9 Commits

Author SHA1 Message Date
d2e42c33a0 change DelayedPacket name 2023-08-12 14:53:50 +02:00
8bddbce07a add more timedpacket 2023-08-12 14:51:18 +02:00
add62fb24a fix Lobby timer 2023-08-12 14:48:38 +02:00
68b389f938 debug summon menu 2023-08-12 14:43:38 +02:00
f3adb639c3 close server when empty 2023-08-12 14:43:28 +02:00
88a9020da7 timed packets 2023-08-12 14:43:20 +02:00
0a814233a4 Change Lobby timer 2023-08-12 12:22:36 +02:00
b4836847f5 fix WorldBeginDataPacket 2023-08-12 11:00:30 +02:00
f941862637 Packets Refactor
commit 497a601c424e8e728ef0a8e61f049982f2d4af16
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Sat Aug 12 10:32:52 2023 +0200

    fix warning

commit 1bfd019a1ea00dcdb6323d1f285e2cdd3ebb4020
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:05:13 2023 +0200

    refactor: update cast

commit 5bbc23a7d37e53eb74a885685f18e714f9448fd9
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:04:15 2023 +0200

    moved GetImguiTeamColor

commit fd0e2d2470ea5cca3553acf280aa371de5c06f4c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 19:03:37 2023 +0200

    packets forward declaration

commit 06eb9b99a96731f4b9a2167c00ed0bcd03702e3b
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:55 2023 +0200

    remove Protocol.h includes

commit 165f63d2e8b468f3e38992baddc221270010f801
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 18:30:30 2023 +0200

    split packets into separate source files

commit f247f146c6c1e804a44b86f65cf3059859c07c6c
Author: Persson-dev <sim16.prib@gmail.com>
Date:   Tue Jul 25 17:45:24 2023 +0200

    split packets into separate headers
2023-08-12 10:41:39 +02:00
80 changed files with 1846 additions and 1198 deletions

View File

@@ -36,6 +36,8 @@ protected:
TeamList m_Teams = { Team{TeamColor::Red}, Team{TeamColor::Blue} };
GameState m_GameState = GameState::Lobby;
PlayerList m_Players;
std::uint64_t m_GameStartTime = 0;
public:
Game(World* world);
virtual ~Game();
@@ -65,6 +67,8 @@ public:
const TeamList& GetTeams() const { return m_Teams; }
std::uint64_t GetGameStartTime() const { return m_GameStartTime; }
};
} // namespace game

View File

@@ -7,6 +7,7 @@
#include "game/Player.h"
#include "protocol/Protocol.h"
#include "protocol/packets/SendMobsPacket.h"
#include "render/Renderer.h"

View File

@@ -18,7 +18,7 @@ class ClientGame : public protocol::PacketHandler, public game::Game {
private:
Client* m_Client;
std::uint8_t m_ConnexionID;
std::uint32_t m_LobbyTime = 0;
std::uint64_t m_LobbyStartTime = 0;
game::Player* m_Player = nullptr;
render::Renderer* m_Renderer;
client::WorldClient m_WorldClient;
@@ -31,7 +31,7 @@ public:
void RenderWorld();
std::uint32_t GetLobbyTime() const { return m_LobbyTime; }
std::uint64_t GetLobbyStartTime() const { return m_LobbyStartTime; }
const game::Player* GetPlayer() const { return m_Player; }
const WorldClient& GetWorld() const { return m_WorldClient; }
Client* GetClient() const { return m_Client; }

View File

@@ -13,7 +13,7 @@ class Lobby {
private:
Server* m_Server;
bool m_GameStarted = false;
std::uint64_t m_StartTimerTime = 0;
std::uint64_t m_StartTime = 0;
std::vector<std::uint8_t> m_Players;
utils::AutoTimer m_Timer;
public:

View File

@@ -1,6 +1,7 @@
#pragma once
#include "protocol/Protocol.h"
#include "protocol/PacketsForward.h"
namespace td {
namespace protocol {

View File

@@ -0,0 +1,27 @@
#include "packets/ConnectionInfoPacket.h"
#include "packets/DisconnectPacket.h"
#include "packets/KeepAlivePacket.h"
#include "packets/PlaceTowerPacket.h"
#include "packets/PlayerBuyItemPacket.h"
#include "packets/PlayerBuyMobUpgradePacket.h"
#include "packets/PlayerJoinPacket.h"
#include "packets/PlayerLeavePacket.h"
#include "packets/PlayerListPacket.h"
#include "packets/PlayerLoginPacket.h"
#include "packets/RemoveTowerPacket.h"
#include "packets/SelectTeamPacket.h"
#include "packets/SendMobsPacket.h"
#include "packets/ServerTpsPacket.h"
#include "packets/SpawnMobPacket.h"
#include "packets/UpdateCastleLifePacket.h"
#include "packets/UpdateExpPacket.h"
#include "packets/UpdateGameStatePacket.h"
#include "packets/UpdateLobbyTimePacket.h"
#include "packets/UpdateMobStatesPacket.h"
#include "packets/UpdateMoneyPacket.h"
#include "packets/UpdatePlayerTeamPacket.h"
#include "packets/UpgradeTowerPacket.h"
#include "packets/WorldAddTowerPacket.h"
#include "packets/WorldAddTowerPacket.h"
#include "packets/WorldBeginDataPacket.h"
#include "packets/WorldDataPacket.h"

View File

@@ -0,0 +1,34 @@
#pragma once
namespace td {
namespace protocol {
class PlayerLoginPacket;
class WorldBeginDataPacket;
class WorldDataPacket;
class KeepAlivePacket;
class UpdateExpPacket;
class UpdateMoneyPacket;
class UpdateLobbyTimePacket;
class UpdateGameStatePacket;
class PlayerListPacket;
class PlayerJoinPacket;
class PlayerLeavePacket;
class ConnexionInfoPacket;
class SelectTeamPacket;
class UpdatePlayerTeamPacket;
class DisconnectPacket;
class ServerTpsPacket;
class SpawnMobPacket;
class PlaceTowerPacket;
class WorldAddTowerPacket;
class RemoveTowerPacket;
class SendMobsPacket;
class UpgradeTowerPacket;
class UpdateCastleLifePacket;
class UpdateMobStatesPacket;
class PlayerBuyItemPacket;
class PlayerBuyMobUpgradePacket;
} // namespace protocol
} // namespace td

