shooter/engine/network/ServerUDP.cpp

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//
// Created by Neirokan on 30.04.2020
//
#include "ServerUDP.h"
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#include "../utils/Time.h"
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#include "MsgType.h"
#include "config.h"
#include "../utils/Log.h"
#include <cmath>
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ServerUDP::ServerUDP() : _lastBroadcast(std::numeric_limits<double>::min()), _working(false)
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{
_socket.setTimeoutCallback(std::bind(&ServerUDP::timeout, this, std::placeholders::_1));
}
bool ServerUDP::isWorking() const
{
return _working;
}
bool ServerUDP::start(sf::Uint16 port)
{
_working = _socket.bind(port);
if(_working)
Log::log("ServerUDP: server successfully started.");
else
Log::log("ServerUDP: failed to start the server.");
return _working;
}
void ServerUDP::update()
{
if (!isWorking())
return;
while (process());
// World state broadcast
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if (Time::time() - _lastBroadcast > 1.0 / Network::WORLD_UPDATE_RATE) {
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broadcast();
_lastBroadcast = Time::time();
}
// Socket update
_socket.update();
updateInfo();
}
void ServerUDP::stop()
{
for (auto it = _clients.begin(); it != _clients.end();)
{
sf::Packet packet;
packet << MsgType::Disconnect << *it;
_socket.send(packet, *it);
_clients.erase(it++);
}
_socket.unbind();
_working = false;
processStop();
Log::log("ServerUDP: the server was killed.");
}
bool ServerUDP::timeout(sf::Uint16 playerId)
{
sf::Packet packet;
packet << MsgType::Disconnect << playerId;
_clients.erase(playerId);
for (auto client : _clients)
_socket.sendRely(packet, client);
Log::log("ServerUDP: client Id = " + std::to_string(playerId) + " disconnected due to timeout.");
processDisconnect(playerId);
return true;
}
// Recive and process message.
// Returns true, if some message was received.
bool ServerUDP::process()
{
sf::Packet packet;
sf::Packet sendPacket;
sf::Uint16 senderId;
MsgType type;
if ((type = _socket.receive(packet, senderId)) == MsgType::Empty)
return false;
switch (type)
{
// here we process any operations based on msg type
case MsgType::Connect:
Log::log("ServerUDP: client Id = " + std::to_string(senderId) + " connecting...");
processConnect(senderId);
break;
case MsgType::ClientUpdate:
processClientUpdate(senderId, packet);
break;
case MsgType::Disconnect:
Log::log("ServerUDP: client Id = " + std::to_string(senderId) + " disconnected.");
sendPacket << MsgType::Disconnect << senderId;
_clients.erase(senderId);
_socket.removeConnection(senderId);
for (auto client : _clients)
_socket.sendRely(sendPacket, client);
processDisconnect(senderId);
break;
default:
processCustomPacket(type, packet, senderId);
}
return true;
}