migrating save files
This commit is contained in:
47
src/main.cpp
47
src/main.cpp
@@ -9,11 +9,15 @@
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/render/renderer/TowerRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/simulation/RealTimeSimulation.h>
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#include <sp/io/MessageStream.h>
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#include <sp/io/StdIo.h>
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#include <fstream>
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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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@@ -32,18 +36,15 @@ class WorldApply : public td::protocol::PacketHandler {
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};
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td::game::World GetWorld() {
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sp::DataBuffer buffer;
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buffer.ReadFile("test/tdmap.tdmap2");
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auto comp = std::make_shared<sp::ZlibCompress>();
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sp::DataBuffer buffer1 = sp::zlib::Decompress(buffer, 84);
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buffer.SetReadOffset(buffer.GetReadOffset() + 83);
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sp::DataBuffer buffer2 = sp::zlib::Decompress(buffer, 511);
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std::ifstream fStream("test/tdmap.tdmap2");
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auto out = std::make_shared<sp::StdInput>(fStream);
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td::protocol::packets::WorldHeaderPacket header;
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header.Read(buffer1);
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sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
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td::protocol::packets::WorldDataPacket data;
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data.Read(buffer2);
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auto header = stream.ReadMessage();
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auto data = stream.ReadMessage();
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td::game::World w;
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WorldApply wa(w);
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@@ -52,12 +53,24 @@ td::game::World GetWorld() {
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d.RegisterHandler(td::protocol::PacketID::WorldData, &wa);
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d.RegisterHandler(td::protocol::PacketID::WorldHeader, &wa);
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d.Dispatch(header);
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d.Dispatch(data);
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d.Dispatch(*header);
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d.Dispatch(*data);
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return w;
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}
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void Save(td::protocol::packets::WorldHeaderPacket header, td::protocol::packets::WorldDataPacket data) {
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auto comp = std::make_shared<sp::ZlibCompress>();
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std::ofstream fStream("test/tdmap.tdmap2");
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auto out = std::make_shared<sp::StdOuput>(fStream);
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sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
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stream.WriteMessage(header);
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stream.WriteMessage(data);
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}
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void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
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@@ -81,6 +94,7 @@ td::sim::GameHistory GetCustomHistory() {
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return gh;
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}
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int main(int argc, char** argv) {
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td::game::World w = GetWorld();
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@@ -89,9 +103,7 @@ int main(int argc, char** argv) {
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td::render::Camera cam;
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display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio){
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cam.UpdatePerspective(a_AspectRatio);
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});
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display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
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td::sim::GameHistory gh = GetCustomHistory();
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@@ -105,9 +117,10 @@ int main(int argc, char** argv) {
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td::sim::RealTimeSimulation simulation(w, 500);
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display.OnKeyDown.Connect([&simulation](SDL_Keycode key){
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display.OnKeyDown.Connect([&simulation](SDL_Keycode key) {
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if (key == SDLK_A) {
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auto spawn = std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
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auto spawn =
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std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
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td::Array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
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steps[0].push_back(spawn);
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td::protocol::packets::LockStepsPacket packet{0, steps};
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@@ -40,10 +40,10 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
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m_SpawnColorPalette = a_WorldHeader.m_SpawnColorPalette;
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GetRedTeam().GetCastle() = a_WorldHeader.m_RedCastle;
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GetRedTeam().GetCastle().SetTeam(&GetRedTeam());
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// GetRedTeam().GetCastle().SetTeam(&GetRedTeam());
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GetBlueTeam().GetCastle() = a_WorldHeader.m_BlueCastle;
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GetBlueTeam().GetCastle().SetTeam(&GetBlueTeam());
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// GetBlueTeam().GetCastle().SetTeam(&GetBlueTeam());
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m_TilePalette = a_WorldHeader.m_TilePalette;
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@@ -5,40 +5,7 @@
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namespace td {
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namespace game {
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, TileType& tile) {
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std::uint8_t raw;
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buffer >> raw;
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tile = TileType(raw);
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return buffer;
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}
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, TilePtr& tile) {
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game::TileType tileType;
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buffer >> tileType;
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switch (tileType) {
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case game::TileType::Tower: {
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auto tilePtr = std::make_shared<game::TowerTile>();
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buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
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tile = tilePtr;
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break;
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}
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case game::TileType::Walk: {
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auto tilePtr = std::make_shared<game::WalkableTile>();
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buffer >> tilePtr->direction;
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tile = tilePtr;
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break;
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}
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case game::TileType::Decoration: {
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auto tilePtr = std::make_shared<game::DecorationTile>();
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buffer >> tilePtr->color_palette_ref;
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tile = tilePtr;
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break;
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}
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default:
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break;
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}
