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Copy pathmain.cpp
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306 lines (272 loc) · 10.1 KB
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#include "main.h"
constexpr int TCP_MESSAGE_SIZE = 7;
constexpr int DC_CHECK_INTERVAL_SECONDS = 2;
struct PacketData {
int playerNumber = 0;
int mHealth = 100;
int oHealth = 100;
float spritePosX = 0;
float spritePosY = 0;
float bulletPosX = 0;
float bulletPosY = 0;
float rotationAngle = 0;
float gameTime = 0;
};
struct PlayerConnectionDetails {
unsigned short port = 0;
sf::IpAddress ipAddress;
PacketData currentData;
};
enum NetworkEvent {
PlayerOne = 111,
PlayerTwo = 222,
Win = 333,
Lose = 444,
PlayOn = 555,
GameStart = 666,
Hit = 777,
Check = 888,
Error = -111,
};
void parse_config_file(const std::string& filename, std::string& ip, int& port) {
std::ifstream file(filename);
std::string line;
while (std::getline(file, line)) {
std::istringstream iss(line);
std::string key;
if (std::getline(iss, key, '=')) {
std::string value;
if (std::getline(iss, value)) {
if (key == "ip") {
ip = value;
} else if (key == "port") {
port = std::stoi(value);
}
}
}
}
}
sf::Packet& operator <<(sf::Packet& packet, const PacketData& data) {
return packet << data.playerNumber << data.spritePosX << data.spritePosY << data.bulletPosX << data.bulletPosY << data.rotationAngle << data.mHealth << data.oHealth << data.gameTime;
}
sf::Packet& operator >>(sf::Packet& packet, PacketData& data) {
return packet >> data.playerNumber >> data.spritePosX >> data.spritePosY >> data.bulletPosX >> data.bulletPosY >> data.rotationAngle >> data.gameTime;
}
std::ostream& operator<<(std::ostream& os, const PacketData& data) {
return os << data.playerNumber << data.spritePosX << data.spritePosY << data.bulletPosX << data.bulletPosY << data.rotationAngle << data.mHealth << data.oHealth << data.gameTime;
}
int main() {
PlayerConnectionDetails player1;
PlayerConnectionDetails player2;
int playersConnected = 0;
int port = 0;
bool gameBegun = false;
bool gameEnded = false;
std::string ip = {};
std::string netEventData;
char const* netEventMessage;
sf::TcpListener listener;
sf::TcpSocket tcpClient1;
sf::TcpSocket tcpClient2;
sf::UdpSocket udpSocket;
sf::Packet packet;
auto lastCheckTime = std::chrono::system_clock::now();
udpSocket.setBlocking(false);
parse_config_file("net_config.txt", ip, port);
std::cout << "Server IP: " << ip << " Port: " << port << std::endl;
if (listener.listen(port, ip) != sf::Socket::Done) {
std::cerr << "Error listening on TCP port " << port << std::endl;
char input = getchar();
return 1;
} else {
std::cout << "TCP Listening with port " << port << std::endl;
}
if (udpSocket.bind(port) != sf::Socket::Done) {
std::cerr << "Error binding UDP socket to port " << port << std::endl;
char input = getchar();
return 1;
} else {
std::cout << "UDP Listening with port " << port << std::endl;
}
while (1) {
if (playersConnected < 2 && !gameBegun && !gameEnded) {
std::cout << "Initialisation, accepting players. Current connected count: " << playersConnected << std::endl;
if (tcpClient1.getLocalPort() == 0) {
if (listener.accept(tcpClient1) != sf::Socket::Done) {
std::cout << "Error accepting client 1.\n";
} else {
std::cout << "First client connected." << std::endl;
player1.ipAddress = tcpClient1.getRemoteAddress();
player1.port = tcpClient1.getRemotePort();
char data[TCP_MESSAGE_SIZE];
std::size_t received;
if (tcpClient1.receive(data, TCP_MESSAGE_SIZE, received) != sf::Socket::Done) {
std::cout << "Error receiving client 1's message.\n";
} else {
player1.currentData.mHealth = std::stoi(data);
netEventData = std::to_string(NetworkEvent::PlayerOne);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 1." << std::endl;
}
playersConnected++;
}
}
} else {
if (listener.accept(tcpClient2) != sf::Socket::Done) {
std::cout << "Error accepting client 2.\n";
} else {
std::cout << "Second client connected." << std::endl;
player2.ipAddress = tcpClient2.getRemoteAddress();
player2.port = tcpClient2.getRemotePort();
char data[TCP_MESSAGE_SIZE];
std::size_t received;
if (tcpClient2.receive(data, TCP_MESSAGE_SIZE, received) != sf::Socket::Done) {
std::cout << "Error receiving client 2's message.\n";
} else {
player2.currentData.mHealth = std::stoi(data);
netEventData = std::to_string(NetworkEvent::PlayerTwo);
netEventMessage = netEventData.c_str();
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 2." << std::endl;
