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clientsocket.cpp
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#include "clientsocket.h"
#include <QDebug>
clientsocket::clientsocket() : QObject()
{
}
bool clientsocket::connectToServer(QString strIp, int port_){
char cIpStr[16];
QByteArray ba = strIp.toLatin1();
strcpy(cIpStr,ba);
port = port_;
IP = cIpStr;
sock = socket(AF_INET, SOCK_DGRAM, 0);
isOpen = true;
if (sock < 0) {
perror("[Client]: Error with create socket");
return false;
}
addr.sin_family = AF_INET;
addr.sin_port = htons(port);
addr.sin_addr.s_addr = inet_addr(IP);
int flags = 1;
ioctl(sock, FIONBIO, &flags);
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comConnect;
writeData(block); // connect
QObject::connect(&_timer, SIGNAL(timeout()), this, SLOT(checkSock()));
_timer.start(20);
qDebug() << "[Client]: Connected to server";
return true;
}
void clientsocket::disconnect()
{
close(sock);
}
void clientsocket::writeData(QByteArray& data)
{
int byteCount = data.size();
//qDebug() << "[Client]: Message send to server byte: " << byteCount;
sendto(sock, data.data(), byteCount, 0,
(const struct sockaddr*) &addr, sizeof(addr));
}
void clientsocket::readData(QByteArray& data, int byteCount)
{
socklen_t len = sizeof(addr);
data.clear();
recvfrom(sock, buf, byteCount, 0,
(struct sockaddr*) &addr, &len);
data.append(buf, byteCount);
bzero(buf, sizeof(buf));
}
void clientsocket::sendExit(qint16 playerID)
{
qDebug() << "[Client]: Send exit: " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comExit;
out << playerID;
writeData(block);
}
void clientsocket::sendDisconnect(qint16 playerID)
{
qDebug() << "[Client]: Send disconnect : " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comDisconnect;
out << playerID;
writeData(block);
}
void clientsocket::sendNextRound(qint16 playerID)
{
qDebug() << "[Client]: Send next round ask : " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comNextRound;
out << playerID;
writeData(block);
}
void clientsocket::sendHit(qint16 playerID)
{
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comHit;
out << playerID;
writeData(block);
}
void clientsocket::sendStartRound()
{
qDebug() << "[Client]: Send start round ask";
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comStartRound;
writeData(block);
}
void clientsocket::sendReadyStatus(qint16 playerID)
{
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comReady;
out << playerID;
qDebug() << "[Client]: Send to server about ready player " << playerID;
writeData(block);
}
void clientsocket::sendMove(qint16 playerID, qint16 x, qint16 y, qint16 angle)
{
//qDebug() << "[Client]: Send move : " << playerID << x << y << angle;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comMove;
out << playerID;
out << x;
out << y;
out << angle;
writeData(block);
}
void clientsocket::sendBullet(qint16 playerID, qint16 x, qint16 y, qint16 lastkey)
{
//qDebug() << "[Client]: Send shoot : " << playerID;
QByteArray block;
QDataStream out(&block, QIODevice::WriteOnly);
out << comShoot;
out << playerID;
out << x;
out << y;
out << lastkey;
writeData(block);
}
void clientsocket::checkSock(){
ioctl(sock, FIONREAD, &byteAv);
bzero(buf, 1024);
static QByteArray readBuffer;
readBuffer.clear();
static QByteArray tmrpBuffer;
socklen_t len = sizeof(addr);
int n = recvfrom(sock, buf, 1024, 0, (struct sockaddr *) &addr, &len);
if (n < 0) {
return;
}
readBuffer.append(buf, 1024);
bzero(buf, 1024);
QDataStream in (readBuffer);
qint16 command;
in >> command;
switch(command){
case comReady:{
qint16 playerID;
in >> playerID;
qDebug() << "[Client]: Setting ready " << playerID;
playersReady++;
emit setReadyPlayer(playerID);
break;
}
case comMove:{
qint16 playerID, x, y, angle;
in >> playerID;
in >> x;
in >> y;
in >> angle;
//qDebug()<< "[Client]: Move accept from: " << playerID;
emit setMove(playerID, x, y, angle);
break;
}
case comShoot:{
qint16 playerID, x, y, lastkey;
in >> playerID;
in >> x;
in >> y;
in >> lastkey;
emit createBullet(playerID, lastkey, x, y);
//qDebug()<< "[Client]: Shoot accept from: " << playerID;
break;
}
case comStartGame:{
emit startGame();
break;
}
case comNextRound:{
qint16 playerID;
in >> playerID;
emit startNextRound(playerID);
break;
}
case comStartRound:{
emit startRound();
break;
}
case comDisconnect:{
qint16 playerID;
in >> playerID;
qDebug() << "[Client]: accept disconnect " << playerID;
emit playerDisconnected(playerID);
break;
}
case comExit:{
qint16 playerID;
in >> playerID;
qDebug() << "[Client]: accept exit " << playerID;
emit playerDisconnected(playerID);
break;
}
case comHit: {
qint16 playerID;
in >> playerID;
emit setHit(playerID);
break;
}
}
}