server state test

This commit is contained in:
2025-08-06 13:55:22 +02:00
parent 599dfa0cee
commit 990c6f078d
12 changed files with 183 additions and 22 deletions

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@@ -18,16 +18,13 @@ class IServerState {
virtual void OnPlayerJoin(PlayerID a_Id) = 0;
virtual void OnPlayerLeave(PlayerID a_Id) = 0;
IServerState(IServerSocket& a_Server);
virtual ~IServerState() {}
IServerState();
virtual ~IServerState();
private:
IServerSocket& m_Socket;
Server* m_Server;
void SetServer(Server* a_Server) {
m_Server = a_Server;
}
void SetServer(Server* a_Server);
friend class Server;
};

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@@ -9,11 +9,11 @@ namespace server {
class Server {
private:
std::shared_ptr<IServerSocket> m_Socket;
std::shared_ptr<IServerState> m_State;
std::unique_ptr<IServerSocket> m_Socket;
public:
Server(std::unique_ptr<IServerSocket>&& a_Socket) : m_Socket(std::move(a_Socket)) {}
Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {}
void Update(float a_Delta) {
m_State->Update(a_Delta);
@@ -24,6 +24,7 @@ class Server {
m_State->SetServer(this);
}
friend class IServerState;
};
} // namespace server

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@@ -0,0 +1,19 @@
#pragma once
#include <server/IServerSocket.h>
namespace td {
namespace server {
class TcpSocket : public IServerSocket {
private:
/* data */
public:
TcpSocket(/* args */) {}
~TcpSocket() {}
virtual void Send(PlayerID, const protocol::PacketBase&) {}
};
} // namespace server
} // namespace td

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@@ -0,0 +1,17 @@
#pragma once
#include <server/IServerState.h>
namespace td {
namespace server {
class EndGameState : public IServerState {
private:
/* data */
public:
EndGameState(/* args */) {}
~EndGameState() {}
};
} // namespace server
} // namespace td

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@@ -0,0 +1,22 @@
#pragma once
#include <server/IServerState.h>
namespace td {
namespace server {
class GameState : public IServerState{
private:
/* data */
public:
GameState(/* args */) {}
~GameState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override;
virtual void OnPlayerJoin(PlayerID a_Id) override;
virtual void OnPlayerLeave(PlayerID a_Id) override;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,22 @@
#pragma once
#include <server/IServerState.h>
namespace td {
namespace server {
class LobbyState : public IServerState {
private:
/* data */
public:
LobbyState(/* args */) {}
~LobbyState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override;
virtual void OnPlayerJoin(PlayerID a_Id) override;
virtual void OnPlayerLeave(PlayerID a_Id) override;
};
} // namespace server
} // namespace td

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@@ -11,7 +11,8 @@ namespace utils {
template <typename... Args>
class Signal : private NonCopyable {
private:
using CallBack = std::function<void(Args...)>;
using FnType = void(Args...);
using CallBack = std::function<FnType>;
std::vector<CallBack> m_Callbacks;
@@ -20,6 +21,12 @@ class Signal : private NonCopyable {
m_Callbacks.push_back(std::move(a_Callback));
}
void Disconnect(const CallBack& a_Callback) {
auto it = std::find_if(m_Callbacks.begin(), m_Callbacks.end(),
[&a_Callback](CallBack& callback) { return a_Callback.template target<FnType>() == callback.template target<FnType>(); });
m_Callbacks.erase(it);
}
void operator()(Args... args) const {
for (const CallBack& callback : m_Callbacks) {
callback(args...);

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@@ -15,6 +15,10 @@
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
#include <server/Server.h>
#include <server/socket/TcpSocket.h>
#include <server/state/LobbyState.h>
class WorldApply : public td::protocol::PacketHandler {
private:
td::game::World& m_World;
@@ -92,7 +96,6 @@ td::sim::GameHistory GetCustomHistory() {
return gh;
}
int main(int argc, char** argv) {
td::game::World w = GetWorld();
@@ -128,6 +131,15 @@ int main(int argc, char** argv) {
}
});
// server
auto socket = std::make_shared<td::server::TcpSocket>();
td::server::Server server(socket);
server.UpdateState(std::make_shared<td::server::LobbyState>());
server.Update(1.0f);
server.Update(1.0f);
socket->OnDisconnect(0);
while (!display.IsCloseRequested()) {
display.PollEvents();
float lerp = simulation.Update();

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@@ -4,21 +4,26 @@
namespace td {
namespace server {
IServerState::IServerState(IServerSocket& a_Socket) : m_Socket(a_Socket) {
// TODO: don't do it like this
m_Socket.OnConnect.Connect([this](PlayerID a_Player){
OnPlayerJoin(a_Player);
});
m_Socket.OnDisconnect.Connect([this](PlayerID a_Player){
OnPlayerLeave(a_Player);
});
m_Socket.OnReceive.Connect([this](PlayerID a_Player, const protocol::PacketBase& a_Packet){
HandlePacket(a_Player, a_Packet);
});
void IServerState::SetServer(Server* a_Server) {
assert(a_Server);
m_Server = a_Server;
m_Server->m_Socket->OnConnect.Connect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
m_Server->m_Socket->OnDisconnect.Connect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
m_Server->m_Socket->OnReceive.Connect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
}
IServerState::IServerState() : m_Server(nullptr) {}
IServerState::~IServerState() {
if (!m_Server)
return;
m_Server->m_Socket->OnConnect.Disconnect(std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
m_Server->m_Socket->OnDisconnect.Disconnect(std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
m_Server->m_Socket->OnReceive.Disconnect(std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
}
void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_Socket.Send(a_Id, a_Packet);
m_Server->m_Socket->Send(a_Id, a_Packet);
}
void IServerState::SetNewState(const std::shared_ptr<IServerState>& a_NewState) {

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@@ -0,0 +1,8 @@
#include <server/socket/TcpSocket.h>
namespace td {
namespace server {
} // namespace server
} // namespace td

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@@ -0,0 +1,25 @@
#include <server/state/GameState.h>
#include <iostream>
namespace td {
namespace server {
void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
}
void GameState::Update(float a_Delta) {
}
void GameState::OnPlayerJoin(PlayerID a_Id) {
}
void GameState::OnPlayerLeave(PlayerID a_Id) {
std::cout << "Game leave !" << std::endl;
}
} // namespace server
} // namespace td

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@@ -0,0 +1,26 @@
#include <server/state/LobbyState.h>
#include <server/state/GameState.h>
#include <iostream>
namespace td {
namespace server {
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
}
void LobbyState::Update(float a_Delta) {
SetNewState(std::make_shared<GameState>());
}
void LobbyState::OnPlayerJoin(PlayerID a_Id) {
}
void LobbyState::OnPlayerLeave(PlayerID a_Id) {
std::cout << "Lobby leave !" << std::endl;
}
} // namespace server
} // namespace td