send world to client
This commit is contained in:
@@ -9,12 +9,12 @@ namespace client {
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class GameState : public ClientState {
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private:
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std::shared_ptr<game::World> m_World;
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game::WorldPtr m_World;
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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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public:
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GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime);
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime);
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~GameState() {}
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virtual void Update(float a_Delta) override;
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@@ -23,6 +23,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
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game::WorldPtr GetWorld() const {
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return m_World;
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}
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virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
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};
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24
include/client/state/LobbyState.h
Normal file
24
include/client/state/LobbyState.h
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <client/ClientState.h>
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#include <td/game/World.h>
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#include <td/simulation/ClientSimulation.h>
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namespace td {
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namespace client {
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class LobbyState : public ClientState {
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private:
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std::shared_ptr<game::World> m_World;
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public:
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LobbyState(Client& a_Client);
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~LobbyState();
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virtual void Update(float a_Delta) override;
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virtual void Handle(const protocol::packets::WorldHeaderPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::WorldDataPacket& a_Packet) override;
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};
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} // namespace client
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} // namespace td
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@@ -12,7 +12,7 @@ class LoggingState : public ClientState {
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LoggingState(Client& a_Client, const std::string& a_PlayerName);
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~LoggingState();
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virtual void Update(float a_Delta) override {}
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virtual void Update(float a_Delta) override;
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virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) override;
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@@ -12,8 +12,8 @@ class IServerSocket {
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using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID> OnPlayerConnect;
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utils::Signal<PlayerID> OnPlayerDisconnect;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
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@@ -1,5 +1,6 @@
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#pragma once
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#include <td/misc/Signal.h>
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#include <td/protocol/packet/Packets.h>
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namespace td {
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@@ -13,6 +14,9 @@ class PlayerManager {
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std::shared_ptr<IServerSocket> m_Socket;
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public:
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utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
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~PlayerManager();
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@@ -20,20 +24,19 @@ class PlayerManager {
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PlayerInfo GetPlayer(PlayerID a_Player);
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private:
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void Disconnect(PlayerID a_Player);
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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std::map<PlayerID, PlayerInfo>& m_Players;
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IServerSocket& m_Socket;
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PlayerManager& m_PlayerManager;
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PlayerID m_Player;
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public:
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ConnectionHandler(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player);
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ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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static void Disconnect(std::map<PlayerID, PlayerInfo>&, IServerSocket& m_Socket, PlayerID m_Player);
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};
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};
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@@ -20,6 +20,10 @@ class Server : public StateMachine<Server, void, float> {
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virtual void Update(float a_Delta);
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const PlayerManager& GetPlayers() const {
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return m_Players;
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}
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friend class ServerState;
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};
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@@ -10,9 +10,11 @@ class LobbyState : public ServerState {
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private:
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std::shared_ptr<game::World> m_World;
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public:
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LobbyState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
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LobbyState(Server& a_Server);
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~LobbyState() {}
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virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
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virtual void Update(float a_Delta) override;
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};
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@@ -1,7 +1,7 @@
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#pragma once
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#include <cassert>
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#include <memory>
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#include <td/misc/Signal.h>
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namespace td {
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@@ -16,7 +16,7 @@ class StateMachine {
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virtual TReturn Update(TArgs... args) = 0;
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template <typename T, typename... Args>
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T* ChangeState(Args&&... args) {
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T* ChangeState(Args... args) {