View File

@@ -1,8 +1,6 @@
#pragma once
#include "misc/DataBuffer.h"
#include "game/World.h"
#include "game/BaseGame.h"
#include <memory>
@@ -47,26 +45,6 @@ enum class PacketType : std::uint8_t {
PACKET_COUNT
};
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
const game::World* m_World;
};
struct WorldData {
std::unordered_map<game::ChunkCoord, game::ChunkPtr> m_Chunks;
};
class Packet {
public:
Packet() {}
@@ -76,564 +54,37 @@ public:
virtual void Deserialize(DataBuffer& data) = 0;
virtual void Dispatch(PacketHandler* handler) const = 0;
void WritePacketID(DataBuffer& data, bool packetID) const;
virtual void WritePacketID(DataBuffer& data, bool packetID) const;
virtual PacketType GetType() const = 0;
std::uint8_t GetID() const { return static_cast<std::uint8_t>(GetType()); }
virtual bool IsTimed() const { return false; }
};
class DelayedPacket : public Packet {
protected:
std::uint64_t m_PacketTime = 69;
public:
DelayedPacket() {}
virtual ~DelayedPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const = 0;
virtual void Deserialize(DataBuffer& data) = 0;
virtual void Dispatch(PacketHandler* handler) const = 0;
virtual void WritePacketID(DataBuffer& data, bool packetID) const override;
virtual PacketType GetType() const = 0;
virtual bool IsTimed() const override { return true; }
void SetPacketTime(std::uint64_t packetTime) { m_PacketTime = packetTime; }
};
typedef std::unique_ptr<Packet> PacketPtr;
class KeepAlivePacket : public Packet {
private:
std::uint64_t m_AliveID;
public:
KeepAlivePacket() {}
KeepAlivePacket(std::uint64_t aliveID) : m_AliveID(aliveID) {}
virtual ~KeepAlivePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint64_t GetAliveID() const { return m_AliveID; }
virtual PacketType GetType() const { return PacketType::KeepAlive; }
};
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
PlayerLoginPacket() {}
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::PlayerLogin; }
const std::string& GetPlayerName() const { return m_PlayerName; }
};
class WorldBeginDataPacket : public Packet {
private:
WorldHeader m_Header;
public:
WorldBeginDataPacket() {}
WorldBeginDataPacket(const game::World* world) {
m_Header.m_World = world;
}
virtual ~WorldBeginDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldBeginData; }
const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
const Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
const std::vector<Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
const Color& GetBackgroundColor() const { return m_Header.m_Background; }
const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
const game::SpawnColorPalette& GetSpawnPalette() const { return m_Header.m_SpawnColorPalette; }
const game::TeamCastle& GetRedCastle() const { return m_Header.m_RedCastle; }
const game::TeamCastle& GetBlueCastle() const { return m_Header.m_BlueCastle; }
const game::TilePalette GetTilePalette() const { return m_Header.m_TilePalette; }
void setWorldHeader(const WorldHeader& header) { m_Header = header; }
};
class WorldDataPacket : public Packet {
private:
WorldData m_WorldData;
const game::World* m_World;
public:
WorldDataPacket() {}
WorldDataPacket(const game::World* world) : m_World(world) {}
virtual ~WorldDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldData; }
const std::unordered_map<game::ChunkCoord, game::ChunkPtr>& GetChunks() const { return m_WorldData.m_Chunks; }
DataBuffer SerializeCustom() const; // allow serialisation with invalid World member
void SetWorldData(const WorldData& worldData) { m_WorldData = worldData; }
};
class UpdateMoneyPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateMoneyPacket() {}
UpdateMoneyPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateMoneyPacket() {}
std::uint32_t GetGold() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateMoney; }
};
class UpdateExpPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateExpPacket() {}
UpdateExpPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateExpPacket() {}
std::uint32_t GetExp() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateEXP; }
};
class UpdateLobbyTimePacket : public Packet {
private:
std::uint32_t m_RemainingTime;
public:
UpdateLobbyTimePacket() {}
UpdateLobbyTimePacket(std::uint32_t remainingTime) : m_RemainingTime(remainingTime) {}
virtual ~UpdateLobbyTimePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint32_t GetRemainingTime() const { return m_RemainingTime; }
virtual PacketType GetType() const { return PacketType::UpdateLobbyTime; }
};
class UpdateGameStatePacket : public Packet {
private:
game::GameState m_GameState;
public:
UpdateGameStatePacket() {}
UpdateGameStatePacket(game::GameState gameState) : m_GameState(gameState) {}
virtual ~UpdateGameStatePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::GameState GetGameState() const { return m_GameState; }
virtual PacketType GetType() const { return PacketType::UpdateGameState; }
};
struct PlayerInfo {
std::string name;
game::TeamColor team;
};
class PlayerListPacket : public Packet {
private:
std::map<std::uint8_t, PlayerInfo> m_Players;
public:
PlayerListPacket() {}
PlayerListPacket(std::map<std::uint8_t, PlayerInfo> players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::map<std::uint8_t, PlayerInfo>& GetPlayers() const { return m_Players; }
virtual PacketType GetType() const { return PacketType::PlayerList; }
};
class PlayerJoinPacket : public Packet {
private:
std::uint8_t m_PlayerID;
std::string m_PlayerName;
public:
PlayerJoinPacket() {}
PlayerJoinPacket(std::uint8_t playerID, const std::string& playerName) : m_PlayerID(playerID), m_PlayerName(playerName) {}
virtual ~PlayerJoinPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
const std::string& GetPlayerName() const { return m_PlayerName; }
virtual PacketType GetType() const { return PacketType::PlayerJoin; }
};
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
public:
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::PlayerLeave; }
};
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
ConnexionInfoPacket() {}
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetConnectionID() const { return m_ConnectionID; }
virtual PacketType GetType() const { return PacketType::ConnectionInfo; }
};
class SelectTeamPacket : public Packet {
private:
game::TeamColor m_SelectedTeam;
public:
SelectTeamPacket() {}
SelectTeamPacket(game::TeamColor selectedTeam) : m_SelectedTeam(selectedTeam) {}
virtual ~SelectTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
virtual PacketType GetType() const { return PacketType::SelectTeam; }
};
class UpdatePlayerTeamPacket : public Packet {
private:
std::uint8_t m_PlayerID;
game::TeamColor m_SelectedTeam;
public:
UpdatePlayerTeamPacket() {}
UpdatePlayerTeamPacket(std::uint8_t playerID, game::TeamColor selectedTeam) : m_PlayerID(playerID), m_SelectedTeam(selectedTeam) {}
virtual ~UpdatePlayerTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::UpdatePlayerTeam; }
};
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
DisconnectPacket() {}
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::string& GetReason() const { return m_Reason; }
virtual PacketType GetType() const { return PacketType::Disconnect; }
};
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
ServerTpsPacket() {}
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
float GetTPS() const { return m_TPS; }
float GetMSPT() const { return m_MSPT; }
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
virtual PacketType GetType() const { return PacketType::ServerTps; }
};
struct MobSend { // represents a mob send
game::MobType mobType : 4;
game::MobLevel mobLevel : 4;
std::uint8_t mobCount; // the max is 12
};
class SendMobsPacket : public Packet {
private:
std::vector<MobSend> m_MobSends;
public:
SendMobsPacket() {}
SendMobsPacket(const std::vector<MobSend>& mobSends) : m_MobSends(mobSends) {}
virtual ~SendMobsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::vector<MobSend>& GetMobSends() const { return m_MobSends; }
virtual PacketType GetType() const { return PacketType::SendMobs; }
};
class SpawnMobPacket : public Packet {
private:
game::MobID m_MobID;
game::MobType m_MobType;
game::MobLevel m_MobLevel;
game::Direction m_MobDirection;
game::PlayerID m_Sender;
float m_MobX, m_MobY;
public:
SpawnMobPacket() {}
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {
}
virtual ~SpawnMobPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobID GetMobID() const { return m_MobID; }
game::MobType GetMobType() const { return m_MobType; }
game::MobLevel GetMobLevel() const { return m_MobLevel; }
game::Direction GetMobDirection() const { return m_MobDirection; }
game::PlayerID GetSender() const { return m_Sender; }
float GetMobX() const { return m_MobX; }
float GetMobY() const { return m_MobY; }
virtual PacketType GetType() const { return PacketType::SpawnMob; }
};
class PlaceTowerPacket : public Packet {
private:
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
public:
PlaceTowerPacket() {}
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
m_TowerX(x), m_TowerY(y), m_TowerType(type) {
}
virtual ~PlaceTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
virtual PacketType GetType() const { return PacketType::PlaceTower; }
};
class WorldAddTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
game::PlayerID m_Builder;
public:
WorldAddTowerPacket() {}
WorldAddTowerPacket(game::TowerID id, std::int32_t x, std::int32_t y, game::TowerType type, game::PlayerID player) :
m_TowerID(id), m_TowerX(x), m_TowerY(y), m_TowerType(type), m_Builder(player) {
}
virtual ~WorldAddTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
game::PlayerID GetBuilder() const { return m_Builder; }
virtual PacketType GetType() const { return PacketType::WorldAddTower; }
};
class RemoveTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
public:
RemoveTowerPacket() {}
RemoveTowerPacket(game::TowerID id) : m_TowerID(id) {}
virtual ~RemoveTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
virtual PacketType GetType() const { return PacketType::RemoveTower; }
};
class UpgradeTowerPacket : public Packet {
private:
game::TowerID m_TowerID;
game::TowerLevel m_TowerLevel;
public:
UpgradeTowerPacket() {}
UpgradeTowerPacket(game::TowerID tower, game::TowerLevel level) : m_TowerID(tower), m_TowerLevel(level) {}
virtual ~UpgradeTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
game::TowerLevel GetTowerLevel() const { return m_TowerLevel; }
virtual PacketType GetType() const { return PacketType::UpgradeTower; }
};
class MobState {
using Point = utils::shape::Point;
private:
game::MobID m_MobID;
Point m_MobPosition;
float m_MobLife;
game::Direction m_MobDirection;
public:
MobState() {}
MobState(game::MobID id, const Point& position, float life, game::Direction direction) :
m_MobID(id), m_MobPosition(position), m_MobLife(life), m_MobDirection(direction) {
}
game::MobID GetMobId() const { return m_MobID; }
Point GetMobPosition() const { return m_MobPosition; }
float GetMobLife() const { return m_MobLife; }
game::Direction GetMobDirection() const { return m_MobDirection; }
};
class UpdateMobStatesPacket : public Packet {
private:
std::vector<MobState> m_MobStates;
public:
UpdateMobStatesPacket() {}
virtual ~UpdateMobStatesPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
void addMobState(MobState mobState) { m_MobStates.push_back(mobState); }
const std::vector<MobState>& GetMobStates() const { return m_MobStates; }
virtual PacketType GetType() const { return PacketType::UpdateMobStates; }
};
class UpdateCastleLifePacket : public Packet {
private:
std::uint16_t m_CastleLife;
game::TeamColor m_Team;
public:
UpdateCastleLifePacket() {}
UpdateCastleLifePacket(std::uint16_t life, game::TeamColor team) : m_CastleLife(life), m_Team(team) {}
virtual ~UpdateCastleLifePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint16_t GetCastleLife() const { return m_CastleLife; }
game::TeamColor GetTeamColor() const { return m_Team; }
virtual PacketType GetType() const { return PacketType::UpdateCastleLife; }
};
enum class ItemType : std::uint8_t {
// Upgrades
ClickerUpgrade,
GoldPerSecUpgrade,
// Items
};
/** Packet used by the client to buy items or upgrades
Packet used by the server to confirm transaction */
class PlayerBuyItemPacket : public Packet {
private:
ItemType m_ItemType;
std::uint8_t m_Count;
public:
PlayerBuyItemPacket() {}
PlayerBuyItemPacket(ItemType itemType, std::uint8_t count) : m_ItemType(itemType), m_Count(count) {}
virtual ~PlayerBuyItemPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
ItemType GetItemType() const { return m_ItemType; }
std::uint8_t GetCount() const { return m_Count; }
virtual PacketType GetType() const { return PacketType::PlayerBuyItem; }
};
/** Packet used by the client to buy mob upgrades
Packet used by the server to confirm transaction */
class PlayerBuyMobUpgradePacket : public Packet {
private:
game::MobType m_MobType;
std::uint8_t m_MobLevel;
public:
PlayerBuyMobUpgradePacket() {}
PlayerBuyMobUpgradePacket(game::MobType mobType, std::uint8_t level) : m_MobType(mobType), m_MobLevel(level) {}
virtual ~PlayerBuyMobUpgradePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobType GetMobType() const { return m_MobType; }
std::uint8_t GetLevel() const { return m_MobLevel; }
virtual PacketType GetType() const { return PacketType::PlayerBuyMobUpgrade; }
};
typedef std::unique_ptr<DelayedPacket> DelayedPacketPtr;
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class ConnexionInfoPacket : public Packet {
private:
std::uint8_t m_ConnectionID;
public:
ConnexionInfoPacket() {}
ConnexionInfoPacket(std::uint8_t connectionID) : m_ConnectionID(connectionID) {}
virtual ~ConnexionInfoPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetConnectionID() const { return m_ConnectionID; }
virtual PacketType GetType() const { return PacketType::ConnectionInfo; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class DisconnectPacket : public Packet {
private:
std::string m_Reason; // only when sent from server
public:
DisconnectPacket() {}
DisconnectPacket(std::string reason) : m_Reason(reason) {}
virtual ~DisconnectPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::string& GetReason() const { return m_Reason; }
virtual PacketType GetType() const { return PacketType::Disconnect; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class KeepAlivePacket : public Packet{
private:
std::uint64_t m_AliveID;
public:
