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[Patch 2/4] Network rework: packet writing, sending and cleanups
NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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22 changed files with 3921 additions and 4182 deletions
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@ -23,7 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "server.h"
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#include "networkprotocol.h"
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#include "toserverpacket.h"
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#include "networkpacket.h"
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enum ToServerConnectionState {
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TOSERVER_STATE_NOT_CONNECTED,
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@ -35,9 +35,18 @@ struct ToServerCommandHandler
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{
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const std::string name;
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ToServerConnectionState state;
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void (Server::*handler)(ToServerPacket* pkt);
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void (Server::*handler)(NetworkPacket* pkt);
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};
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struct ClientCommandFactory
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{
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const char* name;
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u16 channel;
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bool reliable;
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};
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extern const ToServerCommandHandler toServerCommandTable[TOSERVER_NUM_MSG_TYPES];
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extern const ClientCommandFactory clientCommandFactoryTable[TOCLIENT_NUM_MSG_TYPES];
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#endif
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