add StateMachine

This commit is contained in:
2025-08-09 11:23:17 +02:00
parent ac3e949323
commit cba790f804
23 changed files with 174 additions and 244 deletions

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@@ -1,29 +1,21 @@
#pragma once #pragma once
#include <client/IClientSocket.h> #include <client/IClientSocket.h>
#include <client/IClientState.h> #include <td/common/StateMachine.h>
#include <chrono>
namespace td { namespace td {
namespace client { namespace client {
class Client { class ClientState;
class Client : public StateMachine<Client, void, float> {
private: private:
std::shared_ptr<IClientSocket> m_Socket; std::shared_ptr<IClientSocket> m_Socket;
std::shared_ptr<IClientState> m_State;
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public: public:
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {} Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
void Update(); friend class ClientState;
void UpdateState(const std::shared_ptr<IClientState>& a_State);
private:
void Update(float a_Delta);
friend class IClientState;
}; };
} // namespace client } // namespace client

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@@ -0,0 +1,20 @@
#pragma once
#include <client/Client.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class ClientState : public Client::State, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
};
} // namespace server
} // namespace td

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@@ -1,33 +0,0 @@
#pragma once
#include <client/IClientSocket.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class Client;
class IClientState : private utils::SlotGuard {
public:
virtual void HandlePacket(const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
IClientState();
virtual ~IClientState();
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
void SetNewState(const std::shared_ptr<IClientState>& a_NewState);
virtual void Init() {}
private:
Client* m_Client;
void SetClient(Client* a_Client);
friend class Client;
};
} // namespace server
} // namespace td

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@@ -1,25 +1,24 @@
#pragma once #pragma once
#include <client/IClientState.h> #include <client/ClientState.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/simulation/ServerSimulation.h> #include <td/simulation/ServerSimulation.h>
namespace td { namespace td {
namespace client { namespace client {
class GameState : public IClientState { class GameState : public ClientState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
public: public:
GameState(const std::shared_ptr<game::World>& a_World); GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World);
~GameState() {} ~GameState() {}
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override; virtual void Update(float a_Delta) override;
protected: protected:
virtual void Init() override; virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
}; };
} // namespace client } // namespace client

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@@ -1,36 +0,0 @@
#pragma once
#include <server/IServerSocket.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace server {
class Server;
class IServerState : private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
virtual void OnPlayerJoin(PlayerID a_Id) = 0;
virtual void OnPlayerLeave(PlayerID a_Id) = 0;
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;
void SetServer(Server* a_Server);
friend class Server;
};
} // namespace server
} // namespace td

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@@ -1,30 +1,21 @@
#pragma once #pragma once
#include <memory>
#include <server/IServerSocket.h> #include <server/IServerSocket.h>
#include <server/IServerState.h> #include <td/common/StateMachine.h>
#include <chrono>
namespace td { namespace td {
namespace server { namespace server {
class Server { class ServerState;
class Server : public StateMachine<Server, void, float> {
private: private:
std::shared_ptr<IServerSocket> m_Socket; std::shared_ptr<IServerSocket> m_Socket;
std::shared_ptr<IServerState> m_State;
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public: public:
Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_LastTime(std::chrono::system_clock::now()) {} Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {}
void Update(); friend class ServerState;
void UpdateState(const std::shared_ptr<IServerState>& a_State);
private:
void Update(float a_Delta);
friend class IServerState;
}; };
} // namespace server } // namespace server

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@@ -0,0 +1,23 @@
#pragma once
#include <server/Server.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace server {
class ServerState : public Server::State, private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
ServerState(Server& a_Server);
virtual ~ServerState();
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void BroadcastPacket(const protocol::PacketBase& a_Packet);
};
} // namespace server
} // namespace td

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@@ -1,11 +1,11 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
namespace td { namespace td {
namespace server { namespace server {
class EndGameState : public IServerState { class EndGameState : public ServerState {
private: private:
/* data */ /* data */
public: public:

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@@ -1,6 +1,6 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/simulation/ServerSimulation.h> #include <td/simulation/ServerSimulation.h>
@@ -9,23 +9,18 @@ namespace server {
class GameStateHandler; class GameStateHandler;
class GameState : public IServerState { class GameState : public ServerState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
sim::ServerSimulation m_Simulation; sim::ServerSimulation m_Simulation;
float m_Time; float m_Time;
public: public:
GameState(const std::shared_ptr<game::World>& a_World); GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
~GameState() {} ~GameState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override; virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) 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; friend class GameStateHandler;
}; };

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@@ -1,22 +1,20 @@
#pragma once #pragma once
#include <server/IServerState.h> #include <server/ServerState.h>
namespace td { namespace td {
namespace server { namespace server {
// this class is temporary useless // this class is temporary useless
class LobbyState : public IServerState { class LobbyState : public ServerState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
public: public:
LobbyState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {} LobbyState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
~LobbyState() {} ~LobbyState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override; virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) 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 server