KeepAlivePacket() {}
KeepAlivePacket(std::uint64_t aliveID) : m_AliveID(aliveID) {}
virtual ~KeepAlivePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint64_t GetAliveID() const { return m_AliveID; }
virtual PacketType GetType() const { return PacketType::KeepAlive; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,32 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class PlaceTowerPacket : public Packet {
private:
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
public:
PlaceTowerPacket() {}
PlaceTowerPacket(std::int32_t x, std::int32_t y, game::TowerType type) :
m_TowerX(x), m_TowerY(y), m_TowerType(type) {
}
virtual ~PlaceTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
virtual PacketType GetType() const { return PacketType::PlaceTower; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,38 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
enum class ItemType : std::uint8_t {
// Upgrades
ClickerUpgrade,
GoldPerSecUpgrade,
// Items
};
/** Packet used by the client to buy items or upgrades
Packet used by the server to confirm transaction */
class PlayerBuyItemPacket : public Packet {
private:
ItemType m_ItemType;
std::uint8_t m_Count;
public:
PlayerBuyItemPacket() {}
PlayerBuyItemPacket(ItemType itemType, std::uint8_t count) : m_ItemType(itemType), m_Count(count) {}
virtual ~PlayerBuyItemPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
ItemType GetItemType() const { return m_ItemType; }
std::uint8_t GetCount() const { return m_Count; }
virtual PacketType GetType() const { return PacketType::PlayerBuyItem; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,31 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
/** Packet used by the client to buy mob upgrades
Packet used by the server to confirm transaction */
class PlayerBuyMobUpgradePacket : public Packet {
private:
game::MobType m_MobType;
std::uint8_t m_MobLevel;
public:
PlayerBuyMobUpgradePacket() {}
PlayerBuyMobUpgradePacket(game::MobType mobType, std::uint8_t level) : m_MobType(mobType), m_MobLevel(level) {}
virtual ~PlayerBuyMobUpgradePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobType GetMobType() const { return m_MobType; }
std::uint8_t GetLevel() const { return m_MobLevel; }
virtual PacketType GetType() const { return PacketType::PlayerBuyMobUpgrade; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,28 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerJoinPacket : public Packet {
private:
std::uint8_t m_PlayerID;
std::string m_PlayerName;
public:
PlayerJoinPacket() {}
PlayerJoinPacket(std::uint8_t playerID, const std::string& playerName) : m_PlayerID(playerID), m_PlayerName(playerName) {}
virtual ~PlayerJoinPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
const std::string& GetPlayerName() const { return m_PlayerName; }
virtual PacketType GetType() const { return PacketType::PlayerJoin; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerLeavePacket : public Packet {
private:
std::uint8_t m_PlayerID;
public:
PlayerLeavePacket() {}
PlayerLeavePacket(std::uint8_t playerID) : m_PlayerID(playerID) {}
virtual ~PlayerLeavePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::PlayerLeave; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,32 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
struct PlayerInfo {
std::string name;
game::TeamColor team;
};
class PlayerListPacket : public Packet {
private:
std::map<std::uint8_t, PlayerInfo> m_Players;
public:
PlayerListPacket() {}
PlayerListPacket(std::map<std::uint8_t, PlayerInfo> players) : m_Players(players) {}
virtual ~PlayerListPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::map<std::uint8_t, PlayerInfo>& GetPlayers() const { return m_Players; }
virtual PacketType GetType() const { return PacketType::PlayerList; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class PlayerLoginPacket : public Packet {
private:
std::string m_PlayerName;
public:
PlayerLoginPacket() {}
PlayerLoginPacket(std::string playerName) : m_PlayerName(playerName) {}
virtual ~PlayerLoginPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::PlayerLogin; }
const std::string& GetPlayerName() const { return m_PlayerName; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,27 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class RemoveTowerPacket : public DelayedPacket {
private:
game::TowerID m_TowerID;
public:
RemoveTowerPacket() {}
RemoveTowerPacket(game::TowerID id) : m_TowerID(id) {}
virtual ~RemoveTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
virtual PacketType GetType() const { return PacketType::RemoveTower; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,27 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class SelectTeamPacket : public Packet {
private:
game::TeamColor m_SelectedTeam;
public:
SelectTeamPacket() {}
SelectTeamPacket(game::TeamColor selectedTeam) : m_SelectedTeam(selectedTeam) {}
virtual ~SelectTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
virtual PacketType GetType() const { return PacketType::SelectTeam; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,33 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
struct MobSend { // represents a mob send
game::MobType mobType : 4;
game::MobLevel mobLevel : 4;
std::uint8_t mobCount; // the max is 12
};
class SendMobsPacket : public Packet {
private:
std::vector<MobSend> m_MobSends;
public:
SendMobsPacket() {}
SendMobsPacket(const std::vector<MobSend>& mobSends) : m_MobSends(mobSends) {}
virtual ~SendMobsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
const std::vector<MobSend>& GetMobSends() const { return m_MobSends; }
virtual PacketType GetType() const { return PacketType::SendMobs; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,30 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class ServerTpsPacket : public Packet {
private:
float m_TPS;
float m_MSPT;
std::uint64_t m_PacketSendTime; // used to calculate ping
public:
ServerTpsPacket() {}
ServerTpsPacket(float tps, float mspt, std::uint64_t sendTime) : m_TPS(tps), m_MSPT(mspt), m_PacketSendTime(sendTime) {}
virtual ~ServerTpsPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
float GetTPS() const { return m_TPS; }
float GetMSPT() const { return m_MSPT; }
std::uint64_t GetPacketSendTime() const { return m_PacketSendTime; }
virtual PacketType GetType() const { return PacketType::ServerTps; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,41 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class SpawnMobPacket : public Packet {
private:
game::MobID m_MobID;
game::MobType m_MobType;
game::MobLevel m_MobLevel;
game::Direction m_MobDirection;
game::PlayerID m_Sender;
float m_MobX, m_MobY;
public:
SpawnMobPacket() {}
SpawnMobPacket(game::MobID id, game::MobType type, std::uint8_t level, game::PlayerID sender,
float x, float y, game::Direction dir) : m_MobID(id), m_MobType(type), m_MobLevel(level),
m_MobDirection(dir), m_Sender(sender), m_MobX(x), m_MobY(y) {
}
virtual ~SpawnMobPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::MobID GetMobID() const { return m_MobID; }
game::MobType GetMobType() const { return m_MobType; }
game::MobLevel GetMobLevel() const { return m_MobLevel; }
game::Direction GetMobDirection() const { return m_MobDirection; }
game::PlayerID GetSender() const { return m_Sender; }
float GetMobX() const { return m_MobX; }
float GetMobY() const { return m_MobY; }
virtual PacketType GetType() const { return PacketType::SpawnMob; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,29 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class UpdateCastleLifePacket : public Packet {
private:
std::uint16_t m_CastleLife;
game::TeamColor m_Team;
public:
UpdateCastleLifePacket() {}
UpdateCastleLifePacket(std::uint16_t life, game::TeamColor team) : m_CastleLife(life), m_Team(team) {}
virtual ~UpdateCastleLifePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint16_t GetCastleLife() const { return m_CastleLife; }
game::TeamColor GetTeamColor() const { return m_Team; }
virtual PacketType GetType() const { return PacketType::UpdateCastleLife; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class UpdateExpPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateExpPacket() {}
UpdateExpPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateExpPacket() {}
std::uint32_t GetExp() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateEXP; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,27 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class UpdateGameStatePacket : public Packet {
private:
game::GameState m_GameState;
public:
UpdateGameStatePacket() {}
UpdateGameStatePacket(game::GameState gameState) : m_GameState(gameState) {}
virtual ~UpdateGameStatePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::GameState GetGameState() const { return m_GameState; }
virtual PacketType GetType() const { return PacketType::UpdateGameState; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class UpdateLobbyTimePacket : public Packet {
private:
std::uint64_t m_StartTime; // unix millis
public:
UpdateLobbyTimePacket() {}
UpdateLobbyTimePacket(std::uint64_t startTime) : m_StartTime(startTime) {}
virtual ~UpdateLobbyTimePacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
std::uint64_t GetStartTime() const { return m_StartTime; }
virtual PacketType GetType() const { return PacketType::UpdateLobbyTime; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,47 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class MobState {
using Point = utils::shape::Point;
private:
game::MobID m_MobID;
Point m_MobPosition;
float m_MobLife;
game::Direction m_MobDirection;
public:
MobState() {}
MobState(game::MobID id, const Point& position, float life, game::Direction direction) :
m_MobID(id), m_MobPosition(position), m_MobLife(life), m_MobDirection(direction) {
}
game::MobID GetMobId() const { return m_MobID; }
Point GetMobPosition() const { return m_MobPosition; }
float GetMobLife() const { return m_MobLife; }
game::Direction GetMobDirection() const { return m_MobDirection; }
};
class UpdateMobStatesPacket : public DelayedPacket {
private:
std::vector<MobState> m_MobStates;
public:
UpdateMobStatesPacket() {}
virtual ~UpdateMobStatesPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
void addMobState(MobState mobState) { m_MobStates.push_back(mobState); }
const std::vector<MobState>& GetMobStates() const { return m_MobStates; }
virtual PacketType GetType() const { return PacketType::UpdateMobStates; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include "protocol/Protocol.h"
namespace td {
namespace protocol {
class UpdateMoneyPacket : public Packet {
private:
std::uint32_t m_NewAmount;
public:
UpdateMoneyPacket() {}
UpdateMoneyPacket(std::uint32_t newAmount) : m_NewAmount(newAmount) {}
virtual ~UpdateMoneyPacket() {}
std::uint32_t GetGold() const { return m_NewAmount; }
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::UpdateMoney; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,29 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class UpdatePlayerTeamPacket : public Packet {
private:
std::uint8_t m_PlayerID;
game::TeamColor m_SelectedTeam;
public:
UpdatePlayerTeamPacket() {}
UpdatePlayerTeamPacket(std::uint8_t playerID, game::TeamColor selectedTeam) : m_PlayerID(playerID), m_SelectedTeam(selectedTeam) {}
virtual ~UpdatePlayerTeamPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TeamColor GetSelectedTeam() const { return m_SelectedTeam; }
std::uint8_t GetPlayerID() const { return m_PlayerID; }
virtual PacketType GetType() const { return PacketType::UpdatePlayerTeam; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,29 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class UpgradeTowerPacket : public DelayedPacket {
private:
game::TowerID m_TowerID;
game::TowerLevel m_TowerLevel;
public:
UpgradeTowerPacket() {}
UpgradeTowerPacket(game::TowerID tower, game::TowerLevel level) : m_TowerID(tower), m_TowerLevel(level) {}
virtual ~UpgradeTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
game::TowerLevel GetTowerLevel() const { return m_TowerLevel; }
virtual PacketType GetType() const { return PacketType::UpgradeTower; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,36 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
class WorldAddTowerPacket : public DelayedPacket {
private:
game::TowerID m_TowerID;
std::int32_t m_TowerX, m_TowerY;
game::TowerType m_TowerType;
game::PlayerID m_Builder;
public:
WorldAddTowerPacket() {}
WorldAddTowerPacket(game::TowerID id, std::int32_t x, std::int32_t y, game::TowerType type, game::PlayerID player) :
m_TowerID(id), m_TowerX(x), m_TowerY(y), m_TowerType(type), m_Builder(player) {
}
virtual ~WorldAddTowerPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
game::TowerID GetTowerID() const { return m_TowerID; }
std::int32_t GetTowerX() const { return m_TowerX; }
std::int32_t GetTowerY() const { return m_TowerY; }
game::TowerType GetTowerType() const { return m_TowerType; }
game::PlayerID GetBuilder() const { return m_Builder; }
virtual PacketType GetType() const { return PacketType::WorldAddTower; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,60 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
const game::World* m_World;
};
class WorldBeginDataPacket : public Packet {
private:
WorldHeader m_Header;
public:
WorldBeginDataPacket() {}
WorldBeginDataPacket(const game::World* world) {
m_Header.m_World = world;
}
virtual ~WorldBeginDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldBeginData; }
const game::TowerTileColorPalette& GetTowerTilePalette() const { return m_Header.m_TowerPlacePalette; }
const Color& GetWalkableTileColor() const { return m_Header.m_WalkablePalette; }
const std::vector<Color>& GetDecorationPalette() const { return m_Header.m_DecorationPalette; }
const Color& GetBackgroundColor() const { return m_Header.m_Background; }
const game::Spawn& GetRedSpawn() const { return m_Header.m_RedSpawn; }
const game::Spawn& GetBlueSpawn() const { return m_Header.m_BlueSpawn; }
const game::SpawnColorPalette& GetSpawnPalette() const { return m_Header.m_SpawnColorPalette; }
const game::TeamCastle& GetRedCastle() const { return m_Header.m_RedCastle; }
const game::TeamCastle& GetBlueCastle() const { return m_Header.m_BlueCastle; }
const game::TilePalette GetTilePalette() const { return m_Header.m_TilePalette; }
void setWorldHeader(const WorldHeader& header) { m_Header = header; }
};
} // namespace protocol
} // namespace td

