173 lines
4.2 KiB
C++
173 lines
4.2 KiB
C++
/*
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Copyright (c) 2013 yvt
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based on code of pysnip (c) Mathias Kaerlev 2011-2012.
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include <set>
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#include <cstdint>
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#include "PhysicsConstants.h"
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#include "Player.h"
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#include <Core/Debug.h>
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#include <Core/Math.h>
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#include <Core/ServerAddress.h>
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#include <Core/Stopwatch.h>
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#include <Core/VersionInfo.h>
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#include <OpenSpades.h>
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struct _ENetHost;
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struct _ENetPeer;
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typedef _ENetHost ENetHost;
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typedef _ENetPeer ENetPeer;
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namespace spades {
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namespace client {
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class Client;
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class Player;
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enum NetClientStatus {
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NetClientStatusNotConnected = 0,
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NetClientStatusConnecting,
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NetClientStatusReceivingMap,
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NetClientStatusConnected
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};
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class World;
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class NetPacketReader;
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struct PlayerInput;
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struct WeaponInput;
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class Grenade;
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class GameProperties;
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class NetClient {
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Client *client;
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NetClientStatus status;
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ENetHost *host;
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ENetPeer *peer;
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std::string statusString;
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unsigned int mapSize;
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std::vector<char> mapData;
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std::shared_ptr<GameProperties> properties;
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int protocolVersion;
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class BandwidthMonitor {
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ENetHost *host;
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Stopwatch sw;
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double lastDown;
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double lastUp;
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public:
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BandwidthMonitor(ENetHost *);
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double GetDownlinkBps() { return lastDown * 8.; }
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double GetUplinkBps() { return lastUp * 8.; }
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void Update();
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};
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std::unique_ptr<BandwidthMonitor> bandwidthMonitor;
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std::vector<Vector3> savedPlayerPos;
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std::vector<Vector3> savedPlayerFront;
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std::vector<int> savedPlayerTeam;
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struct PosRecord {
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float time;
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bool valid;
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Vector3 pos;
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PosRecord() : valid(false) {}
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};
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std::vector<PosRecord> playerPosRecords;
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std::vector<std::vector<char>> savedPackets;
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int timeToTryMapLoad;
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bool tryMapLoadOnPacketType;
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unsigned int lastPlayerInput;
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unsigned int lastWeaponInput;
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// used for some scripts including Arena by Yourself
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IntVector3 temporaryPlayerBlockColor;
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void Handle(NetPacketReader &);
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World *GetWorld();
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Player *GetPlayer(int);
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Player *GetPlayerOrNull(int);
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Player *GetLocalPlayer();
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Player *GetLocalPlayerOrNull();
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std::string DisconnectReasonString(uint32_t);
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void MapLoaded();
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void SendVersion();
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void SendVersionEnhanced(const std::set<std::uint8_t> &propertyIds);
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public:
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NetClient(Client *);
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~NetClient();
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NetClientStatus GetStatus() { return status; }
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std::string GetStatusString() { return statusString; }
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/**
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* Return a non-null reference to `GameProperties` for this connection.
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* Must be the connected state.
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*/
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std::shared_ptr<GameProperties> &GetGameProperties() {
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SPAssert(properties);
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return properties;
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}
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void Connect(const ServerAddress &hostname);
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void Disconnect();
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int GetPing();
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void DoEvents(int timeout = 0);
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void SendJoin(int team, WeaponType, std::string name, int kills);
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void SendPosition();
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void SendOrientation(Vector3);
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void SendPlayerInput(PlayerInput);
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void SendWeaponInput(WeaponInput);
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void SendBlockAction(IntVector3, BlockActionType);
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void SendBlockLine(IntVector3 v1, IntVector3 v2);
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void SendReload();
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void SendTool();
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void SendGrenade(Grenade *);
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void SendHeldBlockColor();
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void SendHit(int targetPlayerId, HitType type);
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void SendChat(std::string, bool global);
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void SendWeaponChange(WeaponType);
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void SendTeamChange(int team);
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void SendHandShakeValid(int challenge);
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double GetDownlinkBps() { return bandwidthMonitor->GetDownlinkBps(); }
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double GetUplinkBps() { return bandwidthMonitor->GetUplinkBps(); }
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};
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}
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}
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