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return buffer;
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}
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} // namespace game
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} // namespace td
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79
src/td/protocol/packet/ChunkSerialize.cpp
Normal file
79
src/td/protocol/packet/ChunkSerialize.cpp
Normal file
@@ -0,0 +1,79 @@
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#include <td/protocol/packet/PacketSerialize.h>
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typedef std::vector<uint64_t> ChunkPackedData;
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const int BITS_IN_BYTE = 8;
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const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
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static unsigned int countBits(unsigned int number) {
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// log function in base 2
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// take only integer part
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return static_cast<unsigned int>(std::log2(number) + 1);
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}
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namespace td {
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namespace game {
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const ChunkPtr& a_Chunk) {
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a_Buffer << a_Chunk->m_Palette;
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int bitsPerTile = countBits(a_Chunk->m_Palette.size());
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td::game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
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ChunkPackedData chunkData(td::game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
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for (unsigned int tileNumber = 0; tileNumber < td::game::Chunk::ChunkSize; tileNumber++) {
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std::size_t startLong = static_cast<std::size_t>((tileNumber * bitsPerTile) / BITS_IN_LONG);
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std::size_t startOffset = static_cast<std::size_t>((tileNumber * bitsPerTile) % BITS_IN_LONG);
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std::size_t endLong = static_cast<std::size_t>(((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG);
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std::uint64_t value = static_cast<std::uint64_t>(a_Chunk->m_Tiles[tileNumber]);
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value &= individualValueMask;
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chunkData[startLong] |= (value << startOffset);
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if (startLong != endLong) {
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chunkData[endLong] = (value >> (BITS_IN_LONG - startOffset));
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}
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}
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return a_Buffer << chunkData;
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}
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, ChunkPtr& a_Chunk) {
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a_Chunk = std::make_shared<td::game::Chunk>();
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a_Buffer >> a_Chunk->m_Palette;
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std::uint8_t bitsPerTile = countBits(a_Chunk->m_Palette.size());
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// A bitmask that contains bitsPerTile set bits
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td::game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
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ChunkPackedData chunkData;
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a_Buffer >> chunkData;
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for (unsigned int tileNumber = 0; tileNumber < td::game::Chunk::ChunkSize; tileNumber++) {
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std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
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std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
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std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
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td::game::Chunk::ChunkData::value_type value;
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if (startLong == endLong) {
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value = (chunkData[startLong] >> startOffset);
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} else {
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int endOffset = BITS_IN_LONG - startOffset;
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value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
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}
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value &= individualValueMask;
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a_Chunk->m_Tiles[tileNumber] = value;
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}
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return a_Buffer;
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}
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} // namespace game
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} // namespace td
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@@ -1,113 +1,88 @@
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#include <td/protocol/packet/PacketData.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <sp/io/MessageIO.h>
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namespace sp {
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template <>
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void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldHeader& a_Header) {
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a_Buffer >> a_Header.m_TowerPlacePalette >> a_Header.m_WalkablePalette;
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// temp
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template<>
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void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::PredictCommand& a_Header){}
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std::uint16_t decoPaletteSize;
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a_Buffer >> decoPaletteSize;
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template<>
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DataBuffer WriteMessage(const td::protocol::pdata::PredictCommand& a_Header){}
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std::size_t decoPalletteSizeByte = decoPaletteSize * sizeof(td::Color);
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} // namespace sp
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a_Header.m_DecorationPalette.resize(decoPaletteSize);
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namespace td {
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namespace game {
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memcpy(reinterpret_cast<std::uint8_t*>(a_Header.m_DecorationPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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decoPalletteSizeByte);
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + decoPalletteSizeByte);
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a_Buffer >> a_Header.m_Background;
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td::utils::shape::Rectangle redCastle, blueCastle;
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a_Buffer >> a_Header.m_RedSpawn >> redCastle;
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a_Buffer >> a_Header.m_BlueSpawn >> blueCastle;
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a_Header.m_RedCastle.SetShape(redCastle);
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a_Header.m_BlueCastle.SetShape(blueCastle);
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std::uint64_t tilePaletteSize;
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a_Buffer >> tilePaletteSize;
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a_Header.m_TilePalette.reserve(tilePaletteSize);
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for (std::uint64_t tileNumber = 0; tileNumber < tilePaletteSize; tileNumber++) {
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td::game::TilePtr tile;
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a_Buffer >> tile;
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a_Header.m_TilePalette.push_back(tile);
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}
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a_Buffer >> a_Header.m_SpawnColorPalette;
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const TeamCastle& a_Castle) {
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return a_Buffer << a_Castle.GetCenterX() << a_Castle.GetCenterY();
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}
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typedef std::vector<uint64_t> ChunkPackedData;
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const int BITS_IN_BYTE = 8;
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const int BITS_IN_LONG = BITS_IN_BYTE * sizeof(std::uint64_t);
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static unsigned int countBits(unsigned int number) {
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// log function in base 2