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@@ -0,0 +1,39 @@
#pragma once
#include <memory>
namespace td {
template <typename TDerived, typename TReturn, typename... TArgs>
class StateMachine {
public:
class State {
public:
State(TDerived& a_StateMachine) : m_StateMachine(a_StateMachine) {}
virtual ~State() {}
virtual TReturn Update(TArgs... args) = 0;
protected:
TDerived& m_StateMachine;
};
StateMachine() {}
virtual ~StateMachine() {}
TReturn Update(TArgs... args) {
assert(m_State);
return m_State->Update(args...);
}
template <typename T, typename... Args>
void ChangeState(Args&&... args) {
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), args...);
}
private:
std::unique_ptr<State> m_State;
};
} // namespace td

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@@ -16,8 +16,7 @@ class ClientSimulation : public protocol::PacketHandler {
std::uint64_t m_StepTime; std::uint64_t m_StepTime;
game::World& m_World; game::World& m_World;
GameBuffer m_History; GameBuffer m_History;
std::uint64_t m_CurrentTime; float m_CurrentTime;
std::uint64_t m_LastTime;
StepTime m_CurrentStep; StepTime m_CurrentStep;
std::shared_ptr<WorldSnapshot> m_LastSnapshot; std::shared_ptr<WorldSnapshot> m_LastSnapshot;
@@ -45,7 +44,7 @@ class ClientSimulation : public protocol::PacketHandler {
/** /**
* \return the progress [0-1] between two steps * \return the progress [0-1] between two steps
*/ */
float Update(); float Update(float a_Delta);
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override; virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override; virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override;

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@@ -3,22 +3,7 @@
namespace td { namespace td {
namespace client { namespace client {
void Client::Update() {
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
Update(timeSeconds);
m_LastTime = std::chrono::system_clock::now();
}
void Client::UpdateState(const std::shared_ptr<IClientState>& a_State) {
m_State = a_State;
m_State->SetClient(this);
}
void Client::Update(float a_Delta) {
assert(m_State);
m_State->Update(a_Delta);
}
} // namespace client } // namespace client
} // namespace td } // namespace td

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@@ -0,0 +1,16 @@
#include <client/ClientState.h>
#include <client/Client.h>
namespace td {
namespace client {
ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandlePacket, this, std::placeholders::_1));
}
void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Send(a_Packet);
}
} // namespace server
} // namespace td

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@@ -1,27 +0,0 @@
#include <client/IClientState.h>
#include <client/Client.h>
namespace td {
namespace client {
void IClientState::SetClient(Client* a_Client) {
assert(a_Client);
m_Client = a_Client;
Connect(m_Client->m_Socket->OnReceive, std::bind(&IClientState::HandlePacket, this, std::placeholders::_1));
Init();
}
IClientState::IClientState() : m_Client(nullptr) {}
IClientState::~IClientState() {}
void IClientState::SendPacket(const protocol::PacketBase& a_Packet) {
m_Client->m_Socket->Send(a_Packet);
}
void IClientState::SetNewState(const std::shared_ptr<IClientState>& a_NewState) {
m_Client->UpdateState(a_NewState);
}
} // namespace server
} // namespace td

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@@ -3,10 +3,9 @@
namespace td { namespace td {
namespace client { namespace client {
GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World) {} GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World) : ClientState(a_Client), m_World(a_World) {}
void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {} void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {}
void GameState::Update(float a_Delta) {} void GameState::Update(float a_Delta) {}
void GameState::Init() {}
} // namespace client } // namespace client
} // namespace td } // namespace td

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@@ -1,6 +1,7 @@
#include <chrono>
#include <fstream>
#include <iostream> #include <iostream>
#include <fstream>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/input/Display.h> #include <td/input/Display.h>
#include <td/protocol/packet/PacketSerialize.h> #include <td/protocol/packet/PacketSerialize.h>
@@ -102,6 +103,14 @@ void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSte
} }
} }
float GetDelta() {
static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now();
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
m_LastTime = std::chrono::system_clock::now();
return timeSeconds;
}
int main(int argc, char** argv) { int main(int argc, char** argv) {
td::game::WorldPtr serverWorld = GetWorld(); td::game::WorldPtr serverWorld = GetWorld();
@@ -132,7 +141,7 @@ int main(int argc, char** argv) {
td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME); td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME);
ClientHandler clientHandler(simulation); ClientHandler clientHandler(simulation);
// packets from the server to the client // packets from the server to the client
clientFakeSocket->OnReceive.Connect([&clientHandler](const td::protocol::PacketBase& a_Packet) { clientFakeSocket->OnReceive.Connect([&clientHandler](const td::protocol::PacketBase& a_Packet) {
a_Packet.Dispatch(clientHandler); a_Packet.Dispatch(clientHandler);
@@ -151,14 +160,15 @@ int main(int argc, char** argv) {
} }
}); });
server.UpdateState(std::make_shared<td::server::GameState>(serverWorld)); server.ChangeState<td::server::GameState>(serverWorld);
client.UpdateState(std::make_shared<td::client::GameState>(clientWorld)); client.ChangeState<td::client::GameState>(clientWorld);
while (!display.IsCloseRequested()) { while (!display.IsCloseRequested()) {
display.PollEvents(); display.PollEvents();
server.Update(); float delta = GetDelta();
client.Update(); server.Update(delta);
float lerp = simulation.Update(); client.Update(delta);
float lerp = simulation.Update(delta);
renderer.Render(lerp); renderer.Render(lerp);
display.Update(); display.Update();
} }

