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@ -50,6 +50,9 @@ add_executable(space-game001
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../src/UiManager.h
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../src/Projectile.h
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../src/Projectile.cpp
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../src/network/NetworkInterface.h
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../src/network/WebSocketClient.h
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../src/network/WebSocketClient.cpp
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)
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# Установка проекта по умолчанию для Visual Studio
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@ -71,6 +74,7 @@ target_compile_definitions(space-game001 PRIVATE
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WIN32_LEAN_AND_MEAN
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PNG_ENABLED
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SDL_MAIN_HANDLED
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NETWORK
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# SIMPLIFIED
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)
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44
server/CMakeLists.txt
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44
server/CMakeLists.txt
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@ -0,0 +1,44 @@
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cmake_minimum_required(VERSION 3.15)
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project(SpaceGameServer)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Подключаем зависимости нашего движка
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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# Настройка флагов для тяжелых шаблонов Boost
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if (MSVC)
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add_compile_options(/bigobj)
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endif()
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# Добавляем скомпилированные компоненты Boost через относительные пути
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# CMake сам создаст цели boost_system и др.
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add_subdirectory("${BOOST_SRC_DIR}/libs/system" boost-system-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/assert" boost-assert-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/config" boost-config-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/throw_exception" boost-throw_exception-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/variant2" boost-variant2-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/mp11" boost-mp11-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/winapi" boost-winapi-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_ALL)
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# EXCLUDE_FROM_ALL гарантирует, что мы собираем только то, что линкуем
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# Исполняемый файл сервера
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add_executable(Server main.cpp)
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target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})
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# Линковка
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target_link_libraries(Server
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PRIVATE
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boost_system # Скомпилированная часть для error_code
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eigen_external_lib # Если планируешь использовать математику на сервере
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)
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if(WIN32)
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target_link_libraries(Server PRIVATE ws2_32 mswsock)
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endif()
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# Дополнительный макрос, чтобы Asio знал, что мы работаем без устаревших функций
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target_compile_definitions(Server PRIVATE BOOST_ASIO_NO_DEPRECATED)
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81
server/main.cpp
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81
server/main.cpp
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@ -0,0 +1,81 @@
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#include <boost/beast/core.hpp>
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#include <boost/beast/websocket.hpp>
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#include <boost/asio/ip/tcp.hpp>
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#include <iostream>
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#include <string>
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#include <memory>
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#include <vector>
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#include <mutex>
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namespace beast = boost::beast;
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namespace http = beast::http;
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namespace websocket = beast::websocket;
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namespace net = boost::asio;
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using tcp = net::ip::tcp;
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class Session : public std::enable_shared_from_this<Session> {
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websocket::stream<beast::tcp_stream> ws_;
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beast::flat_buffer buffer_;
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int id_;
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public:
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explicit Session(tcp::socket&& socket, int id)
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: ws_(std::move(socket)), id_(id) {
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}
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void run() {
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ws_.async_accept([self = shared_from_this()](beast::error_code ec) {
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if (ec) return;
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std::cout << "Client " << self->id_ << " connected\n";
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// Ñðàçó îòïðàâëÿåì ID êëèåíòó
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self->send_message("ID:" + std::to_string(self->id_));
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self->do_read();
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});
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}
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private:
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void do_read() {
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ws_.async_read(buffer_, [self = shared_from_this()](beast::error_code ec, std::size_t) {
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if (ec) return;
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std::string msg = beast::buffers_to_string(self->buffer_.data());
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if (msg == "PING") {
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self->send_message("PONG");
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}
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self->buffer_.consume(self->buffer_.size());
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self->do_read();
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});
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}
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void send_message(std::string msg) {
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auto ss = std::make_shared<std::string>(std::move(msg));
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ws_.async_write(net::buffer(*ss), [ss](beast::error_code, std::size_t) {});
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}
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};
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int main() {
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try {
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net::io_context ioc;
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tcp::acceptor acceptor{ ioc, {tcp::v4(), 8080} };
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int next_id = 1000;
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std::cout << "Server started on port 8080...\n";
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auto do_accept = [&](auto& self_fn) -> void {
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acceptor.async_accept([&, self_fn](beast::error_code ec, tcp::socket socket) {
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if (!ec) {
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std::make_shared<Session>(std::move(socket), next_id++)->run();
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}
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self_fn(self_fn);
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});
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};
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do_accept(do_accept);
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ioc.run();
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}
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catch (std::exception const& e) {
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std::cerr << "Error: " << e.what() << std::endl;
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}
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return 0;
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}
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14
src/network/NetworkInterface.h
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14
src/network/NetworkInterface.h
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#pragma once
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#include <string>
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// NetworkInterface.h - Èíòåðôåéñ äëÿ ðàçíûõ òèïîâ ñîåäèíåíèé
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namespace ZL {
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class INetworkClient {
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public:
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virtual ~INetworkClient() = default;
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virtual void Connect(const std::string& host, uint16_t port) = 0;
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virtual void Send(const std::string& message) = 0;
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virtual bool IsConnected() const = 0;
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virtual void Poll() = 0; // Äëÿ îáðàáîòêè âõîäÿùèõ ïàêåòîâ
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};
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}
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0
src/network/WebSocketClient.cpp
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0
src/network/WebSocketClient.cpp
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29
src/network/WebSocketClient.h
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29
src/network/WebSocketClient.h
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#pragma once
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// WebSocketClient.h
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#include "NetworkInterface.h"
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#include <queue>
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namespace ZL {
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class WebSocketClient : public INetworkClient {
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private:
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std::queue<std::string> messageQueue;
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bool connected = false;
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int clientId = -1;
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public:
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void Connect(const std::string& host, uint16_t port) override {
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// Â Emscripten çäåñü áóäåò emscripten_websocket_new
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// Â Desktop - boost::beast::websocket::stream
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}
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void Poll() override {
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// ×èòàåì äàííûå èç ñîêåòà.
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// Åñëè ïîëó÷èëè ID: clientId = parseId(msg); connected = true;
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// Åñëè ïîëó÷èëè "PONG": ëîãèðóåì çàäåðæêó.
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}
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bool IsConnected() const override { return connected; }
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int GetClientId() const { return clientId; }
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};
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}
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