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return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
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}
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@@ -24,18 +24,25 @@ class StateMachine {
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TDerived& m_StateMachine;
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};
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utils::Signal<State&> OnStateChange;
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StateMachine() {}
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StateMachine(StateMachine&&) = default;
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virtual ~StateMachine() {}
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virtual TReturn Update(TArgs... args) {
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assert(m_State && "You must change state at least once before updating !");
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return m_State->Update(args...);
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return m_State->Update(std::forward<TArgs>(args)...);
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}
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template <typename T, typename... Args>
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T* ChangeState(Args&&... args) {
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m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
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T* ChangeState(Args... args) {
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auto* currentState = m_State.get();
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auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
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// This allows chaining
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if (m_State.get() == currentState)
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m_State = std::move(newState);
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OnStateChange(*m_State);
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return static_cast<T*>(m_State.get());
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}
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@@ -2,8 +2,10 @@
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#include <td/display/Display.h>
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#include <td/misc/SlotGuard.h>
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#include <client/ClientState.h>
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namespace td {
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class DisplayState : public Display::State, private utils::SlotGuard {
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public:
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DisplayState(Display& a_Display);
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@@ -13,4 +15,5 @@ class DisplayState : public Display::State, private utils::SlotGuard {
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virtual void OnAspectRatioChange(float a_Ratio) {}
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virtual void OnKeyDown(SDL_Keycode a_Key) {}
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};
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} // namespace td
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@@ -33,6 +33,9 @@ class World {
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bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
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bool LoadMap(const protocol::pdata::WorldData& worldData);
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protocol::packets::WorldHeaderPacket GetPacketHeader() const;
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protocol::packets::WorldDataPacket GetPacketData() const;
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bool LoadMapFromFile(const std::string& fileName);
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bool SaveMap(const std::string& fileName) const;
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@@ -6,7 +6,7 @@ namespace td {
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namespace client {
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Client::Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName) : m_Socket(a_Socket), m_Players(a_Socket) {
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ChangeState<LoggingState>(a_PlayerName);
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// ChangeState<LoggingState>(a_PlayerName);
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}
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void Client::SendPacket(const protocol::PacketBase& a_Packet) {
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@@ -10,7 +10,7 @@ namespace client {
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PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
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OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
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std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << "(" << +a_Player.m_PlayerId << ") joined !\n";
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std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << " joined !\n";
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});
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OnPlayerLeave.Connect([this](const PlayerID a_Player){
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std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
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24
src/client/state/LobbyState.cpp
Normal file
24
src/client/state/LobbyState.cpp
Normal file
@@ -0,0 +1,24 @@
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#include <client/state/LobbyState.h>
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#include <client/state/GameState.h>
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namespace td {
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namespace client {
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LobbyState::LobbyState(Client& a_Client) : ClientState(a_Client), m_World(std::make_shared<game::World>()) {}
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LobbyState::~LobbyState() {}
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void LobbyState::Handle(const protocol::packets::WorldHeaderPacket& a_Packet) {
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m_World->LoadMap(*a_Packet);
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}
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void LobbyState::Handle(const protocol::packets::WorldDataPacket& a_Packet) {
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m_World->LoadMap(*a_Packet);
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ChangeState<GameState>(m_World, STEP_TIME);
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}
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void LobbyState::Update(float a_Delta) {}
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} // namespace client
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} // namespace td
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@@ -1,6 +1,6 @@
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#include <client/state/LoggingState.h>
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#include <iostream>
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#include <client/state/LobbyState.h>
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namespace td {
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namespace client {
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@@ -9,6 +9,9 @@ LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) :
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SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
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}
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void LoggingState::Update(float a_Delta) {
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}
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LoggingState::~LoggingState() {}
