Added Handshake class

Fixed NetworkBuffer include
Fixed some data types
TcpClient: Added SendBytes, SetOnDisconnectCallback, SetOnConnectCallback, SetOnMessageCallback methods and made callback std::function's private and fixed some method implementations
Added AcceptConnection on TcpServer
Fixed TcpServer AddToClientsList
This commit is contained in:
xX-TheDoctor-Xx
2016-08-01 00:28:22 +01:00
parent e677fdeb59
commit 0ac8b4f6e8
18 changed files with 143 additions and 25 deletions

40
src/Handshake.cpp Normal file
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@ -0,0 +1,40 @@
#include "Handshake.hpp"
#include "Utility.hpp"
Handshake::Handshake()
{
id = -2;
}
Handshake::Handshake(uint16 id, byte con_code)
{
this->id = id;
this->con_code = con_code;
}
Handshake::~Handshake()
{
}
const std::vector<byte>& Handshake::EncodeHandshake(const Handshake & handshake)
{
std::vector<byte> handshake_bytes;
std::vector<byte> id = Utility::BitConverter::FromUint16(handshake.id);
std::vector<byte> con_mode = Utility::BitConverter::FromUint8(handshake.con_code);
handshake_bytes.insert(handshake_bytes.end(), id.begin(), id.end());
handshake_bytes.insert(handshake_bytes.end(), con_mode.begin(), con_mode.end());
return handshake_bytes;
}
Handshake & Handshake::DecodeHandshake(const std::vector<byte>& bytes)
{
Handshake handshake;
handshake.id = Utility::BitConverter::ToUint16(bytes);
handshake.con_code = Utility::BitConverter::ToUint8(bytes, 2);
return handshake;
}

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@ -1,5 +1,4 @@
#include "NetworkBuffer.hpp"
#include "Utility.hpp"
NetworkBuffer::NetworkBuffer()
{

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@ -9,7 +9,7 @@ NetworkMessage::NetworkMessage()
{
}
NetworkMessage::NetworkMessage(uint16 sender, byte distribution_mode, uint16 destination_id, byte tag, uint16 subject, NetworkBuffer buffer) :
NetworkMessage::NetworkMessage(uint16 sender, byte distribution_mode, uint16 destination_id, byte tag, byte subject, NetworkBuffer buffer) :
sender(sender), distribution_mode(distribution_mode), destination_id(destination_id), tag(tag), subject(subject), buffer(buffer)
{
}
@ -52,7 +52,7 @@ const NetworkMessage &NetworkMessage::DecodeMessage(const NetworkBuffer &buffer)
message.distribution_mode = buffer.body[3];
message.destination_id = Utility::BitConverter::ToUint16(buffer.body, 4);
message.tag = buffer.body[6];
message.subject = Utility::BitConverter::ToUint16(buffer.body, 7);
message.subject = Utility::BitConverter::ToUint8(buffer.body, 7);
message.buffer = buffer;
message.valid = message.sender != -2 && message.tag != CONNECT && message.tag != DISCONNECT;