}
playersConnected++;
}
}
}
if (playersConnected == 2) {
gameBegun = true;
std::cout << "\nConnection details: \n";
std::cout << "Player 1: \n";
std::cout << "Ip: " << player1.ipAddress << std::endl;
std::cout << "Port: " << player1.port << std::endl << std::endl << std::endl;
std::cout << "Player 2: \n";
std::cout << "Ip: " << player2.ipAddress << std::endl;
std::cout << "Port: " << player2.port << std::endl;
std::cout << "\n\nGame has begun.\n\n";
netEventData = std::to_string(NetworkEvent::GameStart);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 1." << std::endl;
}
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 2." << std::endl;
}
}
} else if (playersConnected == 2 && gameBegun && !gameEnded) {
auto now = std::chrono::system_clock::now();
std::chrono::duration<double> elapsed_seconds = now - lastCheckTime;
if (elapsed_seconds.count() > DC_CHECK_INTERVAL_SECONDS) {
lastCheckTime = now;
netEventData = std::to_string(NetworkEvent::Check);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) == sf::Socket::Disconnected) {
netEventData = std::to_string(NetworkEvent::Win);
netEventMessage = netEventData.c_str();
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 2." << std::endl;
}
playersConnected = 0;
}
netEventData = std::to_string(NetworkEvent::Check);
netEventMessage = netEventData.c_str();
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) == sf::Socket::Disconnected) {
netEventData = std::to_string(NetworkEvent::Win);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 1." << std::endl;
}
playersConnected = 0;
}
}
if (player1.currentData.mHealth == 0) {
gameEnded = true;
netEventData = std::to_string(NetworkEvent::Lose);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 1." << std::endl;
}
netEventData = std::to_string(NetworkEvent::Win);
netEventMessage = netEventData.c_str();
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 2." << std::endl;
}
tcpClient1.disconnect();
tcpClient2.disconnect();
playersConnected = 0;
} else if (player2.currentData.mHealth == 0) {
gameEnded = true;
netEventData = std::to_string(NetworkEvent::Lose);
netEventMessage = netEventData.c_str();
if (tcpClient2.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 2." << std::endl;
}
netEventData = std::to_string(NetworkEvent::Win);
netEventMessage = netEventData.c_str();
if (tcpClient1.send(netEventMessage, TCP_MESSAGE_SIZE) != sf::Socket::Done) {
std::cerr << "Error sending data to Player 1." << std::endl;
}
tcpClient1.disconnect();
tcpClient2.disconnect();
playersConnected = 0;
}
sf::IpAddress ipAddr;
unsigned short port;
if (udpSocket.receive(packet, ipAddr, port) == sf::Socket::Done) {
if (packet.getDataSize() > 20) {
PacketData recvData;
packet >> recvData;
packet.clear();
if (ipAddr == player1.ipAddress && port == player1.port) {
sf::Packet sendPacket;
recvData.mHealth = player1.currentData.mHealth;
recvData.oHealth = player2.currentData.mHealth;
player1.currentData = recvData;
PacketData sendData = recvData;
sendData.mHealth = player2.currentData.mHealth;
sendData.oHealth = player1.currentData.mHealth;
sendPacket << sendData;
udpSocket.send(sendPacket, player2.ipAddress, player2.port);
//sendPacket.clear();
} else if (ipAddr == player2.ipAddress && port == player2.port) {
sf::Packet sendPacket;
recvData.mHealth = player2.currentData.mHealth;
recvData.oHealth = player1.currentData.mHealth;
player2.currentData = recvData;
PacketData sendData = recvData;
sendData.mHealth = player1.currentData.mHealth;
sendData.oHealth = player2.currentData.mHealth;
sendPacket << sendData;
udpSocket.send(sendPacket, player1.ipAddress, player1.port);
//sendPacket.clear();
}
} else {
packet.clear();
if (ipAddr == player1.ipAddress && port == player1.port) {
player2.currentData.mHealth -= 20;
} else if (ipAddr == player2.ipAddress && port == player2.port) {
player1.currentData.mHealth -= 20;
}
}
}
} else if (playersConnected != 2 && gameBegun && !gameEnded) {
std::cout << "Someone disconnected. Resetting server. \n";
tcpClient1.disconnect();
tcpClient2.disconnect();
playersConnected = 0;
gameBegun = false;
gameEnded = false;
} else if (gameBegun && gameEnded) {
std::cout << "Someone died. Game Over. Resetting server. \n";
tcpClient1.disconnect();
tcpClient2.disconnect();
playersConnected = 0;
gameBegun = false;
gameEnded = false;
PlayerConnectionDetails newPlayer;
player1 = newPlayer;
player2 = newPlayer;
}
}
return 0;
}