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@@ -0,0 +1,36 @@
#pragma once
#include "protocol/Protocol.h"
#include "game/BaseGame.h"
namespace td {
namespace protocol {
struct WorldData {
std::unordered_map<game::ChunkCoord, game::ChunkPtr> m_Chunks;
};
class WorldDataPacket : public Packet {
private:
WorldData m_WorldData;
const game::World* m_World;
public:
WorldDataPacket() {}
WorldDataPacket(const game::World* world) : m_World(world) {}
virtual ~WorldDataPacket() {}
virtual DataBuffer Serialize(bool packetID = true) const;
virtual void Deserialize(DataBuffer& data);
virtual void Dispatch(PacketHandler* handler) const;
virtual PacketType GetType() const { return PacketType::WorldData; }
const std::unordered_map<game::ChunkCoord, game::ChunkPtr>& GetChunks() const { return m_WorldData.m_Chunks; }
DataBuffer SerializeCustom() const; // allow serialisation with invalid World member
void SetWorldData(const WorldData& worldData) { m_WorldData = worldData; }
};
} // namespace protocol
} // namespace td

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@@ -10,8 +10,6 @@
#include "render/gui/MobTooltip.h"
#include "render/gui/CastleTooltip.h"
#include "render/gui/imgui/imgui.h"
namespace td {
namespace client {
@@ -20,7 +18,6 @@ class ClientGame;
} // namespace client
namespace render {
class WorldRenderer : public game::WorldListener {
@@ -48,8 +45,6 @@ public:
void LoadModels();
static ImVec4 GetImGuiTeamColor(game::TeamColor color);
void Update();
void Render();

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@@ -0,0 +1,13 @@
#pragma once
#include "render/gui/imgui/imgui.h"
#include "game/Team.h"
namespace td {
namespace render {
ImVec4 GetImGuiTeamColor(game::TeamColor color);
} // namespace render
} // namespace td

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@@ -1,6 +1,8 @@
#include "game/World.h"
#include "protocol/PacketDispatcher.h"
#include "protocol/Protocol.h"
#include "protocol/packets/WorldBeginDataPacket.h"
#include "protocol/packets/WorldDataPacket.h"
#include "game/BaseGame.h"
#include "misc/Random.h"
#include "misc/Compression.h"

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@@ -1,6 +1,12 @@
#include "game/client/Client.h"
#include "misc/Format.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/PlaceTowerPacket.h"
#include "protocol/packets/RemoveTowerPacket.h"
#include "protocol/packets/SelectTeamPacket.h"
#include "protocol/packets/UpgradeTowerPacket.h"
namespace td {
namespace client {

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@@ -1,6 +1,12 @@
#include "game/client/ClientConnexion.h"
#include "render/WorldRenderer.h"
#include "protocol/packets/ConnectionInfoPacket.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/KeepAlivePacket.h"
#include "protocol/packets/PlayerLoginPacket.h"
#include "protocol/packets/ServerTpsPacket.h"
namespace td {
namespace client {
@@ -32,7 +38,7 @@ void ClientConnexion::HandlePacket(const protocol::ServerTpsPacket* packet) {
}
void ClientConnexion::Login() {
td::protocol::PlayerLoginPacket loginPacket("Persson" + std::to_string(m_ConnectionID));
td::protocol::PlayerLoginPacket loginPacket("Persson" + std::to_string(static_cast<unsigned int>(m_ConnectionID)));
SendPacket(&loginPacket);
}

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@@ -2,6 +2,18 @@
#include "protocol/PacketDispatcher.h"
#include "game/client/Client.h"
#include "protocol/packets/ConnectionInfoPacket.h"
#include "protocol/packets/PlayerJoinPacket.h"
#include "protocol/packets/PlayerListPacket.h"
#include "protocol/packets/PlayerLeavePacket.h"
#include "protocol/packets/UpdatePlayerTeamPacket.h"
#include "protocol/packets/UpdateLobbyTimePacket.h"
#include "protocol/packets/UpdateGameStatePacket.h"
#include "protocol/packets/UpdateMoneyPacket.h"
#include "protocol/packets/UpdateExpPacket.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/WorldDataPacket.h"
namespace td {
namespace client {
@@ -28,9 +40,6 @@ ClientGame::~ClientGame() {
void ClientGame::Tick(std::uint64_t delta) {
game::Game::Tick(delta);
m_WorldRenderer.Update();
if (m_GameState == game::GameState::Lobby && m_LobbyTime > 0) {
m_LobbyTime -= delta;
}
}
void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
@@ -43,7 +52,7 @@ void ClientGame::HandlePacket(const protocol::PlayerJoinPacket* packet) {
void ClientGame::HandlePacket(const protocol::PlayerLeavePacket* packet) {
game::Player* player = &m_Players[packet->GetPlayerID()];
if (player->GetTeamColor() != game::TeamColor::None) {
m_Teams[(std::size_t)player->GetTeamColor()].RemovePlayer(player);
m_Teams[static_cast<std::size_t>(player->GetTeamColor())].RemovePlayer(player);
}
m_Players.erase(player->GetID());
}
@@ -57,7 +66,7 @@ void ClientGame::HandlePacket(const protocol::PlayerListPacket* packet) {
player.SetTeamColor(playerInfo.team);
m_Players.insert({ playerID, player });
if (player.GetTeamColor() != game::TeamColor::None) {
m_Teams[(std::size_t)player.GetTeamColor()].AddPlayer(&m_Players[playerID]);
m_Teams[static_cast<std::size_t>(player.GetTeamColor())].AddPlayer(&m_Players[playerID]);
}
}
m_Player = &m_Players[m_ConnexionID];
@@ -85,7 +94,8 @@ void ClientGame::HandlePacket(const protocol::ConnexionInfoPacket* packet) {
}
void ClientGame::HandlePacket(const protocol::UpdateLobbyTimePacket* packet) {
m_LobbyTime = packet->GetRemainingTime();
m_GameStartTime = packet->GetStartTime();
m_LobbyStartTime = utils::GetTime();
}
void ClientGame::HandlePacket(const protocol::UpdateMoneyPacket* packet) {

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@@ -3,6 +3,15 @@
#include "game/client/ClientGame.h"
#include "render/WorldRenderer.h"
#include "protocol/packets/WorldAddTowerPacket.h"
#include "protocol/packets/WorldBeginDataPacket.h"
#include "protocol/packets/WorldDataPacket.h"
#include "protocol/packets/SpawnMobPacket.h"
#include "protocol/packets/UpgradeTowerPacket.h"
#include "protocol/packets/RemoveTowerPacket.h"
#include "protocol/packets/UpdateCastleLifePacket.h"
#include "protocol/packets/UpdateMobStatesPacket.h"
namespace td {
namespace client {

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@@ -1,6 +1,8 @@
#include "game/server/Lobby.h"
#include "game/server/Server.h"
#include "protocol/packets/UpdateLobbyTimePacket.h"
#include "misc/Time.h"
#ifdef NDEBUG
@@ -31,33 +33,39 @@ Lobby::Lobby(Server* server) : m_Server(server), m_Timer(1000, std::bind(&Lobby:
}
void Lobby::Tick() {
if (m_GameStarted || m_StartTimerTime == 0)
if (m_GameStarted || m_StartTime == 0)
return;
if (utils::GetTime() - m_StartTimerTime >= LobbyWaitingTime) {
if (utils::GetTime() >= m_StartTime) {
m_Server->GetGame().NotifyListeners(&game::GameListener::OnGameBegin);
m_GameStarted = true;
return;
}
m_Timer.Update();
//m_Timer.Update();
}
void Lobby::SendTimeRemaining() {
protocol::UpdateLobbyTimePacket packet(LobbyWaitingTime - (utils::GetTime() - m_StartTimerTime)); // converting second to millis
protocol::UpdateLobbyTimePacket packet(m_StartTime);
m_Server->BroadcastPacket(&packet);
}
void Lobby::OnPlayerJoin(std::uint8_t playerID) {
if (m_GameStarted)
return;
utils::LOG("(Server) Player Joined Lobby !");
m_Players.push_back(playerID);
if (m_Players.size() == MIN_PLAYER_WAITING) { // start timer if a second player join the match
m_StartTimerTime = utils::GetTime();
m_StartTime = utils::GetTime() + static_cast<std::uint64_t>(LobbyWaitingTime);
m_Timer.Reset();
SendTimeRemaining();
}
// notify player that just arrived
protocol::UpdateLobbyTimePacket packet(m_StartTime);
m_Server->GetConnexions().at(playerID).SendPacket(&packet);
}
void Lobby::OnPlayerLeave(std::uint8_t playerID) {
@@ -71,9 +79,8 @@ void Lobby::OnPlayerLeave(std::uint8_t playerID) {
m_Players.erase(it);
if (m_Players.size() == 1) {
protocol::UpdateLobbyTimePacket packet(0);
m_Server->BroadcastPacket(&packet);
m_StartTimerTime = 0; // reset timer if there is only one player left
m_StartTime = 0; // reset timer if there is only one player left
SendTimeRemaining();
}
}

