SQCSimulator2023/SQCSim-srv/connection.cpp

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#include "connection.h"
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Connection::Connection(SOCKET sock,
sockaddr_in sockaddr,
LoginInfo log,
PlayerInfo play) :
m_sock(sock),
m_addr(sockaddr),
m_loginfo(log),
m_playinfo(play) {
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}
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Connection::~Connection() { closesocket(m_sock); }
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uint64_t Connection::GetHash(bool self) const { return self ? m_loginfo.sid : m_playinfo.id; }
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uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
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std::string Connection::GetName() const { return m_loginfo.name; }
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void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); m_input_vector.push_back(in); }
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Output* Connection::getOutput(Timestamp time) {
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auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end())
return &out->second;
return nullptr;
}
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Sync Connection::getSync(Timestamp time) {
Sync sync;
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auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end()) {
sync.timestamp = out->second.timestamp;
sync.position = out->second.position;
sync.sid = m_loginfo.sid;
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}
return sync;
}
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SOCKET Connection::getSock() const { return m_sock; }
PlayerInfo* Connection::getInfo() const { return (PlayerInfo*)&m_playinfo; }
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sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
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void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck;
Input in;
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Sync sync;
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lsPck = recvPacksFrom(sock, &m_buf, m_addr);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case INPUT:
if (Deserialize(&in, pck, &bsize)) {
m_input_manifest[in.timestamp] = in;
m_input_vector.push_back(in);
}
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break;
case SYNC:
if (Deserialize(&sync, pck, &bsize))
m_nsync = true;
break;
default: break;
}
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}
lsPck.clear();
}
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void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns, const uint32_t timer) {
static int outs = 0;
static Timestamp last = 0;
while (!m_output_vector.empty()) {
Output out = m_output_vector.front();
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for (auto& [key, conn] : conns) {
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if (m_playinfo.id == conn->GetHash(false))
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continue;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
}
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++outs;
[[unlikely]] if (last == 0) // !
last = out.timestamp;
outs += out.timestamp + last;
if (outs >= 1000) {
outs -= 1000;
Sync sync;
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sync.hp = player->GetHP();
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sync.timestamp = out.timestamp;
sync.position = out.position;
sync.sid = m_loginfo.sid;
sync.timer = timer;
sync.timestamp = out.timestamp;
sync.ammo = -1;
sendPackTo<Sync>(sock, &sync, &m_bufout, &m_addr);
}
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m_output_vector.pop_front();
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}
}
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Timestamp Connection::Run(World* world) {
Input in, last;
Output out;
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Timestamp tstamp = 0;
float el;
if (m_input_manifest.size() < 2)
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return tstamp;
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if (player->AmIDead()) {
m_input_manifest.clear();
return tstamp;
}
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while (m_last_in < m_input_vector.size() - 1) {
in = m_input_vector.at(m_last_in + 1);
last = m_input_vector.at(m_last_in);
el = (double)(in.timestamp - last.timestamp) / 1000.;
if (m_shoot_acc > 0.) {
m_shoot_acc -= el;
if (m_shoot_acc < 0.)
m_shoot_acc = 0;
}
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player->SetDirection(in.direction);
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player->ApplyPhysics(player->GetInput(in.keys.forward,
in.keys.backward,
in.keys.left,
in.keys.right,
in.keys.jump, false, el), world, el);
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if (player->GetPosition().y < -20.) {
player->InflictDamage(9000.);
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player->Killer = GetHash(true);
}
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out.states.jumping = player->GetVelocity().y > 0.1f;
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out.states.running = player->GetVelocity().Length() > .3f;
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out.states.still = !out.states.running;
out.states.hit = player->m_hit;
player->m_hit = false;
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if (player->AmIDead()) {
in.keys.shoot = false;
in.keys.block = false;
out.states.dead = true;
}
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static bool toggle = false;
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if (in.keys.block) {
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if (!toggle) {
toggle = true;
bool block = false;
ChunkMod* cmod = world->ChangeBlockAtCursor(BLOCK_TYPE::BTYPE_METAL,
player->GetPosition(),
player->GetDirection(),
block, true);
if (cmod)
ChunkDiffs.emplace_back(cmod);
}
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}
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else toggle = false;
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if (in.keys.shoot && m_shoot_acc <= 0.) {
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Bullets.emplace_back(new Bullet(player->GetPOV() + player->GetDirection(), player->GetDirection(), GetHash(true)));
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out.states.shooting = true;
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if (out.states.jumping)
out.states.jumpshot = true;
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m_shoot_acc = BULLET_TIME;
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}
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out.position = player->GetPositionAbs();
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out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out;
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m_output_vector.push_back(out);
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tstamp = out.timestamp;
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++m_last_in;
}
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return tstamp;
}
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void Connection::CleanInputManifest(Timestamp time) {
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// auto wat = m_input_manifest.find(time);
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// while (wat != m_input_manifest.begin())
// m_input_manifest.erase(wat--);
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}
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Timestamp Connection::GetTStamp() const { return m_tstamp; }