networking parse command
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parent
ef38da703e
commit
eaff023ed3
6 changed files with 14 additions and 56 deletions
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@ -11,7 +11,7 @@ set(GAME_SRC
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renderer.cpp
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game_window.cpp
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triangle_window.cpp
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session.cpp
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util.cpp
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game.cpp
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state/object.cpp
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@ -10,7 +10,6 @@
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uint64_t optionsFlags;
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using asio::ip::tcp;
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using namespace std;
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@ -1,8 +1,5 @@
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#pragma once
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//#include <iostream>
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//#include <memory>
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//#include <utility>
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#include <asio.hpp>
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#include "session.hpp"
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@ -3,8 +3,11 @@
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#include <iostream>
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#include <memory>
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#include <utility>
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#include <string>
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#include <asio.hpp>
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#include "game.hpp"
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using asio::ip::tcp;
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class Session
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@ -15,59 +18,18 @@ public:
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: m_socket(std::move(socket))
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{
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m_state = state;
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char c[]="> ";
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strcpy(m_snd_data, c);
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}
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void start()
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{
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if(m_started) return;
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m_started=true;
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m_id = m_state->addPlayer();
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auto self(shared_from_this());
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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> ";
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asio::async_write(m_socket, asio::buffer(hello, strlen(hello)),
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[this, self](std::error_code ec, std::size_t /*length*/)
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{
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if (!ec)
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{
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do_read();
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}
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});
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}
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void start();
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private:
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void do_read()
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{
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auto self(shared_from_this());
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m_socket.async_read_some(asio::buffer(m_rcv_data, max_length),
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[this, self](std::error_code ec, std::size_t length)
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{
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if (!ec)
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{
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do_write(length);
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}
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});
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}
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void do_write(std::size_t length)
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{
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auto self(shared_from_this());
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asio::async_write(m_socket, asio::buffer(m_snd_data, length),
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[this, self](std::error_code ec, std::size_t /*length*/)
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{
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if (!ec)
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{
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do_read();
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}
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});
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}
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tcp::socket m_socket;
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enum { max_length = 1024 };
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char m_snd_data[max_length];
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char m_rcv_data[max_length];
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void do_read();
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void do_write(char m_snd_data[], std::size_t length);
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bool parse(std::string);
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tcp::socket m_socket;
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enum { max_length = 1024 };
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char m_rcv_data[max_length];
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game::State* m_state;
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bool m_started = false;
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int m_id;
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int m_pid;
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};
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@ -70,7 +70,7 @@ namespace game {
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return playerId;
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}
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void State::playerLeft(int playerId)
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void State::quitPlayer(int playerId)
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{
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(void) playerId;
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}
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@ -37,7 +37,7 @@ namespace game {
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// The upper layer (network/renderer) calling these three functions
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// should keep id's unique and give one (network) input an id.
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int addPlayer();
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void playerLeft(int playerId);
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void quitPlayer(int playerId);
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void commandForPlayer(int playerId, Command *cmd);
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// lookup. return nullptr on invalid playerId
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