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#include "multiplayer_client.h"
#include "multiplayer.h"
#include "multiplayer_internal.h"
#include "engine.h"
P<GameClient> game_client;
GameClient::GameClient(int version_number, sf::IpAddress server, int port_nr)
: version_number(version_number), server(server), port_nr(port_nr), connect_thread(&GameClient::runConnect, this)
{
assert(!game_server);
assert(!game_client);
client_id = -1;
game_client = this;
status = ReadyToConnect;
last_receive_time.restart();
}
GameClient::~GameClient()
{
connect_thread.wait();
}
P<MultiplayerObject> GameClient::getObjectById(int32_t id)
{
if (objectMap.find(id) != objectMap.end())
return objectMap[id];
return NULL;
}
void GameClient::update(float delta)
{
if (status == ReadyToConnect)
{
status = Connecting;
connect_thread.launch();
}
if (status == Disconnected || status == Connecting)
return;
std::vector<int32_t> delList;
for(std::unordered_map<int32_t, P<MultiplayerObject> >::iterator i=objectMap.begin(); i != objectMap.end(); i++)
{
int id = i->first;
P<MultiplayerObject> obj = i->second;
if (!obj)
delList.push_back(id);
}
for(unsigned int n=0; n<delList.size(); n++)
objectMap.erase(delList[n]);
socket.update();
sf::Packet reply;
sf::Packet packet;
sf::TcpSocket::Status socket_status;
while((socket_status = socket.receive(packet)) == sf::TcpSocket::Done)
{
last_receive_time.restart();
command_t command;
packet >> command;
switch(status)
{
case ReadyToConnect:
case Connecting:
case Authenticating:
case WaitingForPassword:
switch(command)
{
case CMD_REQUEST_AUTH:
{
int32_t server_version;
bool require_password;
packet >> server_version >> require_password;
if (server_version != 0 && server_version != version_number)
{
LOG(INFO) << "Server version " << server_version << " does not match client version " << version_number;
}
if (!require_password)
{
reply.clear();
reply << CMD_CLIENT_SEND_AUTH << int32_t(version_number) << string("");
socket.send(reply);
}else{
status = WaitingForPassword;
}
}
break;
case CMD_SET_CLIENT_ID:
packet >> client_id;
status = Connected;
break;
case CMD_ALIVE:
// send response to calculate ping
reply.clear();
reply << CMD_ALIVE_RESP;
socket.send(reply);
break;
default:
LOG(ERROR) << "Unknown command from server: " << command;
}
break;
case Connected:
switch(command)
{
case CMD_CREATE:
{
int32_t id;
string name;
packet >> id >> name;
for(MultiplayerClassListItem* i = multiplayerClassListStart; i; i = i->next)
{
if (i->name == name)
{
LOG(INFO) << "Created " << name << " from server replication";
MultiplayerObject* obj = i->func();
obj->multiplayerObjectId = id;
objectMap[id] = obj;
int16_t idx;
while(packet >> idx)
{
if (idx >= 0 && idx < int16_t(obj->memberReplicationInfo.size()))
(obj->memberReplicationInfo[idx].receiveFunction)(obj->memberReplicationInfo[idx].ptr, packet);
else
LOG(DEBUG) << "Odd index from server replication: " << idx;
}
}
}
}
break;
case CMD_DELETE:
{
int32_t id;
packet >> id;
if (objectMap.find(id) != objectMap.end() && objectMap[id])
objectMap[id]->destroy();
}
break;
case CMD_UPDATE_VALUE:
{
int32_t id;
int16_t idx;
packet >> id;
if (objectMap.find(id) != objectMap.end() && objectMap[id])
{
P<MultiplayerObject> obj = objectMap[id];
while(packet >> idx)
{
if (idx < int32_t(obj->memberReplicationInfo.size()))
(obj->memberReplicationInfo[idx].receiveFunction)(obj->memberReplicationInfo[idx].ptr, packet);
}
}
}
break;
case CMD_SET_GAME_SPEED:
{
float gamespeed;
packet >> gamespeed;
engine->setGameSpeed(gamespeed);
}
break;
case CMD_SERVER_COMMAND:
{
int32_t id;
packet >> id;
if (objectMap.find(id) != objectMap.end() && objectMap[id])
{
P<MultiplayerObject> obj = objectMap[id];
obj->onReceiveServerCommand(packet);
}
}
break;
case CMD_ALIVE:
// send response to calculate ping
reply.clear();
reply << CMD_ALIVE_RESP;
socket.send(reply);
break;
default:
LOG(ERROR) << "Unknown command from server: " << command;
}
case Disconnected:
break;
}
}
if (socket_status == sf::TcpSocket::Disconnected || last_receive_time.getElapsedTime().asSeconds() > no_data_disconnect_time)
{
socket.disconnect();
status = Disconnected;
}
}
void GameClient::sendPacket(sf::Packet& packet)
{
socket.send(packet);
}
void GameClient::sendPassword(string password)
{
if (status != WaitingForPassword)
return;
sf::Packet reply;
reply << CMD_CLIENT_SEND_AUTH << int32_t(version_number) << password;
socket.send(reply);
status = Authenticating;
}
void GameClient::runConnect()
{
if (socket.connect(server, port_nr, sf::seconds(5)) == sf::TcpSocket::Done)
{
LOG(INFO) << "GameClient: Connected, waiting for authentication";
status = Authenticating;
}else{
LOG(INFO) << "GameClient: Failed to connect";
status = Disconnected;
}
socket.setBlocking(false);
}
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