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// take only integer part
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return static_cast<unsigned int>(std::log2(number) + 1);
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sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle) {
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float x, y;
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a_Buffer >> x >> y;
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a_Castle.SetCenter({x, y});
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return a_Buffer;
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}
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sp::DataBuffer& operator<<(sp::DataBuffer& buffer, const TilePtr& tile) {
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buffer << tile->GetType();
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template <>
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void ReadMessage(DataBuffer& a_Buffer, td::protocol::pdata::WorldData& a_WorldData) {
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std::uint64_t chunkCount;
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a_Buffer >> chunkCount;
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switch (tile->GetType()) {
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for (std::uint64_t chunkNumber = 0; chunkNumber < chunkCount; chunkNumber++) {
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td::game::ChunkPtr chunk = std::make_shared<td::game::Chunk>();
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td::game::ChunkCoord chunkCoords;
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a_Buffer >> chunkCoords.x >> chunkCoords.y;
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std::uint64_t chunkPaletteSize;
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// std::reverse(reinterpret_cast<std::uint8_t*>(&chunkPaletteSize), reinterpret_cast<std::uint8_t*>(&chunkPaletteSize) + 4);
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a_Buffer >> chunkPaletteSize;
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td::game::ChunkPalette chunkPalette(chunkPaletteSize);
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memcpy(reinterpret_cast<void*>(chunkPalette.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkPaletteSize * sizeof(td::game::ChunkPalette::value_type));
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chunk->palette = chunkPalette;
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std::uint8_t bitsPerTile = countBits(chunkPaletteSize);
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// A bitmask that contains bitsPerTile set bits
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td::game::Chunk::ChunkData::value_type individualValueMask = ((1 << bitsPerTile) - 1);
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ChunkPackedData chunkData(td::game::Chunk::ChunkSize / (BITS_IN_BYTE * sizeof(ChunkPackedData::value_type) / bitsPerTile), 0);
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memcpy(reinterpret_cast<void*>(chunkData.data()), a_Buffer.data() + a_Buffer.GetReadOffset(),
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chunkData.size() * sizeof(ChunkPackedData::value_type));
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a_Buffer.SetReadOffset(a_Buffer.GetReadOffset() + chunkData.size() * sizeof(ChunkPackedData::value_type));
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for (unsigned int tileNumber = 0; tileNumber < td::game::Chunk::ChunkSize; tileNumber++) {
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std::size_t startLong = (tileNumber * bitsPerTile) / BITS_IN_LONG;
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std::size_t startOffset = (tileNumber * bitsPerTile) % BITS_IN_LONG;
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std::size_t endLong = ((tileNumber + 1) * bitsPerTile - 1) / BITS_IN_LONG;
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td::game::Chunk::ChunkData::value_type value;
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if (startLong == endLong) {
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value = (chunkData[startLong] >> startOffset);
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} else {
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int endOffset = BITS_IN_LONG - startOffset;
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value = (chunkData[startLong] >> startOffset | chunkData[endLong] << endOffset);
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}
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value &= individualValueMask;
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chunk->tiles[tileNumber] = value;
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case game::TileType::Tower: {
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const game::TowerTile* towerTile = dynamic_cast<const game::TowerTile*>(tile.get());
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buffer << towerTile->color_palette_ref << towerTile->team_owner;
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break;
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}
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a_WorldData.m_Chunks.insert({chunkCoords, chunk});
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case game::TileType::Walk: {
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const game::WalkableTile* walkTile = dynamic_cast<const game::WalkableTile*>(tile.get());
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buffer << walkTile->direction;
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break;
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}
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case game::TileType::Decoration: {
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const game::DecorationTile* decoTile = dynamic_cast<const game::DecorationTile*>(tile.get());
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buffer << decoTile->color_palette_ref;
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break;
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}
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default:
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break;
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}
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return buffer;
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}
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} // namespace sp
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sp::DataBuffer& operator>>(sp::DataBuffer& buffer, TilePtr& tile) {
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game::TileType tileType;
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buffer >> tileType;
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switch (tileType) {
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case game::TileType::Tower: {
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auto tilePtr = std::make_shared<game::TowerTile>();
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buffer >> tilePtr->color_palette_ref >> tilePtr->team_owner;
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tile = tilePtr;
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break;
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}
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case game::TileType::Walk: {
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auto tilePtr = std::make_shared<game::WalkableTile>();
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buffer >> tilePtr->direction;
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tile = tilePtr;
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break;
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}
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case game::TileType::Decoration: {
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auto tilePtr = std::make_shared<game::DecorationTile>();
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buffer >> tilePtr->color_palette_ref;
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tile = tilePtr;
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break;
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}
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default:
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break;
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}
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return buffer;
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}
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} // namespace game
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} // namespace td
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@@ -17,10 +17,7 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
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std::vector<float> positions;
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std::vector<float> colors;
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for (const auto& chunkInfo : world->GetChunks()) {
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const td::game::ChunkCoord& coords = chunkInfo.first;
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td::game::ChunkPtr chunk = chunkInfo.second;
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for (const auto& [coords, chunk] : world->GetChunks()) {
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std::int32_t chunkX = coords.x * td::game::Chunk::ChunkWidth;
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std::int32_t chunkY = coords.y * td::game::Chunk::ChunkHeight;
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