// // Created by Neirokan on 30.04.2020 // #include #include #include "ServerUDP.h" #include "utils/Time.h" #include "MsgType.h" #include "config.h" #include "../utils/Log.h" ServerUDP::ServerUDP() : _lastBroadcast(-INFINITY), _working(false) { _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 if (Time::time() - _lastBroadcast > 1.0 / WORLD_UPDATE_RATE) { 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; }