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@@ -1,33 +0,0 @@
#include <server/IServerState.h>
#include <server/Server.h>
namespace td {
namespace server {
void IServerState::SetServer(Server* a_Server) {
assert(a_Server);
m_Server = a_Server;
Connect(m_Server->m_Socket->OnConnect, std::bind(&IServerState::OnPlayerJoin, this, std::placeholders::_1));
Connect(m_Server->m_Socket->OnDisconnect, std::bind(&IServerState::OnPlayerLeave, this, std::placeholders::_1));
Connect(m_Server->m_Socket->OnReceive, std::bind(&IServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
Init();
}
IServerState::IServerState() : m_Server(nullptr) {}
IServerState::~IServerState() {}
void IServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_Server->m_Socket->Send(a_Id, a_Packet);
}
void IServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
m_Server->m_Socket->Broadcast(a_Packet);
}
void IServerState::SetNewState(const std::shared_ptr<IServerState>& a_NewState) {
m_Server->UpdateState(a_NewState);
}
} // namespace server
} // namespace td

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@@ -3,22 +3,7 @@
namespace td { namespace td {
namespace server { namespace server {
void Server::Update() {
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
Update(timeSeconds);
m_LastTime = std::chrono::system_clock::now();
}
void Server::UpdateState(const std::shared_ptr<IServerState>& a_State) {
m_State = a_State;
m_State->SetServer(this);
}
void Server::Update(float a_Delta) {
assert(m_State);
m_State->Update(a_Delta);
}
} // namespace server } // namespace server
} // namespace td } // namespace td

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@@ -0,0 +1,24 @@
#include <server/ServerState.h>
#include <server/Server.h>
#include <td/common/StateMachine.h>
namespace td {
namespace server {
ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
}
ServerState::~ServerState() {}
void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Send(a_Id, a_Packet);
}
void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Broadcast(a_Packet);
}
} // namespace server
} // namespace

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@@ -6,9 +6,7 @@
namespace td { namespace td {
namespace server { namespace server {
GameState::GameState(const std::shared_ptr<game::World>& a_World) : m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {} 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) {
void GameState::Init() {
std::cout << "Switched to Game state !\n"; std::cout << "Switched to Game state !\n";
BroadcastPacket(m_Simulation.MakePacket()); BroadcastPacket(m_Simulation.MakePacket());
} }
@@ -28,9 +26,5 @@ void GameState::Update(float a_Delta) {
} }
} }
void GameState::OnPlayerJoin(PlayerID a_Id) {}
void GameState::OnPlayerLeave(PlayerID a_Id) {}
} // namespace server } // namespace server
} // namespace td } // namespace td

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@@ -11,15 +11,7 @@ void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packe
} }
void LobbyState::Update(float a_Delta) { void LobbyState::Update(float a_Delta) {
SetNewState(std::make_shared<GameState>(m_World)); m_StateMachine.ChangeState<GameState>(m_World);
}
void LobbyState::OnPlayerJoin(PlayerID a_Id) {
}
void LobbyState::OnPlayerLeave(PlayerID a_Id) {
} }
} // namespace server } // namespace server

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@@ -20,7 +20,6 @@ ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History
m_StepTime(a_StepTime), m_StepTime(a_StepTime),
m_World(a_World), m_World(a_World),
m_CurrentTime(0), m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0), m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()), m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) { m_LastValidStep(0) {
@@ -36,20 +35,19 @@ ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTim
m_World(a_World), m_World(a_World),
m_History(std::numeric_limits<StepTime>::max()), m_History(std::numeric_limits<StepTime>::max()),
m_CurrentTime(0), m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0), m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()), m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) {} m_LastValidStep(0) {}
float ClientSimulation::Update() { float ClientSimulation::Update(float a_Delta) {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime) // TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
m_CurrentTime += GetTime() - m_LastTime; static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
m_LastTime = GetTime(); m_CurrentTime += a_Delta;
if (m_CurrentTime > m_StepTime) { if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
Step(); Step();
m_CurrentTime %= m_StepTime;
} }
return (float)m_CurrentTime / (float)m_StepTime; return (float)m_CurrentTime / stepTimeSecond;
} }
bool ClientSimulation::Step() { bool ClientSimulation::Step() {