begin client-server

This commit is contained in:
2025-08-06 20:10:56 +02:00
parent 89213e9a97
commit c813c49707
26 changed files with 264 additions and 188 deletions

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@@ -14,6 +14,7 @@ class IServerSocket {
utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
void Broadcast(const protocol::PacketBase& a_Packet);
IServerSocket() {}
virtual ~IServerSocket() {}

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@@ -9,10 +9,6 @@ namespace server {
class Server;
class IServerState : private utils::SlotGuard {
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
@@ -22,6 +18,12 @@ class IServerState : private utils::SlotGuard {
IServerState();
virtual ~IServerState();
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void BroadcastPacket(const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IServerState>& a_NewState);
virtual void Init() {}
private:
Server* m_Server;

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@@ -35,6 +35,14 @@ class PlayerIds {
m_PeerToPlayer.erase(a_PeerId);
m_PlayerToPeer.erase(playerId);
}
auto begin() {
return m_PeerToPlayer.begin();
}
auto end() {
return m_PeerToPlayer.end();
}
};
} // namespace server

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@@ -3,6 +3,7 @@
#include <memory>
#include <server/IServerSocket.h>
#include <server/IServerState.h>
#include <chrono>
namespace td {
namespace server {
@@ -11,19 +12,23 @@ class Server {
private:
std::shared_ptr<IServerSocket> m_Socket;
std::shared_ptr<IServerState> m_State;
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public:
Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {}
Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {}
void Update(float a_Delta) {
m_State->Update(a_Delta);
}
void Update();
void UpdateState(const std::shared_ptr<IServerState>& a_State) {
m_State = a_State;
m_State->SetServer(this);
}
private:
void Update(float a_Delta) {
m_State->Update(a_Delta);
}
friend class IServerState;
};

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@@ -12,6 +12,9 @@ class FakeSocket : public IServerSocket {
utils::Signal<PeerID, const protocol::PacketBase&> OnSend;
void ConnectFakePeer(PeerID a_Peer);
void DisconnectFakePeer(PeerID a_Peer);
protected:
virtual void SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) override;
};

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@@ -1,21 +1,33 @@
#pragma once
#include <server/IServerState.h>
#include <td/game/World.h>
#include <td/simulation/ServerSimulation.h>
namespace td {
namespace server {
class GameState : public IServerState{
class GameStateHandler;
class GameState : public IServerState {
private:
/* data */
std::shared_ptr<game::World> m_World;
sim::ServerSimulation m_Simulation;
float m_Time;
public:
GameState(/* args */) {}
GameState(const std::shared_ptr<game::World>& a_World);
~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;
protected:
virtual void Init() override;
friend class GameStateHandler;
};
} // namespace server

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@@ -0,0 +1,25 @@
#pragma once
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class GameState;
class GameStateHandler : public protocol::PacketHandler {
private:
GameState& m_GameState;
PlayerID m_PlayerId;
using protocol::PacketHandler::Handle;
public:
GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId);
virtual void Handle(const protocol::packets::SpawnTroopPacket& a_Packet) override;
virtual void Handle(const protocol::packets::PlaceTowerPacket& a_Packet) override;
};
} // namespace server
} // namespace td

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@@ -5,11 +5,12 @@
namespace td {
namespace server {
// this class is temporary useless
class LobbyState : public IServerState {
private:
/* data */
std::shared_ptr<game::World> m_World;
public:
LobbyState(/* args */) {}
LobbyState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {}
~LobbyState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;

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@@ -1,6 +1,6 @@
#pragma once
#include <cstdint>
#include <sp/common/DataBufferOperators.h>
namespace td {
@@ -183,6 +183,35 @@ T Lerp(T v0, T v1, T t) {
} // namespace maths
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec2<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec3<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec3<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec4<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z << a_Vec.w;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec4<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z >> a_Vec.w;
}
} // namespace td