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@@ -1,6 +1,10 @@
#include "game/server/Server.h"
#include "protocol/PacketFactory.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/ServerTpsPacket.h"
#include "protocol/packets/PlayerLeavePacket.h"
#include "misc/Format.h"
namespace td {
@@ -141,6 +145,10 @@ void Server::OnPlayerJoin(std::uint8_t id) {
void Server::OnPlayerLeave(std::uint8_t id) {
protocol::PlayerLeavePacket packet(id);
BroadcastPacket(&packet);
if (GetPlayers().empty()) {
Close();
}
}
} // namespace server

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@@ -3,6 +3,23 @@
#include "protocol/PacketFactory.h"
#include "game/server/Server.h"
#include "protocol/packets/ConnectionInfoPacket.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/KeepAlivePacket.h"
#include "protocol/packets/PlaceTowerPacket.h"
#include "protocol/packets/PlayerLoginPacket.h"
#include "protocol/packets/PlayerJoinPacket.h"
#include "protocol/packets/PlayerListPacket.h"
#include "protocol/packets/RemoveTowerPacket.h"
#include "protocol/packets/SelectTeamPacket.h"
#include "protocol/packets/SendMobsPacket.h"
#include "protocol/packets/UpdatePlayerTeamPacket.h"
#include "protocol/packets/UpdateGameStatePacket.h"
#include "protocol/packets/UpgradeTowerPacket.h"
#include "protocol/packets/WorldBeginDataPacket.h"
#include "protocol/packets/WorldDataPacket.h"
#include "protocol/packets/WorldAddTowerPacket.h"
#include "misc/Time.h"
#include "misc/Random.h"

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@@ -1,6 +1,15 @@
#include "game/server/ServerGame.h"
#include "game/server/Server.h"
#include "protocol/packets/DisconnectPacket.h"
#include "protocol/packets/UpdatePlayerTeamPacket.h"
#include "protocol/packets/UpdateGameStatePacket.h"
#include "protocol/packets/UpdateMoneyPacket.h"
#include "protocol/packets/UpdateExpPacket.h"
#include "protocol/packets/UpdateMobStatesPacket.h"
#include "protocol/packets/WorldDataPacket.h"
#include "protocol/packets/WorldBeginDataPacket.h"
namespace td {
namespace server {

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@@ -2,6 +2,9 @@
#include "game/server/Server.h"
#include "misc/Random.h"
#include "protocol/packets/SpawnMobPacket.h"
#include "protocol/packets/UpdateCastleLifePacket.h"
#define MOB_SPAWN_PRECISION 100.0f
namespace td {

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@@ -1,4 +1,5 @@
#include "protocol/PacketFactory.h"
#include "protocol/Packets.h"
#include <map>
#include <functional>
@@ -38,7 +39,27 @@ static std::map<PacketType, PacketCreator> packets = {
};
PacketPtr CreatePacket(PacketType type, DataBuffer& buffer) {
PacketPtr packet = packets[type]();
std::uint8_t packetTypeInt = static_cast<std::uint8_t>(type);
PacketPtr packet;
// we have a timed packet
if (packetTypeInt >> 7) {
std::uint64_t packetTime = 0;
buffer >> packetTime;
packetTypeInt &= 0x7F;
type = protocol::PacketType(packetTypeInt);
packet = packets[type]();
DelayedPacket* delayedPacket = reinterpret_cast<DelayedPacket*>(packet.get());
delayedPacket->SetPacketTime(packetTime);
} else {
packet = packets[type]();
}
packet->Deserialize(buffer);
return packet;
}

