networking parse command

This commit is contained in:
j3d1 2016-09-28 03:35:05 +02:00
parent ef38da703e
commit eaff023ed3
6 changed files with 14 additions and 56 deletions

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@ -11,7 +11,7 @@ set(GAME_SRC
renderer.cpp
game_window.cpp
triangle_window.cpp
session.cpp
util.cpp
game.cpp
state/object.cpp

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@ -10,7 +10,6 @@
uint64_t optionsFlags;
using asio::ip::tcp;
using namespace std;

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@ -1,8 +1,5 @@
#pragma once
//#include <iostream>
//#include <memory>
//#include <utility>
#include <asio.hpp>
#include "session.hpp"

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@ -3,8 +3,11 @@
#include <iostream>
#include <memory>
#include <utility>
#include <string>
#include <asio.hpp>
#include "game.hpp"
using asio::ip::tcp;
class Session
@ -15,59 +18,18 @@ public:
: m_socket(std::move(socket))
{
m_state = state;
char c[]="> ";
strcpy(m_snd_data, c);
}
void start()
{
if(m_started) return;
m_started=true;
m_id = m_state->addPlayer();
auto self(shared_from_this());
char hello[] = "\nUse \"n name\" to change name, \"v velocity\" to change velocity, \"c\" to clear past shots or \"q\" to close the connection.\nEverything else is interpreted as a shooting angle.\n\n> ";
asio::async_write(m_socket, asio::buffer(hello, strlen(hello)),
[this, self](std::error_code ec, std::size_t /*length*/)
{
if (!ec)
{
do_read();
}
});
}
void start();
private:
void do_read()
{
auto self(shared_from_this());
m_socket.async_read_some(asio::buffer(m_rcv_data, max_length),
[this, self](std::error_code ec, std::size_t length)
{
if (!ec)
{
do_write(length);
}
});
}
void do_write(std::size_t length)
{
auto self(shared_from_this());
asio::async_write(m_socket, asio::buffer(m_snd_data, length),
[this, self](std::error_code ec, std::size_t /*length*/)
{
if (!ec)
{
do_read();
}
});
}
tcp::socket m_socket;
enum { max_length = 1024 };
char m_snd_data[max_length];
char m_rcv_data[max_length];
void do_read();
void do_write(char m_snd_data[], std::size_t length);
bool parse(std::string);
tcp::socket m_socket;
enum { max_length = 1024 };
char m_rcv_data[max_length];
game::State* m_state;
bool m_started = false;
int m_id;
int m_pid;
};

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@ -70,7 +70,7 @@ namespace game {
return playerId;
}
void State::playerLeft(int playerId)
void State::quitPlayer(int playerId)
{
(void) playerId;
}

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@ -37,7 +37,7 @@ namespace game {
// The upper layer (network/renderer) calling these three functions
// should keep id's unique and give one (network) input an id.
int addPlayer();
void playerLeft(int playerId);
void quitPlayer(int playerId);
void commandForPlayer(int playerId, Command *cmd);
// lookup. return nullptr on invalid playerId