migrate main
This commit is contained in:
158
src/main.cpp
158
src/main.cpp
@@ -1,107 +1,5 @@
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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/input/Display.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 <td/simulation/ClientSimulation.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 <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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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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using td::protocol::PacketHandler::Handle;
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public:
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WorldApply(td::game::World& a_World) : m_World(a_World) {}
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void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
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m_World.LoadMap(*a_Header);
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}
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void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
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m_World.LoadMap(*a_Data);
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}
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};
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class ClientHandler : public td::protocol::PacketHandler {
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private:
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td::sim::ClientSimulation& m_Simulation;
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using td::protocol::PacketHandler::Handle;
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public:
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ClientHandler(td::sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
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void Handle(const td::protocol::packets::LockStepsPacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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void Handle(const td::protocol::packets::LockStepResponsePacket& a_LockStep) {
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m_Simulation.Handle(a_LockStep);
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}
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};
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void Save(const td::protocol::PacketBase& header, const td::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<td::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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td::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<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
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auto header = stream.ReadMessage(td::protocol::PacketID::WorldHeader);
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auto data = stream.ReadMessage(td::protocol::PacketID::WorldData);
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auto w = std::make_shared<td::game::World>();
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auto wa = std::make_shared<WorldApply>(*w);
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td::protocol::PacketDispatcher d;
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d.RegisterHandler(wa);
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d.Dispatch(*header);
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d.Dispatch(*data);
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Save(*header, *data);
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return w;
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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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const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
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for (const auto& lockstep : a_LockSteps) {
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a_World.Tick(lockstep, delta);
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}
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}
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#include <td/display/state/DebugWorldState.h>
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float GetDelta() {
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static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now();
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@@ -112,65 +10,15 @@ float GetDelta() {
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}
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int main(int argc, char** argv) {
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td::game::WorldPtr serverWorld = GetWorld();
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// server
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auto serverFakeSocket = std::make_shared<td::server::FakeSocket>();
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td::server::Server server(serverFakeSocket);
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// client
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auto clientFakeSocket = td::client::FakeSocket::Connect(serverFakeSocket);
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td::client::Client client(clientFakeSocket);
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// init GL context
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td::Display display(1920, 1080, "Tower-Defense 2");
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td::render::Camera cam;
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display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
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td::game::WorldPtr clientWorld = GetWorld();
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td::render::RenderPipeline renderer;
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renderer.AddRenderer<td::render::WorldRenderer>(cam, *clientWorld);
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renderer.AddRenderer<td::render::EntityRenderer>(cam, *clientWorld);
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renderer.AddRenderer<td::render::TowerRenderer>(cam, *clientWorld);
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cam.SetCamPos({77, 7, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME);
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ClientHandler clientHandler(simulation);
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// packets from the server to the client
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clientFakeSocket->OnReceive.Connect([&clientHandler](const td::protocol::PacketBase& a_Packet) {
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a_Packet.Dispatch(clientHandler);
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});
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simulation.OnMissingLockSteps.Connect([&clientFakeSocket](const std::vector<td::StepTime>& a_MissingSteps) {
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clientFakeSocket->Send(td::protocol::packets::LockStepRequestPacket(a_MissingSteps));
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});
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// temporary tests
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display.OnKeyDown.Connect([&clientFakeSocket](SDL_Keycode key) {
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if (key == SDLK_A) {
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clientFakeSocket->Send(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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} else if (key == SDLK_Z) {
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clientFakeSocket->Send(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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}
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});
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server.ChangeState<td::server::GameState>(serverWorld);
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client.ChangeState<td::client::GameState>(clientWorld);
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display.ChangeState<td::DebugWorldState>();
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while (!display.IsCloseRequested()) {
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display.PollEvents();
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float delta = GetDelta();
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server.Update(delta);
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client.Update(delta);
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float lerp = simulation.Update(delta);
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renderer.Render(lerp);
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display.Update();
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display.Update(delta);
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}
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return 0;
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