Pull base netcode functions out into net files
This commit is contained in:
parent
b43927a1da
commit
b34b933dcd
3 changed files with 88 additions and 71 deletions
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@ -1 +1,63 @@
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#include "net.h"
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#include "net.h"
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#include <iostream>
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#include <thread>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <unistd.h>
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int WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game)
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{
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char buffer[1028]; // buffer for orders
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memset(buffer,0,sizeof(buffer));
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std::cout<<"Waiting for "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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// Read in the new socket
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// read will block until the client has called write
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// up to the full size of the buffer
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if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
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error("ERROR reading from client");
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std::cout<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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std::cout<<buffer<<std::endl;
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mut.lock();
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game.IssueOrders(info.player , buffer);
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mut.unlock();
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return 0;
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}
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void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
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{
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// Spawn threads
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std::vector<std::thread> clientThreads;
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for(auto client : myClients)
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{
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std::thread clientThread(WaitForOrdersFromClient, client, ref(gameMutex), std::ref(game));
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clientThreads.push_back(move(clientThread));
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}
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// Join up all the threads
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for ( std::thread& thread : clientThreads )
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{
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thread.join();
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}
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}
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void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
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{
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gameMutex.lock();
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std::string gamestate_string = GetStringFromGame(game);
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gameMutex.unlock();
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for (auto client : myClients)
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{
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// Write to the socket with the buffer
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if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
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error("ERROR sending to client");
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}
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}
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@ -1,9 +1,34 @@
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#ifndef _TTRTS_NET_H_
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#ifndef _TTRTS_NET_H_
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#define _TTRTS_NET_H_
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#define _TTRTS_NET_H_
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#include <vector>
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#include <mutex>
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <game.h>
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#include <formatters.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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// Struct for net client info
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struct ClientInfo
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{
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sockaddr_in cli_addr;
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int clientsockfd;
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player_t player;
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};
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int WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game);
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void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
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void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
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inline void error(const char *msg)
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inline void error(const char *msg)
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{
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{
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perror(msg);
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perror(msg);
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@ -10,79 +10,9 @@
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#include <string.h>
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#include <string.h>
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#include <unistd.h>
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#include <unistd.h>
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <game.h>
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#include <formatters.h>
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#include "net.h"
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#include "net.h"
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#include "filesystem.h"
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#include "filesystem.h"
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// Struct for net client info
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struct ClientInfo
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{
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sockaddr_in cli_addr;
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int clientsockfd;
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player_t player;
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};
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int WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game)
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{
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char buffer[1028]; // buffer for orders
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memset(buffer,0,sizeof(buffer));
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std::cout<<"Waiting for "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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// Read in the new socket
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// read will block until the client has called write
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// up to the full size of the buffer
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if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
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error("ERROR reading from client");
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std::cout<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
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std::cout<<buffer<<std::endl;
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mut.lock();
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game.IssueOrders(info.player , buffer);
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mut.unlock();
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return 0;
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}
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void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
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{
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// Spawn threads
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std::vector<std::thread> clientThreads;
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for(auto client : myClients)
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{
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std::thread clientThread(WaitForOrdersFromClient, client, ref(gameMutex), std::ref(game));
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clientThreads.push_back(move(clientThread));
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}
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// Join up all the threads
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for ( std::thread& thread : clientThreads )
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{
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thread.join();
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}
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}
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void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
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{
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gameMutex.lock();
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std::string gamestate_string = GetStringFromGame(game);
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gameMutex.unlock();
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for (auto client : myClients)
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{
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// Write to the socket with the buffer
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if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
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error("ERROR sending to client");
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}
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}
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int runServer(int argc, char* argv[])
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int runServer(int argc, char* argv[])
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{
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{
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std::cout<<"Setting up server on port "<<TTRTS_PORT<<std::endl;
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std::cout<<"Setting up server on port "<<TTRTS_PORT<<std::endl;
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