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@ -3,6 +3,7 @@
#include "Config.hpp"
#include "NetworkBuffer.hpp"
#include "Tags.hpp"
#include "Handshake.hpp"
#include <iostream>
#include <thread>
@ -124,8 +125,15 @@ bool TcpClient::Connect()
uint16 connect_code = ::connect(tcp_socket, result->ai_addr, result->ai_addrlen);
if (connect_code == SOCKET_ERROR)
return false;
receive = true;
return true;
NetworkBuffer message(receive_data_array());
Handshake handshake = Handshake::DecodeHandshake(message.body);
if (handshake.con_code == ConnectionCode::Accept)
{
receive = true;
return true;
}
return false;
}
bool TcpClient::DataAvailable(uint16 &size)
@ -137,8 +145,8 @@ const NetworkBuffer &TcpClient::receive_data_array()
{
NetworkBuffer buffer;
uint16 body_size;
if (DataAvailable(body_size))
uint16 temp;
if (DataAvailable(temp) && temp > 0)
{
if (!recv(tcp_socket, reinterpret_cast<char*>(&buffer.header[0]), 4, 0))
//invalid header
@ -148,10 +156,11 @@ const NetworkBuffer &TcpClient::receive_data_array()
return NetworkBuffer();
uint32 body_size = Utility::BitConverter::ToUint32(buffer.header);
int32 body_received = recv(tcp_socket, reinterpret_cast<char*>(&buffer.body[0]), body_size, 0);
int16 body_received = recv(tcp_socket, reinterpret_cast<char*>(&buffer.body[0]), body_size, 0);
if (body_received == SOCKET_ERROR || body_received != body_size || WSAGetLastError() != 0)
{
//there was a problem receiving the body of the message or theres no body to receive
return NetworkBuffer();
}
return buffer;
@ -188,7 +197,7 @@ void TcpClient::send_network_message(const NetworkMessage &message, TcpClient *c
{
NetworkBuffer buffer = NetworkMessage::EncodeMessage(message);
int32 bytes_sent = send(client->tcp_socket, reinterpret_cast<char*>(&buffer.body[0]), Utility::BitConverter::ToUint32(buffer.header), 0);
if (bytes_sent == SOCKET_ERROR || bytes_sent != Utility::BitConverter::ToUint32(buffer.header) || WSAGetLastError() != 0)
if (bytes_sent == SOCKET_ERROR || bytes_sent != Utility::BitConverter::ToInt32(buffer.header) || WSAGetLastError() != 0)
{
//something went wrong couldnt send anything/some data
}
@ -198,3 +207,27 @@ void TcpClient::SendMessage(const NetworkMessage &message)
{
std::async(std::launch::async, &send_network_message, message, this);
}
void TcpClient::SendBytes(const std::vector<byte>& bytes)
{
int32 bytes_sent = send(tcp_socket, reinterpret_cast<const char*>(&bytes[0]), bytes.size(), 0);
if (bytes_sent == SOCKET_ERROR || bytes_sent != bytes.size() || WSAGetLastError() != 0)
{
//something went wrong couldnt send anything/some data
}
}
void TcpClient::SetOnDisconnectCallback(void(*func)(uint16))
{
OnDisconnect = func;
}
void TcpClient::SetOnConnectCallback(void(*func)(uint16))
{
OnConnect = func;
}
void TcpClient::SetOnMessageCallback(void(*func)(uint16, byte, byte, void*))
{
OnMessage = func;
}

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@ -1,6 +1,7 @@
#include "TcpServer.hpp"
#include "Config.hpp"
#include "Utility.hpp"
#include "Handshake.hpp"
#include <string>
#include <iostream>
@ -211,27 +212,32 @@ uint16 TcpServer::AllocateID() // this function is only used in the AddToClients
return 0;
}
void TcpServer::AddToClientsList(const TcpClient & client_socket)
void TcpServer::AddToClientsList(TcpClient & client_socket)
{
TcpClient client(client_socket);
uint16 id = AllocateID();
if (id > 0)
{
client.SetID(id);
clients.emplace_back(client);
client_socket.SetID(id);
clients.emplace_back(client_socket);
AcceptConnection(client_socket);
}
else
{
if (Config::GetUsingConsole())
std::cout << "No available ID's" << std::endl;
RejectConnection(client);
RejectConnection(client_socket);
}
}
void TcpServer::RejectConnection(TcpClient &client)
{
NetworkMessage message;
message.sender = -1;
message.tag = Reject; // 0 for rejected connection
client.SendMessage(message);
}
Handshake handshake(client.GetID(), ConnectionCode::Reject);
client.SendBytes(Handshake::EncodeHandshake(handshake));
client.Shutdown();
}
void TcpServer::AcceptConnection(TcpClient & client)
{
Handshake handshake(client.GetID(), ConnectionCode::Accept);
client.SendBytes(Handshake::EncodeHandshake(handshake));
}