make world abstract
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This commit is contained in:
2024-08-19 16:19:45 +02:00
parent 3cebb70289
commit a092f6fbc1
14 changed files with 180 additions and 65 deletions

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@@ -1,4 +1,4 @@
#include <client/World.h>
#include <blitz/godot/World.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/FirstPersonPlayer.h>
@@ -44,37 +44,6 @@ World::~World() {
m_NetworkInterface->UnregisterHandler(*this);
}
void World::_process(float delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
m_PassedTime += delta;
if (m_PassedTime < 0.05f)
return;
// UtilityFunctions::print(m_PassedTime);
// m_PassedTime -= 0.05f;
// if (m_PassedTime > 0.5f)
// m_PassedTime = 0.0f;
if (get_multiplayer()->is_server()) {
for (int i = 0; i < m_Players->get_child_count(); i++) {
Player* player = Object::cast_to<Player>(m_Players->get_child(i));
DEV_ASSERT(player);
m_NetworkInterface->BroadcastPacket(
protocol::packets::PlayerPositionAndRotation({player->GetId(), player->get_position(), player->GetCameraRotation()}));
}
} else {
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
if (player) {
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerPositionAndRotation(
{get_multiplayer()->get_unique_id(), player->get_position(), player->GetCameraRotation()}));
}
}
}
Player* World::GetPlayerById(PlayerID a_PlayerId) {
String stringId = UtilityFunctions::var_to_str(a_PlayerId);
for (int i = 0; i < m_Players->get_child_count(); i++) {

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@@ -0,0 +1,39 @@
#include <client/ClientWorld.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
namespace blitz {
using namespace godot;
void ClientWorld::_bind_methods() {}
ClientWorld::ClientWorld() {}
ClientWorld::~ClientWorld() {}
void ClientWorld::_process(float delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
m_PassedTime += delta;
if (m_PassedTime < 0.05f)
return;
UpdatePlayerPos();
}
void ClientWorld::UpdatePlayerPos() {
Player* player = GetPlayerById(get_multiplayer()->get_unique_id());
if (player) {
m_NetworkInterface->BroadcastPacket(protocol::packets::PlayerPositionAndRotation(
{get_multiplayer()->get_unique_id(), player->get_position(), player->GetCameraRotation()}));
}
}
} // namespace blitz

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@@ -7,26 +7,36 @@
#include <godot_cpp/classes/window.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#include <client/World.h>
#include <client/ClientWorld.h>
#include <server/ServerWorld.h>
using namespace godot;
namespace blitz {
static constexpr char MainScenePath[] = "res://Scenes/Levels/world.tscn";
static constexpr char ClientWorldScenePath[] = "res://Scenes/Levels/client_world.tscn";
static constexpr char ServerWorldScenePath[] = "res://Scenes/Levels/server_world.tscn";
void Main::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("change_scene"), &Main::ChangeScene);
void Main::_bind_methods() {}
void Main::_ready() {
auto* mainMenu = find_child("MainMenu");
DEV_ASSERT(mainMenu);
mainMenu->connect("change_scene_to_game", callable_mp(this, &Main::ChangeScene));
}
Main::Main() {}
Main::~Main() {}
void Main::ChangeScene() {
Ref<PackedScene> sceneData = ResourceLoader::get_singleton()->load(MainScenePath);
World* world = Object::cast_to<World>(sceneData->instantiate());
add_child(world);
void Main::ChangeScene(bool a_Server) {
Ref<PackedScene> sceneData;
if (a_Server)
sceneData = ResourceLoader::get_singleton()->load(ServerWorldScenePath);
else
sceneData = ResourceLoader::get_singleton()->load(ClientWorldScenePath);
add_child(sceneData->instantiate());
}
} // namespace blitz

