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Copy pathNetworkManager.cpp
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197 lines (162 loc) · 5.84 KB
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#include "NetworkManager.h"
NetworkManager::NetworkManager(std::string ip, int port) {
serverIp = ip;
serverPort = port;
tcpSocketStatus = sf::Socket::Status::NotReady;
}
NetworkManager::~NetworkManager() {
tcpSocket.disconnect();
udpSocket.unbind();
}
sf::Packet& operator <<(sf::Packet& packet, const NetworkManager::PacketData& data) {
return packet << data.playerNumber << data.spritePosX << data.spritePosY << data.bulletPosX << data.bulletPosY << data.rotationAngle << data.gameTime;
}
sf::Packet& operator >>(sf::Packet& packet, NetworkManager::PacketData& data) {
return packet >> data.playerNumber >> data.spritePosX >> data.spritePosY >> data.bulletPosX >> data.bulletPosY >> data.rotationAngle >> data.mHealth >> data.oHealth >> data.gameTime;
}
std::ostream& operator<<(std::ostream& os, const NetworkManager::PacketData& data) {
return os << data.playerNumber << " " << data.spritePosX << " " << data.spritePosY << " " << data.bulletPosX << " " << data.bulletPosY << " " << data.rotationAngle << " " << data.mHealth << " " << data.oHealth << " " << data.gameTime;
}
int NetworkManager::Initialize(int hp) {
std::cout << "Initializing client " << serverIp << " " << serverPort << std::endl;
tcpSocket.setBlocking(true);
udpSocket.setBlocking(false);
tcpSocketStatus = tcpSocket.connect(serverIp, serverPort);
if (tcpSocketStatus != sf::Socket::Done) {
std::cout << "Cannot connect to server." << std::endl;
return NetworkEvent::Error;
} else {
std::cout << "Connected\n";
char data[TCP_MESSAGE_SIZE];
std::size_t received;
if (udpSocket.bind(tcpSocket.getLocalPort()) != sf::Socket::Done) {
std::cerr << "Error binding UDP socket to port " << tcpSocket.getLocalPort() << std::endl;
return NetworkEvent::Error;
} else {
std::cout << "UDP Listening with port " << udpSocket.getLocalPort() << std::endl;
}
std::string hpVal = std::to_string(hp);
char const* hpData = hpVal.c_str();
if (tcpSocket.send(hpData, sizeof(float)) != sf::Socket::Done) {
std::cerr << "Error sending data to server." << std::endl;
}
if (tcpSocket.receive(data, TCP_MESSAGE_SIZE, received) == sf::Socket::Done) {
std::cout << "Received " << received << " bytes" << " message: " << data << std::endl;
if (std::stoi(data) == NetworkEvent::PlayerOne) {
return 0;
} else if (std::stoi(data) == NetworkEvent::PlayerTwo) {
return 1;
}
}
}
}
bool NetworkManager::WaitForGameStartResponse() {
std::cout << "Waiting for response.... " << std::endl;
char data[TCP_MESSAGE_SIZE];
std::size_t received;
if (tcpSocket.receive(data, TCP_MESSAGE_SIZE, received) == sf::Socket::Done) {
if (std::stoi(data) == NetworkEvent::GameStart) {
tcpSocket.setBlocking(false);
return true;
} else {
return false;
}
}
}
void NetworkManager::SendData(PacketData data) {
sf::Packet packet;
packet << data;
udpSocket.send(packet, serverIp, serverPort);
return;
}
void NetworkManager::SendHitEvent() {
sf::Packet packet;
NetworkEvent hit = NetworkEvent::Hit;
packet << hit;
udpSocket.send(packet, serverIp, serverPort);
return;
}
void NetworkManager::GetData() {
sf::Packet packet;
sf::IpAddress ipAddr;
unsigned short port;
udpSocket.receive(packet, ipAddr, port);
PacketData data;
packet >> data;
if (data.gameTime > 0) {
if (prevPacketsRecv.size() < 2) {
prevPacketsRecv.push_back(data);
} else {
prevPacketsRecv.erase(prevPacketsRecv.begin());
prevPacketsRecv.push_back(data);
}
}
}
NetworkManager::NetworkEvent NetworkManager::CheckDefWinMessage() {
char data[TCP_MESSAGE_SIZE];
std::size_t received;
if (tcpSocket.receive(data, TCP_MESSAGE_SIZE, received) == sf::Socket::Done) {
switch (std::stoi(data)) {
case NetworkEvent::Win:
return NetworkEvent::Win;
case NetworkEvent::Lose:
return NetworkEvent::Lose;
default:
return NetworkEvent::PlayOn;
}
}
return NetworkEvent::PlayOn;
}
void NetworkManager::OnReturnToLobby() {
tcpSocket.disconnect();
udpSocket.unbind();
tcpSocketStatus = sf::Socket::Status::NotReady;
}
NetworkManager::PacketData NetworkManager::RunPrediction(float gameTime) {
PacketData invalidData;
if (prevPacketsRecv.size() <= 0) {
lastPredictionTime = gameTime;
return invalidData;
}
if (prevPacketsRecv.size() < 2) {
lastPredictionTime = gameTime;
return prevPacketsRecv[prevPacketsRecv.size() - 1];
}
PacketData* msgOld = &prevPacketsRecv[prevPacketsRecv.size() - 2];
PacketData* msgNew = &prevPacketsRecv[prevPacketsRecv.size() - 1];
float time = (msgNew->gameTime - msgOld->gameTime);
float gameTimeDiff = abs(lastPredictionTime - gameTime);
float distX = (msgNew->spritePosX - msgOld->spritePosX);
float distY = (msgNew->spritePosY - msgOld->spritePosY);
float speedX = distX / time;
float speedY = distY / time;
float displacementX = speedX * gameTimeDiff;
float displacementY = speedY * gameTimeDiff;
float nextX = msgOld->spritePosX + displacementX;
float nextY = msgOld->spritePosY + displacementY;
msgOld->spritePosX = nextX;
msgOld->spritePosY = nextY;
if (msgOld->bulletPosX != 10000 && msgOld->bulletPosY != 10000) {
float distXB = (msgNew->bulletPosX - msgOld->bulletPosX);
float distYB = (msgNew->bulletPosY - msgOld->bulletPosY);
float speedXB = distXB / time;
float speedYB = distYB / time;
float displacementXB = speedXB * gameTimeDiff;
float displacementYB = speedYB * gameTimeDiff;
float nextXB = msgOld->bulletPosX + displacementXB;
float nextYB = msgOld->bulletPosY + displacementYB;
msgOld->bulletPosX = nextXB;
msgOld->bulletPosY = nextYB;
} else {
msgOld->bulletPosX = msgNew->bulletPosX;
msgOld->bulletPosY = msgNew->bulletPosY;
}
float rot = (msgNew->rotationAngle - msgOld->rotationAngle);
float speedR = rot / time;
float displacementR = speedR * gameTimeDiff;
float nextR = msgOld->rotationAngle + displacementR;
msgOld->rotationAngle = nextR;
PacketData returnData = *msgOld;
lastPredictionTime = gameTime;
return returnData;
}