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@@ -1,599 +1,49 @@
#include "protocol/PacketHandler.h"
#include "protocol/Packets.h"
#include <cmath>
#define REGISTER_DISPATCH_CLASS(className) void className::Dispatch(PacketHandler* handler) const { \
#define REGISTER_DISPATCH(className) void className::Dispatch(PacketHandler* handler) const { \
handler->HandlePacket(this);\
}
namespace td {
namespace protocol {
const int BITS_IN_BYTE = 8;
const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
static unsigned int countBits(unsigned int number) {
// log function in base 2
// take only integer part
return static_cast<unsigned int>(std::log2(number) + 1);
}
void Packet::WritePacketID(DataBuffer& data, bool packetID) const {
if (packetID)
data << GetID();
}
static DataBuffer& operator<<(DataBuffer& buffer, game::TilePtr tile) {
buffer << tile->GetType();
switch (tile->GetType()) {
case game::TileType::Tower: {
const game::TowerTile* towerTile = dynamic_cast<const game::TowerTile*>(tile.get());
buffer << towerTile->color_palette_ref << towerTile->team_owner;
break;
}
case game::TileType::Walk: {
const game::WalkableTile* walkTile = dynamic_cast<const game::WalkableTile*>(tile.get());
buffer << walkTile->direction;
break;
}
case game::TileType::Decoration: {
const game::DecorationTile* decoTile = dynamic_cast<const game::DecorationTile*>(tile.get());
buffer << decoTile->color_palette_ref;
break;
}
default:
break;
}
return buffer;
void DelayedPacket::WritePacketID(DataBuffer& data, bool packetID) const {
if (packetID)
data << static_cast<std::uint8_t>(GetID() | static_cast<std::uint8_t>(0x80)) << m_PacketTime;
}
static DataBuffer& operator>>(DataBuffer& buffer, game::TilePtr& tile) {
game::TileType tileType;
buffer >> tileType;
switch (tileType) {
case game::TileType::Tower: {
auto tilePtr = std::make_shared<game::TowerTile>();
buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
tile = tilePtr;
break;
}
case game::TileType::Walk: {
auto tilePtr = std::make_shared<game::WalkableTile>();
buffer >> tilePtr->direction;
tile = tilePtr;
break;
}
case game::TileType::Decoration: {
auto tilePtr = std::make_shared<game::DecorationTile>();
buffer >> tilePtr->color_palette_ref;
tile = tilePtr;
break;
}
default:
break;
}
return buffer;
}
DataBuffer PlayerLoginPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerName;
return data;
}
void PlayerLoginPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerName;
}
DataBuffer WorldBeginDataPacket::Serialize(bool packetID) const {
DataBuffer data;
const game::TowerTileColorPalette& towerTilePalette = m_Header.m_World->GetTowerTileColorPalette();
const std::vector<Color>& decoTilePalette = m_Header.m_World->GetDecorationPalette();
WritePacketID(data, packetID);
data << towerTilePalette << m_Header.m_World->GetWalkableTileColor()
<< static_cast<std::uint16_t>(decoTilePalette.size());
// deco color palette
std::size_t bufferSize = data.GetSize();
data.Resize(bufferSize + decoTilePalette.size() * sizeof(Color));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, decoTilePalette.data(), decoTilePalette.size() * sizeof(Color));
data << m_Header.m_World->GetBackgroundColor();
const game::Spawn& redSpawn = m_Header.m_World->GetRedTeam().GetSpawn(), blueSpawn = m_Header.m_World->GetBlueTeam().GetSpawn();
const game::TeamCastle& redCastle = m_Header.m_World->GetRedTeam().GetCastle(), blueCastle = m_Header.m_World->GetBlueTeam().GetCastle();
data << redSpawn << static_cast<utils::shape::Rectangle>(redCastle);
data << blueSpawn << static_cast<utils::shape::Rectangle>(blueCastle);
// tile palette
data << static_cast<std::uint64_t>(m_Header.m_World->GetTilePalette().size());
for (game::TilePtr tile : m_Header.m_World->GetTilePalette()) {
data << tile;
}
data << m_Header.m_World->GetSpawnColors();
return data;
}
void WorldBeginDataPacket::Deserialize(DataBuffer& data) {
data >> m_Header.m_TowerPlacePalette >> m_Header.m_WalkablePalette;
std::uint16_t decoPaletteSize;
data >> decoPaletteSize;
std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(Color);
m_Header.m_DecorationPalette.resize(decoPaletteSize);
memcpy(reinterpret_cast<std::uint8_t*>(m_Header.m_DecorationPalette.data()), data.data() + data.GetReadOffset(), decoPalletteSizeByte);
data.SetReadOffset(data.GetReadOffset() + decoPalletteSizeByte);
data >> m_Header.m_Background;
utils::shape::Rectangle redCastle, blueCastle;
data >> m_Header.m_RedSpawn >> redCastle;
data >> m_Header.m_BlueSpawn >> blueCastle;
m_Header.m_RedCastle.SetShape(redCastle);
m_Header.m_BlueCastle.SetShape(blueCastle);
std::uint64_t tilePaletteSize;
data >> tilePaletteSize;
m_Header.m_TilePalette.reserve(tilePaletteSize);
for (std::uint64_t tileNumber = 0; tileNumber < tilePaletteSize; tileNumber++) {
game::TilePtr tile;
data >> tile;
m_Header.m_TilePalette.push_back(tile);
}
data >> m_Header.m_SpawnColorPalette;
}
typedef std::vector<uint64_t> ChunkPackedData;
DataBuffer WorldDataPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_World->GetChunks().size();
for (const auto& pair : m_World->GetChunks()) {
game::ChunkCoord coords = pair.first;
game::ChunkPtr chunk = pair.second;
data << coords.x << coords.y << static_cast<std::uint64_t>(chunk->palette.size());
std::size_t bufferSize = data.GetSize();
data.Resize(data.GetSize() + chunk->palette.size() * sizeof(game::ChunkPalette::value_type));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, chunk->palette.data(), chunk->palette.size() * sizeof(game::ChunkPalette::value_type));
std::uint8_t bitsPerTile = countBits(chunk->palette.size());
game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
ChunkPackedData chunkData(game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
for (unsigned int tileNumber = 0; tileNumber < game::Chunk::ChunkSize; tileNumber++) {
std::size_t startLong = static_cast<std::size_t>((tileNumber * bitsPerTile) / BITS_IN_LONG);
std::size_t startOffset = static_cast<std::size_t>((tileNumber * bitsPerTile) % BITS_IN_LONG);
std::size_t endLong = static_cast<std::size_t>(((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG);
std::uint64_t value = static_cast<std::uint64_t>(chunk->tiles[tileNumber]);
value &= individualValueMask;
chunkData[startLong] |= (value << startOffset);
if (startLong != endLong) {
chunkData[endLong] = (value >> (BITS_IN_LONG - startOffset));
}
}
bufferSize = data.GetSize();
data.Resize(data.GetSize() + chunkData.size() * sizeof(ChunkPackedData::value_type));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, chunkData.data(), chunkData.size() * sizeof(ChunkPackedData::value_type));
}
return data;
}
void WorldDataPacket::Deserialize(DataBuffer& data) {
std::uint64_t chunkCount;
data >> chunkCount;
for (std::uint64_t chunkNumber = 0; chunkNumber < chunkCount; chunkNumber++) {
game::ChunkPtr chunk = std::make_shared<game::Chunk>();
decltype(game::ChunkCoord::x) chunkX, chunkY;
data >> chunkX >> chunkY;
std::uint64_t chunkPaletteSize;
data >> chunkPaletteSize;
game::ChunkPalette chunkPalette(chunkPaletteSize);
memcpy(reinterpret_cast<void*>(chunkPalette.data()), data.data() + data.GetReadOffset(), chunkPaletteSize * sizeof(game::ChunkPalette::value_type));
data.SetReadOffset(data.GetReadOffset() + chunkPaletteSize * sizeof(game::ChunkPalette::value_type));
chunk->palette = chunkPalette;
std::uint8_t bitsPerTile = countBits(chunkPaletteSize);
// A bitmask that contains bitsPerTile set bits
game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
ChunkPackedData chunkData(game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
memcpy(reinterpret_cast<void*>(chunkData.data()), data.data() + data.GetReadOffset(), chunkData.size() * sizeof(ChunkPackedData::value_type));
data.SetReadOffset(data.GetReadOffset() + chunkData.size() * sizeof(ChunkPackedData::value_type));
for (unsigned int tileNumber = 0; tileNumber < game::Chunk::ChunkSize; tileNumber++) {
std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
game::Chunk::ChunkData::value_type value;
if (startLong == endLong) {
value = (chunkData[startLong] >> startOffset);
} else {
int endOffset = BITS_IN_LONG - startOffset;
value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
}
value &= individualValueMask;
chunk->tiles[tileNumber] = value;
}
m_WorldData.m_Chunks.insert({ {chunkX, chunkY}, chunk });
}
}
DataBuffer KeepAlivePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_AliveID;
return data;
}
void KeepAlivePacket::Deserialize(DataBuffer& data) {
data >> m_AliveID;
}
DataBuffer UpdateMoneyPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_NewAmount;
return data;
}
void UpdateMoneyPacket::Deserialize(DataBuffer& data) {
data >> m_NewAmount;
}
DataBuffer UpdateExpPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_NewAmount;
return data;
}
void UpdateExpPacket::Deserialize(DataBuffer& data) {
data >> m_NewAmount;
}
DataBuffer UpdateLobbyTimePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_RemainingTime;
return data;
}
void UpdateLobbyTimePacket::Deserialize(DataBuffer& data) {
data >> m_RemainingTime;
}
DataBuffer UpdateGameStatePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_GameState;
return data;
}
void UpdateGameStatePacket::Deserialize(DataBuffer& data) {
data >> m_GameState;
}
DataBuffer PlayerListPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint8_t>(m_Players.size());
for (auto [playerID, playerInfo] : m_Players) {
data << playerID << playerInfo.name << playerInfo.team;
}
return data;
}
void PlayerListPacket::Deserialize(DataBuffer& data) {
std::uint8_t playerCount;
data >> playerCount;
for (int i = 0; i < playerCount; i++) {
std::uint8_t playerID;
PlayerInfo playerInfo;
data >> playerID >> playerInfo.name >> playerInfo.team;
m_Players.insert({ playerID, playerInfo });
}
}
DataBuffer PlayerJoinPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID << m_PlayerName;
return data;
}
void PlayerJoinPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID >> m_PlayerName;
}
DataBuffer PlayerLeavePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID;
return data;
}
void PlayerLeavePacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID;
}
DataBuffer ConnexionInfoPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_ConnectionID;
return data;
}
void ConnexionInfoPacket::Deserialize(DataBuffer& data) {
data >> m_ConnectionID;
}
DataBuffer SelectTeamPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_SelectedTeam;
return data;
}
void SelectTeamPacket::Deserialize(DataBuffer& data) {
data >> m_SelectedTeam;
}
DataBuffer UpdatePlayerTeamPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID << m_SelectedTeam;
return data;
}
void UpdatePlayerTeamPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID >> m_SelectedTeam;
}
DataBuffer DisconnectPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_Reason;
return data;
}
void DisconnectPacket::Deserialize(DataBuffer& data) {
data >> m_Reason;
}
DataBuffer ServerTpsPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TPS << m_MSPT << m_PacketSendTime;
return data;
}
void ServerTpsPacket::Deserialize(DataBuffer& data) {
data >> m_TPS >> m_MSPT >> m_PacketSendTime;
}
DataBuffer SpawnMobPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_MobID << m_MobType << m_MobLevel << m_MobDirection
<< m_Sender << m_MobX << m_MobY;
return data;
}
void SpawnMobPacket::Deserialize(DataBuffer& data) {
data >> m_MobID >> m_MobType >> m_MobLevel >> m_MobDirection
>> m_Sender >> m_MobX >> m_MobY;
}
DataBuffer PlaceTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerX << m_TowerY << m_TowerType;
return data;
}
void PlaceTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerX >> m_TowerY >> m_TowerType;
}
DataBuffer WorldAddTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID << m_TowerX << m_TowerY << m_TowerType << m_Builder;
return data;
}
void WorldAddTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID >> m_TowerX >> m_TowerY >> m_TowerType >> m_Builder;
}
DataBuffer RemoveTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID;
return data;
}
void RemoveTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID;
}
DataBuffer SendMobsPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint8_t>(m_MobSends.size());
data.WriteSome(reinterpret_cast<const std::uint8_t*>(m_MobSends.data()), m_MobSends.size() * sizeof(m_MobSends));
return data;
}
void SendMobsPacket::Deserialize(DataBuffer& data) {
std::uint8_t mobSendCount;
data >> mobSendCount;
m_MobSends.resize(mobSendCount);
data.ReadSome(reinterpret_cast<std::uint8_t*>(m_MobSends.data()), mobSendCount * sizeof(MobSend));
}
DataBuffer UpgradeTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID << m_TowerLevel;
return data;
}
void UpgradeTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID >> m_TowerLevel;
}
DataBuffer UpdateCastleLifePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_CastleLife << m_Team;
return data;
}
void UpdateCastleLifePacket::Deserialize(DataBuffer& data) {
data >> m_CastleLife >> m_Team;
}
DataBuffer UpdateMobStatesPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint64_t>(m_MobStates.size());
data.WriteSome(reinterpret_cast<const std::uint8_t*>(m_MobStates.data()), m_MobStates.size() * sizeof(MobState));
return data;
}
void UpdateMobStatesPacket::Deserialize(DataBuffer& data) {
std::uint64_t mobCount;
data >> mobCount;
m_MobStates.resize(mobCount);
data.ReadSome(reinterpret_cast<std::uint8_t*>(m_MobStates.data()), mobCount * sizeof(MobState));
}
DataBuffer PlayerBuyItemPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_ItemType << m_Count;
return data;
}
void PlayerBuyItemPacket::Deserialize(DataBuffer& data) {
data >> m_ItemType >> m_Count;
}
DataBuffer PlayerBuyMobUpgradePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_MobType << m_MobLevel;
return data;
}
void PlayerBuyMobUpgradePacket::Deserialize(DataBuffer& data) {
data >> m_MobType >> m_MobLevel;
}
REGISTER_DISPATCH_CLASS(PlayerLoginPacket)
REGISTER_DISPATCH_CLASS(WorldBeginDataPacket)
REGISTER_DISPATCH_CLASS(WorldDataPacket)
REGISTER_DISPATCH_CLASS(KeepAlivePacket)
REGISTER_DISPATCH_CLASS(UpdateExpPacket)
REGISTER_DISPATCH_CLASS(UpdateMoneyPacket)
REGISTER_DISPATCH_CLASS(UpdateLobbyTimePacket)
REGISTER_DISPATCH_CLASS(UpdateGameStatePacket)
REGISTER_DISPATCH_CLASS(PlayerListPacket)
REGISTER_DISPATCH_CLASS(PlayerJoinPacket)
REGISTER_DISPATCH_CLASS(PlayerLeavePacket)
REGISTER_DISPATCH_CLASS(ConnexionInfoPacket)
REGISTER_DISPATCH_CLASS(SelectTeamPacket)
REGISTER_DISPATCH_CLASS(UpdatePlayerTeamPacket)
REGISTER_DISPATCH_CLASS(DisconnectPacket)
REGISTER_DISPATCH_CLASS(ServerTpsPacket)
REGISTER_DISPATCH_CLASS(SpawnMobPacket)
REGISTER_DISPATCH_CLASS(PlaceTowerPacket)
REGISTER_DISPATCH_CLASS(WorldAddTowerPacket)
REGISTER_DISPATCH_CLASS(RemoveTowerPacket)
REGISTER_DISPATCH_CLASS(SendMobsPacket)
REGISTER_DISPATCH_CLASS(UpgradeTowerPacket)
REGISTER_DISPATCH_CLASS(UpdateCastleLifePacket)
REGISTER_DISPATCH_CLASS(UpdateMobStatesPacket)
REGISTER_DISPATCH_CLASS(PlayerBuyItemPacket)
REGISTER_DISPATCH_CLASS(PlayerBuyMobUpgradePacket)
REGISTER_DISPATCH(PlayerLoginPacket)
REGISTER_DISPATCH(WorldBeginDataPacket)
REGISTER_DISPATCH(WorldDataPacket)
REGISTER_DISPATCH(KeepAlivePacket)
REGISTER_DISPATCH(UpdateExpPacket)
REGISTER_DISPATCH(UpdateMoneyPacket)
REGISTER_DISPATCH(UpdateLobbyTimePacket)
REGISTER_DISPATCH(UpdateGameStatePacket)
REGISTER_DISPATCH(PlayerListPacket)
REGISTER_DISPATCH(PlayerJoinPacket)
REGISTER_DISPATCH(PlayerLeavePacket)
REGISTER_DISPATCH(ConnexionInfoPacket)
REGISTER_DISPATCH(SelectTeamPacket)
REGISTER_DISPATCH(UpdatePlayerTeamPacket)
REGISTER_DISPATCH(DisconnectPacket)
REGISTER_DISPATCH(ServerTpsPacket)
REGISTER_DISPATCH(SpawnMobPacket)
REGISTER_DISPATCH(PlaceTowerPacket)
REGISTER_DISPATCH(WorldAddTowerPacket)
REGISTER_DISPATCH(RemoveTowerPacket)
REGISTER_DISPATCH(SendMobsPacket)
REGISTER_DISPATCH(UpgradeTowerPacket)
REGISTER_DISPATCH(UpdateCastleLifePacket)
REGISTER_DISPATCH(UpdateMobStatesPacket)
REGISTER_DISPATCH(PlayerBuyItemPacket)
REGISTER_DISPATCH(PlayerBuyMobUpgradePacket)
} // namespace protocol
} // namespace td

