SQCSimulator2023/SQCSim-common/netprotocol.h

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#ifndef NETPROTOCOL_H__
#define NETPROTOCOL_H__
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#include <string>
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#include "define.h"
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#include "vector3.h"
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/* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */
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namespace netprot {
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enum class PACKET_TYPE: uint8_t {
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ERR, INPUT, OUTPUT, SYNC,
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TEAMINF, SELFINF, PLAYINF, LOGINF,
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CHUNKMOD, PLAYERMOD, PICKUPMOD,
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GAMEINFO, ENDINFO , BULLET,
CHAT, ERRLOG, LAST_PACK
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};
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/* Structures */
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struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean.
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char *ptr = new char[BUFFER_LENGTH] { 1 }, *tmp = nullptr;
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uint32_t len = BUFFER_LENGTH;
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~Buffer() { delete[] ptr; }
void rstLen() { len = BUFFER_LENGTH; }
};
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struct Packet { // Pour pouvoir recevoir les paquets du recv() sans avoir à les aiguiller dans la même thread.
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void *ptr = nullptr; // Notez que le pointeur doit être supprimé séparément lorsqu'il n'est plus utile.
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PACKET_TYPE type = PACKET_TYPE::ERR;
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};
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/* Constantes */
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inline const char Footer[sizeof(uint32_t)] = { '\0', '\r', '\0', '\n' }; // constante de footer qui est ajoutée à chaque paquet envoyé.
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/* Sous-structures */
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struct Keys {
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bool forward = false,
backward = false,
left = false,
right = false,
jump = false,
shoot = false,
block = false;
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};
struct States {
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bool jumping = false,
shooting = false,
hit = false,
powerup = false,
dead = false,
still = false,
jumpshot = false,
running = false;
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};
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/* Structures de paquets */
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struct Input { // cli -> srv UDP ~frame
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Timestamp timestamp;
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uint64_t sid = 0;
Keys keys; // 0bFBLRJS__ bit-packing de bool.
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Vector3f direction;
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};
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struct Output { // srv -> cli UDP ~frame
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Timestamp timestamp;
uint64_t id = 0;
Vector3f position,
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direction;
States states; // 0bJSH_____ bit-packing de bool.
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};
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struct Sync { // srv -> cli TCP ~second - un premier sync démarre la partie.
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Timestamp timestamp;
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uint64_t sid = 0;
uint32_t timer = 0;
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uint16_t ammo = 0;
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float hp = 0;
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Vector3f position;
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Sync() {}
Sync(Sync* sync) : timestamp(sync->timestamp), sid(sync->sid), timer(sync->timer), ammo(sync->ammo), hp(sync->hp), position(sync->position) {}
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};
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struct TeamInfo { // cli <-> srv TCP once
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char *name = new char[32];
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uint64_t id = 0;
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TeamInfo() {}
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TeamInfo(TeamInfo* tem) : id(tem->id) { strcpy(name, 32, tem->name); }
~TeamInfo() { delete[] name; }
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};
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struct LoginInfo { // cli <-> srv TCP once
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char *name = new char[32];
uint64_t sid = 0,
tid = 0;
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LoginInfo() {}
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LoginInfo(LoginInfo* log): sid(log->sid), tid(log->tid) { strcpy(name, 32, log->name); }
~LoginInfo() { delete[] name; }
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};
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struct PlayerInfo { // cli <-> srv TCP once
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char *name = new char[32];
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uint64_t id = 0,
tid = 0;
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PlayerInfo() {}
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PlayerInfo(PlayerInfo* ply) : id(ply->id), tid(ply->tid) { strcpy(name, 32, ply->name); };
PlayerInfo(int id, int tid, std::string strname) : id(id), tid(tid) { strcpy(name, 32, strname.c_str()); }
~PlayerInfo() { delete[] name; }
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};
struct GameInfo { // cli <-> srv TCP event (before game start)/ once
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uint64_t seed;
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uint32_t countdown;
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uint8_t gameType; // TODD: enum.
GameInfo() {}
GameInfo(GameInfo* gam) : seed(gam->seed), countdown(gam->countdown), gameType(gam->gameType) {}
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};
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struct Chat { // cli <-> srv TCP event
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uint64_t src_id = 0,
dest_id = 0,
dest_team_id = 0;
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char *mess = new char[140]; // Good 'nough for twitr, good 'nough for me.
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Chat() {}
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Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(mess, 140, cha->mess); }
~Chat() { delete[] mess; }
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};
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struct ChunkMod {
Vector3f pos;
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BlockType b_type, old_b_type;
};
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struct BulletAdd {
Timestamp tstamp;
Vector3f pos, dir;
uint64_t id;
};
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struct ErrorLog { // srv -> cli TCP event
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char *mess = new char[140];
bool is_fatal = false;
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ErrorLog() {};
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ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(mess, 140, err->mess); }
~ErrorLog() { delete[] mess; }
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};
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/* Fonctions */
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void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli
void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv
void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv
void Serialize(TeamInfo* tinfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(LoginInfo* linfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
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void Serialize(BulletAdd* bull, char* buf[], uint32_t* buflen); // srv
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void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
bool Deserialize(Output* out, char* buf, uint32_t* buflen); // cli
bool Deserialize(Sync* sync, char* buf, uint32_t* buflen); // cli
bool Deserialize(TeamInfo* tinfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(LoginInfo* linfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
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bool Deserialize(BulletAdd* bull, char* buf, uint32_t* buflen); // cli
bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
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PACKET_TYPE getType(char* buf, uint32_t buflen);
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Packet getPack(char* buf, uint32_t *buflen);
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Packet getPack(Buffer* buf);
bool emptyPack(Packet pck);
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Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type.
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template <class T> T copyPack(Packet* pck);
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template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen);
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template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad);
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template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf);
template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad);
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void recvPacks(SOCKET sock, Buffer* buf, std::vector<char*>* lsPck);
void recvPacksFrom(SOCKET sock, Buffer* buf, sockaddr_in from, std::vector<char*>* lsPck);
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/* Templates */
template <class T>
T copyPack(Packet* pck) { return T((T*)pck->ptr); }
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template <class T>
void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) {
netprot::Serialize(pack, buf, buflen);
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memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
*buflen += sizeof(Footer);
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send(sock, *buf, *buflen, 0);
*buflen = BUFFER_LENGTH;
}
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template <class T>
void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) {
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const sockaddr_in addr = *sockad;
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netprot::Serialize(pack, buf, buflen);
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memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
*buflen += sizeof(Footer);
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sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr));
*buflen = BUFFER_LENGTH;
}
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template <class T>
void sendPack(SOCKET sock, T* pack, Buffer* buf) {
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netprot::Serialize(pack, &buf->ptr, &buf->len);
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memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(Footer);
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send(sock, buf->ptr, buf->len, 0);
buf->rstLen();
}
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template <class T>
void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) {
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const sockaddr_in addr = *sockad;
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netprot::Serialize(pack, &buf->ptr, &buf->len);
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memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(Footer);
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sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr));
buf->rstLen();
}
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};
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#endif