Pull base netcode functions out into net files

This commit is contained in:
mdiluzio 2015-01-02 19:51:14 +00:00
parent b43927a1da
commit b34b933dcd
3 changed files with 88 additions and 71 deletions

View file

@ -1 +1,63 @@
#include "net.h"
#include "net.h"
#include <iostream>
#include <thread>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
int WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game)
{
char buffer[1028]; // buffer for orders
memset(buffer,0,sizeof(buffer));
std::cout<<"Waiting for "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
// Read in the new socket
// read will block until the client has called write
// up to the full size of the buffer
if (read(info.clientsockfd,buffer,sizeof(buffer)-1) < 0)
error("ERROR reading from client");
std::cout<<"Recieved orders from "<<inet_ntoa(info.cli_addr.sin_addr)<<std::endl;
std::cout<<buffer<<std::endl;
mut.lock();
game.IssueOrders(info.player , buffer);
mut.unlock();
return 0;
}
void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex)
{
// Spawn threads
std::vector<std::thread> clientThreads;
for(auto client : myClients)
{
std::thread clientThread(WaitForOrdersFromClient, client, ref(gameMutex), std::ref(game));
clientThreads.push_back(move(clientThread));
}
// Join up all the threads
for ( std::thread& thread : clientThreads )
{
thread.join();
}
}
void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex)
{
gameMutex.lock();
std::string gamestate_string = GetStringFromGame(game);
gameMutex.unlock();
for (auto client : myClients)
{
// Write to the socket with the buffer
if ( write( client.clientsockfd, gamestate_string.c_str(), gamestate_string.length() ) < 0 )
error("ERROR sending to client");
}
}

View file

@ -1,9 +1,34 @@
#ifndef _TTRTS_NET_H_
#define _TTRTS_NET_H_
#include <vector>
#include <mutex>
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <game.h>
#include <formatters.h>
#include <stdio.h>
#include <stdlib.h>
// Struct for net client info
struct ClientInfo
{
sockaddr_in cli_addr;
int clientsockfd;
player_t player;
};
int WaitForOrdersFromClient(const ClientInfo info, std::mutex &mut, CTTRTSGame &game);
void GetOrdersFromClients(std::vector<ClientInfo> &myClients, CTTRTSGame &game, std::mutex &gameMutex);
void SendGameInfoToClients(std::vector<ClientInfo> &myClients, const CTTRTSGame &game, std::mutex &gameMutex);
inline void error(const char *msg)
{
perror(msg);

View file

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