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#include "protocol/packets/ConnectionInfoPacket.h"
namespace td {
namespace protocol {
DataBuffer ConnexionInfoPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_ConnectionID;
return data;
}
void ConnexionInfoPacket::Deserialize(DataBuffer& data) {
data >> m_ConnectionID;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/DisconnectPacket.h"
namespace td {
namespace protocol {
DataBuffer DisconnectPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_Reason;
return data;
}
void DisconnectPacket::Deserialize(DataBuffer& data) {
data >> m_Reason;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/KeepAlivePacket.h"
namespace td {
namespace protocol {
DataBuffer KeepAlivePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_AliveID;
return data;
}
void KeepAlivePacket::Deserialize(DataBuffer& data) {
data >> m_AliveID;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlaceTowerPacket.h"
namespace td {
namespace protocol {
DataBuffer PlaceTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerX << m_TowerY << m_TowerType;
return data;
}
void PlaceTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerX >> m_TowerY >> m_TowerType;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerBuyItemPacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerBuyItemPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_ItemType << m_Count;
return data;
}
void PlayerBuyItemPacket::Deserialize(DataBuffer& data) {
data >> m_ItemType >> m_Count;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerBuyMobUpgradePacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerBuyMobUpgradePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_MobType << m_MobLevel;
return data;
}
void PlayerBuyMobUpgradePacket::Deserialize(DataBuffer& data) {
data >> m_MobType >> m_MobLevel;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerJoinPacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerJoinPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID << m_PlayerName;
return data;
}
void PlayerJoinPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID >> m_PlayerName;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerLeavePacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerLeavePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID;
return data;
}
void PlayerLeavePacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerListPacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerListPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint8_t>(m_Players.size());
for (auto [playerID, playerInfo] : m_Players) {
data << playerID << playerInfo.name << playerInfo.team;
}
return data;
}
void PlayerListPacket::Deserialize(DataBuffer& data) {
std::uint8_t playerCount;
data >> playerCount;
for (int i = 0; i < playerCount; i++) {
std::uint8_t playerID;
PlayerInfo playerInfo;
data >> playerID >> playerInfo.name >> playerInfo.team;
m_Players.insert({ playerID, playerInfo });
}
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/PlayerLoginPacket.h"
namespace td {
namespace protocol {
DataBuffer PlayerLoginPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerName;
return data;
}
void PlayerLoginPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerName;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/RemoveTowerPacket.h"
namespace td {
namespace protocol {
DataBuffer RemoveTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID;
return data;
}
void RemoveTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/SelectTeamPacket.h"
namespace td {
namespace protocol {
DataBuffer SelectTeamPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_SelectedTeam;
return data;
}
void SelectTeamPacket::Deserialize(DataBuffer& data) {
data >> m_SelectedTeam;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/SendMobsPacket.h"
namespace td {
namespace protocol {
DataBuffer SendMobsPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint8_t>(m_MobSends.size());
data.WriteSome(reinterpret_cast<const std::uint8_t*>(m_MobSends.data()), m_MobSends.size() * sizeof(m_MobSends));
return data;
}
void SendMobsPacket::Deserialize(DataBuffer& data) {
std::uint8_t mobSendCount;
data >> mobSendCount;
m_MobSends.resize(mobSendCount);
data.ReadSome(reinterpret_cast<std::uint8_t*>(m_MobSends.data()), mobSendCount * sizeof(MobSend));
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/ServerTpsPacket.h"
namespace td {
namespace protocol {
DataBuffer ServerTpsPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TPS << m_MSPT << m_PacketSendTime;
return data;
}
void ServerTpsPacket::Deserialize(DataBuffer& data) {
data >> m_TPS >> m_MSPT >> m_PacketSendTime;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/SpawnMobPacket.h"
namespace td {
namespace protocol {
DataBuffer SpawnMobPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_MobID << m_MobType << m_MobLevel << m_MobDirection
<< m_Sender << m_MobX << m_MobY;
return data;
}
void SpawnMobPacket::Deserialize(DataBuffer& data) {
data >> m_MobID >> m_MobType >> m_MobLevel >> m_MobDirection
>> m_Sender >> m_MobX >> m_MobY;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateCastleLifePacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateCastleLifePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_CastleLife << m_Team;
return data;
}
void UpdateCastleLifePacket::Deserialize(DataBuffer& data) {
data >> m_CastleLife >> m_Team;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateExpPacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateExpPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_NewAmount;
return data;
}
void UpdateExpPacket::Deserialize(DataBuffer& data) {
data >> m_NewAmount;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateGameStatePacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateGameStatePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_GameState;
return data;
}
void UpdateGameStatePacket::Deserialize(DataBuffer& data) {
data >> m_GameState;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateLobbyTimePacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateLobbyTimePacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_StartTime;
return data;
}
void UpdateLobbyTimePacket::Deserialize(DataBuffer& data) {
data >> m_StartTime;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateMobStatesPacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateMobStatesPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << static_cast<std::uint64_t>(m_MobStates.size());
data.WriteSome(reinterpret_cast<const std::uint8_t*>(m_MobStates.data()), m_MobStates.size() * sizeof(MobState));
return data;
}
void UpdateMobStatesPacket::Deserialize(DataBuffer& data) {
std::uint64_t mobCount;
data >> mobCount;
m_MobStates.resize(mobCount);
data.ReadSome(reinterpret_cast<std::uint8_t*>(m_MobStates.data()), mobCount * sizeof(MobState));
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdateMoneyPacket.h"
namespace td {
namespace protocol {
DataBuffer UpdateMoneyPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_NewAmount;
return data;
}
void UpdateMoneyPacket::Deserialize(DataBuffer& data) {
data >> m_NewAmount;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpdatePlayerTeamPacket.h"
namespace td {
namespace protocol {
DataBuffer UpdatePlayerTeamPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_PlayerID << m_SelectedTeam;
return data;
}
void UpdatePlayerTeamPacket::Deserialize(DataBuffer& data) {
data >> m_PlayerID >> m_SelectedTeam;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/UpgradeTowerPacket.h"
namespace td {
namespace protocol {
DataBuffer UpgradeTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID << m_TowerLevel;
return data;
}
void UpgradeTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID >> m_TowerLevel;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/WorldAddTowerPacket.h"
namespace td {
namespace protocol {
DataBuffer WorldAddTowerPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_TowerID << m_TowerX << m_TowerY << m_TowerType << m_Builder;
return data;
}
void WorldAddTowerPacket::Deserialize(DataBuffer& data) {
data >> m_TowerID >> m_TowerX >> m_TowerY >> m_TowerType >> m_Builder;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/WorldBeginDataPacket.h"
namespace td {
namespace protocol {
static DataBuffer& operator<<(DataBuffer& buffer, game::TilePtr tile) {
buffer << tile->GetType();
switch (tile->GetType()) {
case game::TileType::Tower: {
const game::TowerTile* towerTile = dynamic_cast<const game::TowerTile*>(tile.get());
buffer << towerTile->color_palette_ref << towerTile->team_owner;
break;
}
case game::TileType::Walk: {
const game::WalkableTile* walkTile = dynamic_cast<const game::WalkableTile*>(tile.get());
buffer << walkTile->direction;
break;
}
case game::TileType::Decoration: {
const game::DecorationTile* decoTile = dynamic_cast<const game::DecorationTile*>(tile.get());
buffer << decoTile->color_palette_ref;
break;
}
default:
break;
}
return buffer;
}
static DataBuffer& operator>>(DataBuffer& buffer, game::TilePtr& tile) {
game::TileType tileType;
buffer >> tileType;
switch (tileType) {
case game::TileType::Tower: {
auto tilePtr = std::make_shared<game::TowerTile>();
buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
tile = tilePtr;
break;
}
case game::TileType::Walk: {
auto tilePtr = std::make_shared<game::WalkableTile>();
buffer >> tilePtr->direction;
tile = tilePtr;
break;
}
case game::TileType::Decoration: {
auto tilePtr = std::make_shared<game::DecorationTile>();
buffer >> tilePtr->color_palette_ref;
tile = tilePtr;
break;
}
default:
break;
}
return buffer;
}
DataBuffer WorldBeginDataPacket::Serialize(bool packetID) const {
DataBuffer data;
const game::TowerTileColorPalette& towerTilePalette = m_Header.m_World->GetTowerTileColorPalette();
const std::vector<Color>& decoTilePalette = m_Header.m_World->GetDecorationPalette();
WritePacketID(data, packetID);
data << towerTilePalette << m_Header.m_World->GetWalkableTileColor()
<< static_cast<std::uint16_t>(decoTilePalette.size());
// deco color palette
std::size_t bufferSize = data.GetSize();
data.Resize(bufferSize + decoTilePalette.size() * sizeof(Color));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, decoTilePalette.data(), decoTilePalette.size() * sizeof(Color));
data << m_Header.m_World->GetBackgroundColor();
const game::Spawn& redSpawn = m_Header.m_World->GetRedTeam().GetSpawn(), blueSpawn = m_Header.m_World->GetBlueTeam().GetSpawn();
const game::TeamCastle& redCastle = m_Header.m_World->GetRedTeam().GetCastle(), blueCastle = m_Header.m_World->GetBlueTeam().GetCastle();
data << redSpawn << static_cast<utils::shape::Rectangle>(redCastle);
data << blueSpawn << static_cast<utils::shape::Rectangle>(blueCastle);
// tile palette
data << static_cast<std::uint64_t>(m_Header.m_World->GetTilePalette().size());
for (game::TilePtr tile : m_Header.m_World->GetTilePalette()) {
data << tile;
}
data << m_Header.m_World->GetSpawnColors();
return data;
}
void WorldBeginDataPacket::Deserialize(DataBuffer& data) {
data >> m_Header.m_TowerPlacePalette >> m_Header.m_WalkablePalette;
std::uint16_t decoPaletteSize;
data >> decoPaletteSize;
std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(Color);
m_Header.m_DecorationPalette.resize(decoPaletteSize);
memcpy(reinterpret_cast<std::uint8_t*>(m_Header.m_DecorationPalette.data()), data.data() + data.GetReadOffset(), decoPalletteSizeByte);
data.SetReadOffset(data.GetReadOffset() + decoPalletteSizeByte);
data >> m_Header.m_Background;
utils::shape::Rectangle redCastle, blueCastle;
data >> m_Header.m_RedSpawn >> redCastle;
data >> m_Header.m_BlueSpawn >> blueCastle;
m_Header.m_RedCastle.SetShape(redCastle);
m_Header.m_BlueCastle.SetShape(blueCastle);
std::uint64_t tilePaletteSize;
data >> tilePaletteSize;
m_Header.m_TilePalette.reserve(tilePaletteSize);
for (std::uint64_t tileNumber = 0; tileNumber < tilePaletteSize; tileNumber++) {
game::TilePtr tile;
data >> tile;
m_Header.m_TilePalette.push_back(tile);
}
data >> m_Header.m_SpawnColorPalette;
}
} // namespace protocol
} // namespace td

