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Copy pathUdpClient.cpp
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62 lines (57 loc) · 1.28 KB
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#include "Component/Network/UdpClient.h"
#include "Game/Input.h"
#include <Network/StringPacket.h>
#include "Core/ThreadPool.h"
#include "Core/Logger.h"
namespace sh::game
{
SH_GAME_API UdpClient::UdpClient(GameObject& owner) :
NetworkComponent(owner),
socket(ctx)
{
}
SH_GAME_API void UdpClient::OnDestroy()
{
socket.Close();
if (networkThread.joinable())
networkThread.join();
Super::OnDestroy();
}
SH_GAME_API void UdpClient::Start()
{
socket.Bind();
networkThread = std::thread(
[this]()
{
while (socket.IsOpen())
{
ctx.Update();
}
}
);
}
SH_GAME_API void UdpClient::Update()
{
if (Input::GetKeyPressed(Input::KeyCode::Space))
{
network::StringPacket packet{};
packet.SetString("hello?");
socket.Send(packet, serverIp, serverPort);
}
if (socket.IsOpen())
{
auto opt = socket.GetReceivedMessage();
while (opt.has_value())
{
auto& message = opt.value();
if (message.packet->GetId() == 0)
SH_INFO_FORMAT("Received packet (id:0, {}) from server!", static_cast<network::StringPacket*>(message.packet.get())->GetString());
opt = socket.GetReceivedMessage();
}
}
}
SH_GAME_API void UdpClient::SendPacket(const network::Packet& packet)
{
socket.Send(packet, serverIp, serverPort);
}
}//namespace