SQCSimulator2023/SQCSim-common/netprotocol.h
MarcEricMartel 9aaad6426c 🚫 👂 🐆
2023-12-09 12:02:04 -05:00

244 lines
7.8 KiB
C++

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