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#include "protocol/packets/WorldDataPacket.h"
namespace td {
namespace protocol {
const int BITS_IN_BYTE = 8;
const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
static unsigned int countBits(unsigned int number) {
// log function in base 2
// take only integer part
return static_cast<unsigned int>(std::log2(number) + 1);
}
typedef std::vector<uint64_t> ChunkPackedData;
DataBuffer WorldDataPacket::Serialize(bool packetID) const {
DataBuffer data;
WritePacketID(data, packetID);
data << m_World->GetChunks().size();
for (const auto& pair : m_World->GetChunks()) {
game::ChunkCoord coords = pair.first;
game::ChunkPtr chunk = pair.second;
data << coords.x << coords.y << static_cast<std::uint64_t>(chunk->palette.size());
std::size_t bufferSize = data.GetSize();
data.Resize(data.GetSize() + chunk->palette.size() * sizeof(game::ChunkPalette::value_type));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, chunk->palette.data(), chunk->palette.size() * sizeof(game::ChunkPalette::value_type));
std::uint8_t bitsPerTile = countBits(chunk->palette.size());
game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
ChunkPackedData chunkData(game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
for (unsigned int tileNumber = 0; tileNumber < game::Chunk::ChunkSize; tileNumber++) {
std::size_t startLong = static_cast<std::size_t>((tileNumber * bitsPerTile) / BITS_IN_LONG);
std::size_t startOffset = static_cast<std::size_t>((tileNumber * bitsPerTile) % BITS_IN_LONG);
std::size_t endLong = static_cast<std::size_t>(((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG);
std::uint64_t value = static_cast<std::uint64_t>(chunk->tiles[tileNumber]);
value &= individualValueMask;
chunkData[startLong] |= (value << startOffset);
if (startLong != endLong) {
chunkData[endLong] = (value >> (BITS_IN_LONG - startOffset));
}
}
bufferSize = data.GetSize();
data.Resize(data.GetSize() + chunkData.size() * sizeof(ChunkPackedData::value_type));
memcpy(reinterpret_cast<std::uint8_t*>(data.data()) + bufferSize, chunkData.data(), chunkData.size() * sizeof(ChunkPackedData::value_type));
}
return data;
}
void WorldDataPacket::Deserialize(DataBuffer& data) {
std::uint64_t chunkCount;
data >> chunkCount;
for (std::uint64_t chunkNumber = 0; chunkNumber < chunkCount; chunkNumber++) {
game::ChunkPtr chunk = std::make_shared<game::Chunk>();
decltype(game::ChunkCoord::x) chunkX, chunkY;
data >> chunkX >> chunkY;
std::uint64_t chunkPaletteSize;
data >> chunkPaletteSize;
game::ChunkPalette chunkPalette(chunkPaletteSize);
memcpy(reinterpret_cast<void*>(chunkPalette.data()), data.data() + data.GetReadOffset(), chunkPaletteSize * sizeof(game::ChunkPalette::value_type));
data.SetReadOffset(data.GetReadOffset() + chunkPaletteSize * sizeof(game::ChunkPalette::value_type));
chunk->palette = chunkPalette;
std::uint8_t bitsPerTile = countBits(chunkPaletteSize);
// A bitmask that contains bitsPerTile set bits
game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
ChunkPackedData chunkData(game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
memcpy(reinterpret_cast<void*>(chunkData.data()), data.data() + data.GetReadOffset(), chunkData.size() * sizeof(ChunkPackedData::value_type));
data.SetReadOffset(data.GetReadOffset() + chunkData.size() * sizeof(ChunkPackedData::value_type));
for (unsigned int tileNumber = 0; tileNumber < game::Chunk::ChunkSize; tileNumber++) {
std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
game::Chunk::ChunkData::value_type value;
if (startLong == endLong) {
value = (chunkData[startLong] >> startOffset);
} else {
int endOffset = BITS_IN_LONG - startOffset;
value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
}
value &= individualValueMask;
chunk->tiles[tileNumber] = value;
}
m_WorldData.m_Chunks.insert({ {chunkX, chunkY}, chunk });
}
}
} // namespace protocol
} // namespace td

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@@ -11,18 +11,6 @@
namespace td {
namespace render {
ImVec4 WorldRenderer::GetImGuiTeamColor(game::TeamColor color) {
switch (color) {
case td::game::TeamColor::None:
break;
case td::game::TeamColor::Red:
return ImVec4(1, 0, 0, 1);
case td::game::TeamColor::Blue:
return ImVec4(0, 0, 1, 1);
}
return ImVec4(1, 1, 1, 1);
}
void WorldRenderer::LoadModels() {
utils::LOGD("World Created !");
m_WorldVao = std::make_unique<GL::VertexArray>(std::move(WorldLoader::LoadWorldModel(m_World)));

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@@ -1,6 +1,7 @@
#include "render/gui/CastleTooltip.h"
#include "render/gui/imgui/imgui.h"
#include "render/gui/LifeProgress.h"
#include "render/gui/ImGuiTeamColor.h"
#include "render/WorldRenderer.h"
@@ -18,7 +19,7 @@ void CastleTooltip::Render() {
if (ImGui::GetIO().KeyShift) {
ImGui::BeginTooltip();
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
ImGui::PushStyleColor(ImGuiCol_Text, render::GetImGuiTeamColor(m_Castle->GetTeam()->GetColor()));
ImGui::Text("Castle : ");
ImGui::PopStyleColor();
ImGui::Text("\tCastle HP : %i/%i", static_cast<int>(m_Castle->GetLife()), game::TeamCastle::CastleMaxLife);

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@@ -1,5 +1,6 @@
#include "render/gui/GameMenu.h"
#include "render/gui/imgui/imgui.h"
#include "render/gui/ImGuiTeamColor.h"
#include "render/WorldRenderer.h"
@@ -43,7 +44,7 @@ void GameMenu::ShowPlayers() {
if (ImGui::TreeNode(std::string("Players (" + std::to_string(GetClient()->GetGame().GetPlayers().size()) + ")##player_list").c_str())) {
for (auto pair : GetClient()->GetGame().GetPlayers()) {
const td::game::Player& player = pair.second;
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(player.GetTeamColor()));
ImGui::PushStyleColor(ImGuiCol_Text, render::GetImGuiTeamColor(player.GetTeamColor()));
ImGui::Text("%s", player.GetName().c_str());
ImGui::PopStyleColor();
}
@@ -72,10 +73,12 @@ void GameMenu::ShowTeamSelection() {
}
void GameMenu::ShowLobbyProgress() {
const int timePassed = server::Lobby::LobbyWaitingTime - GetClient()->GetGame().GetLobbyTime();
const float progress = (float)timePassed / (float)(server::Lobby::LobbyWaitingTime);
const std::uint64_t waitTime = GetClient()->GetGame().GetGameStartTime() - GetClient()->GetGame().GetLobbyStartTime();
const std::uint64_t timeRemaining = GetClient()->GetGame().GetGameStartTime() - utils::GetTime();
const float progress = static_cast<float>(timeRemaining) / static_cast<float>(waitTime);
if (progress > 0 && progress < 1) {
ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(GetClient()->GetGame().GetLobbyTime() / 1000) + "s").c_str());
ImGui::ProgressBar(1.0f - progress, ImVec2(0.0f, 0.0f), std::string(std::to_string(timeRemaining / 1000) + "s").c_str());
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::Text("Time Remaining");
} else {
@@ -85,7 +88,7 @@ void GameMenu::ShowLobbyProgress() {
void GameMenu::ShowTPS() {
ImGui::Text("Server TPS : %.1f", GetClient()->GetConnexion().GetServerTPS());
ImGui::Text("Server MSPT : %i", (int)GetClient()->GetConnexion().GetServerMSPT());
ImGui::Text("Server MSPT : %i", static_cast<int>(GetClient()->GetConnexion().GetServerMSPT()));
ImGui::Text("Server Ping : %i", GetClient()->GetConnexion().GetServerPing());
}

View File

@@ -0,0 +1,19 @@
#include "render/gui/ImGuiTeamColor.h"
namespace td {
namespace render {
ImVec4 GetImGuiTeamColor(game::TeamColor color) {
switch (color) {
case td::game::TeamColor::None:
break;
case td::game::TeamColor::Red:
return ImVec4(1, 0, 0, 1);
case td::game::TeamColor::Blue:
return ImVec4(0, 0, 1, 1);
}
return ImVec4(1, 1, 1, 1);
}
} // namespace render
} // namespace td

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@@ -1,6 +1,7 @@
#include "render/gui/MobTooltip.h"
#include "render/gui/imgui/imgui.h"
#include "render/gui/LifeProgress.h"
#include "render/gui/ImGuiTeamColor.h"
#include "render/WorldRenderer.h"
@@ -25,7 +26,7 @@ void MobTooltip::Render() {
ImGui::BeginTooltip();
ImGui::Text("Sender :");
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Text, render::WorldRenderer::GetImGuiTeamColor(sender->GetTeamColor()));
ImGui::PushStyleColor(ImGuiCol_Text, render::GetImGuiTeamColor(sender->GetTeamColor()));
ImGui::Text("%s", sender->GetName().c_str());
ImGui::PopStyleColor();
ImGui::Text("Mob HP : %.1f/%i", m_Mob->GetHealth(), m_Mob->GetStats()->GetMaxLife());

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@@ -7,7 +7,11 @@ namespace gui {
SummonMenu::SummonMenu(client::Client* client) : GuiWidget(client), m_MenuOpened(true) {
m_Values.fill(0);
#ifdef NDEBUG
SetCooldown(10);
#else
SetCooldown(0);
#endif
}
void SummonMenu::SetCooldown(float cooldown) {