send world to client
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@@ -1,101 +1,69 @@
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#include <td/display/state/DebugWorldState.h>
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#include <chrono>
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#include <fstream>
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#include <iostream>
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#include <td/game/World.h>
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#include <td/protocol/packet/PacketSerialize.h>
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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/TowerRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <sp/common/DataBuffer.h>
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#include <sp/extensions/Compress.h>
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#include <sp/io/MessageStream.h>
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#include <sp/io/StdIo.h>
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#include <server/Server.h>
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#include <server/socket/FakeSocket.h>
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#include <server/state/GameState.h>
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#include <server/state/LobbyState.h>
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#include <client/Client.h>
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#include <client/socket/FakeSocket.h>
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#include <client/state/GameState.h>
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#include <client/state/LoggingState.h>
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#include <td/display/Display.h>
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#include <td/display/state/DebugWorldState.h>
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namespace td {
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void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
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auto comp = std::make_shared<sp::ZlibCompress>();
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std::ofstream fStream("test/tdmap.tdmap3");
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auto out = std::make_shared<sp::StdOuput>(fStream);
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sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
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stream.WriteMessage(header, false);
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stream.WriteMessage(data, false);
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}
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game::WorldPtr GetWorld() {
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auto comp = std::make_shared<sp::ZlibCompress>();
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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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sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
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auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
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auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
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auto w = std::make_shared<game::World>();
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w->LoadMap(**header);
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w->LoadMap(**data);
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// Save(*header, *data);
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return w;
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}
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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// server
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game::WorldPtr serverWorld = GetWorld();
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auto serverFakeSocket = std::make_shared<server::FakeSocket>();
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m_Server = std::make_unique<server::Server>(serverFakeSocket);
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// client
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game::WorldPtr clientWorld = GetWorld();
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auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
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m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
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// client2
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auto clientFakeSocket2 = client::FakeSocket::Connect(serverFakeSocket);
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m_Client2 = std::make_unique<client::Client>(clientFakeSocket2, "Player1");
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// TODO: make it better
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m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
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if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
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// render
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auto clientWorld = gameState->GetWorld();
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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// update state
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m_ClientState = gameState;
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}
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});
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// render
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Client->ChangeState<client::LoggingState>("Player0");
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std::cout << "Switched to login!\n";
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// // client2
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// auto clientFakeSocket2 = client::FakeSocket::Connect(serverFakeSocket);
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// m_Client2 = std::make_unique<client::Client>(clientFakeSocket2, "Player1");
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// m_Client2->ChangeState<client::LoggingState>("Player1");
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// camera
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m_Camera.SetCamPos({77, 7, 13});
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m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
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// states
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m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
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m_Server->ChangeState<server::GameState>(serverWorld);
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}
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void DebugWorldState::Update(float a_Delta) {
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m_Server->Update(a_Delta);
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m_Client->Update(a_Delta);
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// TODO: m_ClientState might be invalid !
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m_Renderer.Render(m_ClientState->GetCurrentLerp());
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if (m_ClientState)
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m_Renderer.Render(m_ClientState->GetCurrentLerp());
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}
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void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
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