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void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
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@@ -16,7 +19,7 @@ void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
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}
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void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
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// TODO: switch state
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ChangeState<LobbyState>();
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}
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} // namespace client
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@@ -19,10 +19,11 @@ void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
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void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
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// here, the client is not a player yet (we need to wait for auth)
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m_Ids.AddConnection(a_PeerId);
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OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
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}
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void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
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OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
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OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
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m_Ids.RemovePeer(a_PeerId);
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}
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@@ -6,48 +6,52 @@
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namespace td {
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namespace server {
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PlayerManager::ConnectionHandler::ConnectionHandler(
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std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) :
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m_Players(a_Players), m_Socket(a_Socket), m_Player(a_Player) {}
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PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
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m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
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PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
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std::vector<PlayerInfo> players;
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players.reserve(m_Players.size());
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for (auto& [id, player] : m_Players) {
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players.push_back(player);
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auto& socket = *m_PlayerManager.m_Socket;
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auto& players = m_PlayerManager.m_Players;
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std::vector<PlayerInfo> playerInfos;
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playerInfos.reserve(players.size());
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for (auto& [id, player] : players) {
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playerInfos.push_back(player);
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}
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m_Socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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m_Socket.Send(m_Player, protocol::packets::PlayerListPacket(players));
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m_Socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
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socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
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socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
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m_Players.emplace(m_Player, pInfo);
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m_Socket.OnPlayerJoin(m_Player, pInfo);
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players.emplace(m_Player, pInfo);
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m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
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std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
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}
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void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
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std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
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Disconnect(m_Players, m_Socket, m_Player);
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m_PlayerManager.Disconnect(m_Player);
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}
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PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->RegisterHandler(
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[this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(m_Players, *m_Socket, a_PlayerId); });
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a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
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a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::RemovePlayer, this, std::placeholders::_1));
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}
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void PlayerManager::ConnectionHandler::Disconnect(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) {
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a_Socket.Disconnect(a_Player);
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a_Socket.Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
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a_Players.erase(a_Player);
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void PlayerManager::Disconnect(PlayerID a_Player) {
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if (!m_Players.contains(a_Player))
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return;
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std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
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m_Socket->Disconnect(a_Player);
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m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
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m_Players.erase(a_Player);
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}
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PlayerManager::~PlayerManager() {}
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void PlayerManager::RemovePlayer(PlayerID a_Player) {
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ConnectionHandler::Disconnect(m_Players, *m_Socket, a_Player);
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Disconnect(a_Player);
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}
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PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
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@@ -2,10 +2,14 @@
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#include <chrono>
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#include <server/state/LobbyState.h>
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namespace td {
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namespace server {
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {}
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Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {
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ChangeState<LobbyState>();
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}
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void Server::Update(float a_Delta) {
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auto before = std::chrono::system_clock::now();
