<ClientConnection>::iterator client(clients.begin()), end(clients.end()); client != end;) {
client->Update(dt);
- if (client->Closed()) {
- OnDisconnect(*client);
+ if (client->Disconnected()) {
client = clients.erase(client);
} else {
- if (client->ShouldPing()) {
- client->SendPing(serv_pack, serv_sock);
- }
++client;
}
}
}
-void Server::OnDisconnect(Connection &client) {
- cout << "connection timeout from " << client.Address() << endl;
-}
-
-
-void Server::HandleLogin(Connection &client, const UDPpacket &udp_pack) {
- auto pack = Packet::As<Packet::Login>(udp_pack);
-
- string name;
- pack.ReadPlayerName(name);
-
- Entity *player = world.AddPlayer(name);
-
- if (player) {
- // success!
- cout << "accepted login from player \"" << name << '"' << endl;
- auto response = Packet::Make<Packet::Join>(serv_pack);
- response.WritePlayer(*player);
- response.WriteWorldName(world.Name());
- client.Send(serv_pack, serv_sock);
- } else {
- // aw no :(
- cout << "rejected login from player \"" << name << '"' << endl;
- Packet::Make<Packet::Part>(serv_pack);
- client.Send(serv_pack, serv_sock);
- client.Close();
- }
-}
-
-void Server::HandlePart(Connection &client, const UDPpacket &udp_pack) {
- client.Close();
-}
-
}