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@@ -12,6 +12,10 @@ namespace td {
using FpFloat = fpm::fixed_16_16;
using StepTime = std::uint16_t;
constexpr int STEP_TIME = 50;
enum class TeamColor : std::int8_t {
None = -1,
Blue,
@@ -61,15 +65,11 @@ using TowerID = std::uint16_t;
using PlayerID = std::uint8_t;
using EntityID = std::uint16_t;
struct TowerCoords {
std::int16_t x;
std::int16_t y;
};
using TowerCoords = Vec2<std::int16_t>;
using EntityCoords = Vec2<FpFloat>;
using PeerID = std::uint16_t;
using StepsType = std::uint16_t;
enum class Direction : std::uint8_t {
PositiveX = 1 << 0,

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@@ -1,25 +1,25 @@
#pragma once
#include <td/simulation/WorldTicker.h>
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/Packets.h>
#include <td/simulation/WorldTicker.h>
namespace td {
namespace game {
class World {
protected:
// header
TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
ChunkList m_Chunks;
SpawnColorPalette m_SpawnColorPalette;
TilePalette m_TilePalette;
//data
ChunkList m_Chunks;
std::shared_ptr<sim::WorldSnapshot> m_CurrentState;
std::shared_ptr<sim::WorldSnapshot> m_NextState;
@@ -28,6 +28,7 @@ class World {
public:
World();
World(World&&) = default;
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
bool LoadMap(const protocol::pdata::WorldData& worldData);
@@ -130,8 +131,9 @@ class World {
private:
void TickMobs(std::uint64_t delta);
void CleanDeadMobs();
};
using WorldPtr = std::shared_ptr<World>;
} // namespace game
} // namespace td

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@@ -7,7 +7,11 @@
#include <td/game/WorldTypes.h>
// Make it dynamic ?
#ifdef NDEBUG
#define LOCKSTEP_BUFFER_SIZE 10
#else
#define LOCKSTEP_BUFFER_SIZE 1
#endif
namespace td {
namespace protocol {
@@ -45,7 +49,7 @@ struct PlayerLeave {
struct PredictCommand {
CommandPtr m_Command;
std::uint16_t m_FrameNumber;
StepTime m_FrameNumber;
};
/** Keep alive */
@@ -73,7 +77,7 @@ struct BeginGame {
};
struct LockSteps {
std::uint16_t m_FirstFrameNumber;
StepTime m_FirstFrameNumber;
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
};
@@ -95,6 +99,7 @@ struct WorldData {
game::ChunkList m_Chunks;
};
// TODO: spawn multiple troops at the same time
struct SpawnTroop {
sp::BitField<EntityType, 5> m_Type;
sp::BitField<std::uint8_t, 3> m_Level;

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@@ -4,36 +4,7 @@
namespace td {
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec2<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec3<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec3<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z;
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec4<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z << a_Vec.w;
}
template <typename T>
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec4<T>& a_Vec) {
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z >> a_Vec.w;
}
namespace game {

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@@ -1,31 +0,0 @@
#pragma once
#include <optional>
#include <td/protocol/command/Commands.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace game {
class GameHistory {
private:
using HistorySizeType = StepsType;
std::vector<std::optional<protocol::LockStep>> m_History;
public:
GameHistory();
void SetLockStep(HistorySizeType a_Index, protocol::LockStep&& a_LockStep);
const protocol::LockStep& GetLockStep(HistorySizeType a_Index) const;
bool HasLockStep(HistorySizeType a_Index) const;
void FromPacket(td::protocol::pdata::LockSteps&& a_Steps);
td::protocol::packets::LockStepsPacket ToPacket(HistorySizeType a_StartIndex);
};
} // namespace game
} // namespace td

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@@ -25,6 +25,8 @@ class ServerSimulation : public protocol::CommandHandler {
protocol::packets::LockStepsPacket Update();
protocol::packets::LockStepsPacket MakePacket();
// no checks are done !
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;