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@@ -1,5 +1,7 @@
#include <client/MainMenu.h>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/multiplayer_api.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
@@ -9,7 +11,7 @@ namespace blitz {
void MainMenu::_bind_methods() {
godot::ClassDB::bind_method(godot::D_METHOD("on_connected"), &MainMenu::OnConnected);
ADD_SIGNAL(MethodInfo("change_scene"));
ADD_SIGNAL(MethodInfo("change_scene_to_game", PropertyInfo(Variant::BOOL, "server")));
}
MainMenu::MainMenu() {}
@@ -28,19 +30,22 @@ void MainMenu::_ready() {
DEV_ASSERT(m_CreateButton);
DEV_ASSERT(m_QuitButton);
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(m_NetworkInterface);
m_JoinButton->connect("pressed", callable_mp(this, &MainMenu::OnJoinPressed));
m_CreateButton->connect("pressed", callable_mp(this, &MainMenu::OnCreatePressed));
m_QuitButton->connect("pressed", callable_mp(this, &MainMenu::OnQuitPressed));
m_NetworkInterface->connect("local_player_connected", callable_mp(this, &MainMenu::OnConnected));
m_NetworkInterface->connect("server_disconnected", callable_mp(this, &MainMenu::OnDisconnected));
if (!Engine::get_singleton()->is_editor_hint()) {
m_NetworkInterface = Object::cast_to<NetworkInterface>(get_parent()->find_child("Network"));
DEV_ASSERT(m_NetworkInterface);
m_NetworkInterface->connect("local_player_connected", callable_mp(this, &MainMenu::OnConnected));
m_NetworkInterface->connect("server_disconnected", callable_mp(this, &MainMenu::OnDisconnected));
}
}
void MainMenu::OnConnected() {
emit_signal("change_scene");
emit_signal("change_scene_to_game", get_multiplayer()->is_server());
set_visible(false);
}

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@@ -1,10 +1,11 @@
#include <blitz/godot/NetworkInterface.h>
#include <client/ClientWorld.h>
#include <client/FirstPersonPlayer.h>
#include <client/Main.h>
#include <client/MainMenu.h>
#include <client/Player.h>
#include <server/Server.h>
#include <client/World.h>
#include <server/ServerWorld.h>
#include <gdextension_interface.h>
#include <godot_cpp/core/defs.hpp>
@@ -16,10 +17,12 @@ static void RegisterClasses() {
GDREGISTER_CLASS(blitz::Player);
GDREGISTER_CLASS(blitz::FirstPersonPlayer);
GDREGISTER_CLASS(blitz::MainMenu);
GDREGISTER_CLASS(blitz::World);
GDREGISTER_CLASS(blitz::Main);
GDREGISTER_CLASS(blitz::NetworkInterface);
GDREGISTER_CLASS(blitz::Server);
GDREGISTER_ABSTRACT_CLASS(blitz::World);
GDREGISTER_CLASS(blitz::ClientWorld);
GDREGISTER_CLASS(blitz::ServerWorld);
}
static void initialize_blitz_module(ModuleInitializationLevel p_level) {

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@@ -0,0 +1,38 @@
#include <server/ServerWorld.h>
#include <blitz/godot/NetworkInterface.h>
#include <client/Player.h>
#include <godot_cpp/classes/engine.hpp>
namespace blitz {
using namespace godot;
void ServerWorld::_bind_methods() {}
ServerWorld::ServerWorld() {}
ServerWorld::~ServerWorld() {}
void ServerWorld::_process(float delta) {
#if DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint())
return;
#endif
m_PassedTime += delta;
if (m_PassedTime < 0.05f)
return;
SyncPlayersPos();
}
void ServerWorld::SyncPlayersPos() {
for (int i = 0; i < m_Players->get_child_count(); i++) {
Player* player = Object::cast_to<Player>(m_Players->get_child(i));
DEV_ASSERT(player);
m_NetworkInterface->BroadcastPacket(
protocol::packets::PlayerPositionAndRotation({player->GetId(), player->get_position(), player->GetCameraRotation()}));
}
}
} // namespace blitz