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@@ -8,8 +8,8 @@ namespace server {
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ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Socket->OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Socket->OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
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Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
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Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
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}
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ServerState::~ServerState() {}
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@@ -1,5 +1,6 @@
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#include <server/state/GameState.h>
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#include <server/state/GameStateHandler.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <iostream>
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@@ -7,7 +8,9 @@ namespace td {
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namespace server {
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GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) : ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
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std::cout << "Switched to Game state !\n";
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std::cout << "[Server] Switched to Game state !\n";
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BroadcastPacket(a_World->GetPacketHeader());
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BroadcastPacket(a_World->GetPacketData());
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BroadcastPacket(m_Simulation.MakePacket());
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}
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@@ -1,18 +1,60 @@
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#include <server/state/LobbyState.h>
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#include <server/state/GameState.h>
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#include <server/state/LobbyState.h>
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#include <iostream>
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#include <fstream>
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#include <td/protocol/packet/PacketSerialize.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>
|
||||
#include <sp/io/StdIo.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
|
||||
void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ofstream fStream("test/tdmap.tdmap3");
|
||||
auto out = std::make_shared<sp::StdOuput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
stream.WriteMessage(header, false);
|
||||
stream.WriteMessage(data, false);
|
||||
}
|
||||
|
||||
void LobbyState::Update(float a_Delta) {
|
||||
m_StateMachine.ChangeState<GameState>(m_World);
|
||||
game::WorldPtr GetWorld() {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ifstream fStream("test/tdmap.tdmap2");
|
||||
auto out = std::make_shared<sp::StdInput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
|
||||
auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
|
||||
|
||||
auto w = std::make_shared<game::World>();
|
||||
|
||||
w->LoadMap(**header);
|
||||
w->LoadMap(**data);
|
||||
|
||||
// Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
LobbyState::LobbyState(Server& a_Server) : ServerState(a_Server) {}
|
||||
|
||||
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {}
|
||||
|
||||
void LobbyState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
|
||||
m_StateMachine.ChangeState<GameState>(GetWorld());
|
||||
}
|
||||
|
||||
void LobbyState::Update(float a_Delta) {}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
|
||||
@@ -1,100 +1,68 @@
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#include <td/game/World.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
#include <td/protocol/packet/Packets.h>
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
#include <td/render/renderer/TowerRenderer.h>
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <sp/extensions/Compress.h>
|
||||
#include <sp/io/MessageStream.h>
|
||||
#include <sp/io/StdIo.h>
|
||||
|
||||
#include <server/Server.h>
|
||||
#include <server/socket/FakeSocket.h>
|
||||
#include <server/state/GameState.h>
|
||||
#include <server/state/LobbyState.h>
|
||||
|
||||
#include <client/Client.h>
|
||||
#include <client/socket/FakeSocket.h>
|
||||
#include <client/state/GameState.h>
|
||||
#include <client/state/LoggingState.h>
|
||||
|
||||
#include <td/display/Display.h>
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ofstream fStream("test/tdmap.tdmap3");
|
||||
auto out = std::make_shared<sp::StdOuput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
stream.WriteMessage(header, false);
|
||||
stream.WriteMessage(data, false);
|
||||
}
|
||||
|
||||
game::WorldPtr GetWorld() {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ifstream fStream("test/tdmap.tdmap2");
|
||||
auto out = std::make_shared<sp::StdInput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
|
||||
auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
|
||||
|
||||
auto w = std::make_shared<game::World>();
|
||||
|
||||
w->LoadMap(**header);
|
||||
w->LoadMap(**data);
|
||||
|
||||
// Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
||||
// server
|
||||
game::WorldPtr serverWorld = GetWorld();
|
||||
auto serverFakeSocket = std::make_shared<server::FakeSocket>();
|
||||
m_Server = std::make_unique<server::Server>(serverFakeSocket);
|
||||
|
||||
// client
|
||||
game::WorldPtr clientWorld = GetWorld();
|
||||
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
|
||||
m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
|
||||
|
||||
// client2
|
||||
auto clientFakeSocket2 = client::FakeSocket::Connect(serverFakeSocket);
|
||||
m_Client2 = std::make_unique<client::Client>(clientFakeSocket2, "Player1");
|
||||
|
||||
// TODO: make it better
|
||||
m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
|
||||
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
|
||||
// render
|
||||
auto clientWorld = gameState->GetWorld();
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
||||
|
||||
// update state
|
||||
m_ClientState = gameState;
|
||||
}
|
||||
});
|
||||
|
||||
m_Client->ChangeState<client::LoggingState>("Player0");
|
||||
std::cout << "Switched to login!\n";
|
||||
|
||||
// // client2
|
||||
// auto clientFakeSocket2 = client::FakeSocket::Connect(serverFakeSocket);
|
||||
// m_Client2 = std::make_unique<client::Client>(clientFakeSocket2, "Player1");
|
||||
// m_Client2->ChangeState<client::LoggingState>("Player1");
|
||||
|
||||
// camera
|
||||
m_Camera.SetCamPos({77, 7, 13});
|
||||
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
|
||||
|
||||
// states
|
||||
m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
|
||||
m_Server->ChangeState<server::GameState>(serverWorld);
|
||||
}
|
||||
|
||||
void DebugWorldState::Update(float a_Delta) {
|
||||
m_Server->Update(a_Delta);
|
||||
m_Client->Update(a_Delta);
|
||||
// TODO: m_ClientState might be invalid !
|
||||
if (m_ClientState)
|
||||
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include <td/game/World.h>
|
||||
|
||||
#include <td/simulation/WorldTicker.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
|
||||
namespace td {
|
||||
namespace game {
|
||||
@@ -62,6 +63,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
|
||||
return true;
|
||||
}
|
||||
|
||||
protocol::packets::WorldHeaderPacket World::GetPacketHeader() const {
|
||||
return protocol::packets::WorldHeaderPacket(m_TowerPlacePalette, m_WalkablePalette, m_DecorationPalette, m_Background,
|
||||
m_SpawnColorPalette, m_TilePalette, GetRedTeam().GetSpawn(), GetBlueTeam().GetSpawn(), GetRedTeam().GetCastle(),
|
||||
GetBlueTeam().GetCastle());
|
||||
}
|
||||
|
||||
protocol::packets::WorldDataPacket World::GetPacketData() const {
|
||||
return protocol::packets::WorldDataPacket(m_Chunks);
|
||||
}
|
||||
|
||||
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
|
||||
m_Chunks = a_WorldData.m_Chunks;
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user