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10 Commits
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imguizmo
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2
.vscode/c_cpp_properties.json
vendored
2
.vscode/c_cpp_properties.json
vendored
@@ -2,7 +2,7 @@
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"configurations": [
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"configurations": [
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{
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{
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"name": "TD2",
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"name": "TD2",
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"cppStandard": "c++17",
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"cppStandard": "c++20",
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"includePath": [
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"includePath": [
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"include"
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"include"
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],
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],
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@@ -3,23 +3,38 @@
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#include <client/IClientSocket.h>
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#include <client/IClientSocket.h>
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#include <client/PlayerManager.h>
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#include <client/PlayerManager.h>
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#include <td/common/StateMachine.h>
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#include <td/common/StateMachine.h>
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#include <optional>
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namespace td {
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namespace td {
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namespace client {
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namespace client {
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class ClientState;
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class ClientState;
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class LoggingState;
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class Client : public StateMachine<Client, void, float> {
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class Client : public StateMachine<Client, void, float> {
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private:
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private:
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std::shared_ptr<IClientSocket> m_Socket;
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std::shared_ptr<IClientSocket> m_Socket;
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PlayerManager m_Players;
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PlayerManager m_Players;
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std::optional<PlayerID> m_Id;
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public:
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public:
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Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName);
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Client(const std::shared_ptr<IClientSocket>& a_Socket);
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~Client();
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void SendPacket(const protocol::PacketBase& a_Packet);
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void SendPacket(const protocol::PacketBase& a_Packet);
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void Disconnect();
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const PlayerManager& GetPlayers() const {
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return m_Players;
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}
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const std::optional<PlayerID> GetId() const {
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return m_Id;
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}
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friend class ClientState;
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friend class ClientState;
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friend class LoggingState;
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};
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};
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} // namespace client
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} // namespace client
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@@ -14,6 +14,7 @@ class IClientSocket {
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utils::Signal<const protocol::PacketBase&> OnReceive;
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utils::Signal<const protocol::PacketBase&> OnReceive;
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virtual void Send(const protocol::PacketBase& a_Packet) = 0;
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virtual void Send(const protocol::PacketBase& a_Packet) = 0;
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virtual void Disconnect() = 0;
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IClientSocket() {}
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IClientSocket() {}
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virtual ~IClientSocket() {}
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virtual ~IClientSocket() {}
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@@ -22,6 +22,14 @@ class PlayerManager : public protocol::PacketHandler {
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PlayerInfo GetPlayer(PlayerID a_Player);
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PlayerInfo GetPlayer(PlayerID a_Player);
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auto begin() const {
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return m_Players.begin();
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}
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auto end() const {
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return m_Players.end();
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}
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virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
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virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
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virtual void Handle(const protocol::packets::PlayerListPacket&) override;
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virtual void Handle(const protocol::packets::PlayerListPacket&) override;
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virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
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virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
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@@ -27,6 +27,7 @@ class FakeSocket : public IClientSocket {
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void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
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void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
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virtual void Send(const protocol::PacketBase& a_Packet) override;
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virtual void Send(const protocol::PacketBase& a_Packet) override;
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virtual void Disconnect() override;
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};
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};
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} // namespace client
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} // namespace client
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@@ -9,12 +9,12 @@ namespace client {
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class GameState : public ClientState {
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class GameState : public ClientState {
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private:
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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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sim::ClientSimulation m_Simulation;
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float m_CurrentLerp;
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float m_CurrentLerp;
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public:
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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, const std::vector<protocol::LockStep> a_FirstSteps);
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~GameState() {}
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~GameState() {}
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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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@@ -23,6 +23,10 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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return m_CurrentLerp;
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}
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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::LockStepsPacket& a_LockStep) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& 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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};
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25
include/client/state/LobbyState.h
Normal file
25
include/client/state/LobbyState.h
Normal file
@@ -0,0 +1,25 @@
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#pragma once
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|
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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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virtual void Handle(const protocol::packets::BeginGamePacket& 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(Client& a_Client, const std::string& a_PlayerName);
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~LoggingState();
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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::PlayerJoinPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::LoggingSuccessPacket& 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 PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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|
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utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerConnect;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID> OnPlayerDisconnect;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
|
utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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|
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void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
|
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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#pragma once
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|
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|
#include <td/misc/Signal.h>
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#include <td/protocol/packet/Packets.h>
|
#include <td/protocol/packet/Packets.h>
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|
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namespace td {
|
namespace td {
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@@ -13,6 +14,9 @@ class PlayerManager {
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std::shared_ptr<IServerSocket> m_Socket;
|
std::shared_ptr<IServerSocket> m_Socket;
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|
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public:
|
public:
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|
utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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|
utils::Signal<PlayerID> OnPlayerLeave;
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|
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PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
|
PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
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~PlayerManager();
|
~PlayerManager();
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|
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@@ -20,20 +24,19 @@ class PlayerManager {
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PlayerInfo GetPlayer(PlayerID a_Player);
|
PlayerInfo GetPlayer(PlayerID a_Player);
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|
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private:
|
private:
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|
void Disconnect(PlayerID a_Player);
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|
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class ConnectionHandler : public protocol::PacketHandler {
|
class ConnectionHandler : public protocol::PacketHandler {
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private:
|
private:
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std::map<PlayerID, PlayerInfo>& m_Players;
|
PlayerManager& m_PlayerManager;
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IServerSocket& m_Socket;
|
|
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PlayerID m_Player;
|
PlayerID m_Player;
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||||||
|
|
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public:
|
public:
|
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ConnectionHandler(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player);
|
ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player);
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~ConnectionHandler() = default;
|
~ConnectionHandler() = default;
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|
|
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
|
virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
|
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
|
virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
|
||||||
|
|
||||||
static void Disconnect(std::map<PlayerID, PlayerInfo>&, IServerSocket& m_Socket, PlayerID m_Player);
|
|
||||||
};
|
};
|
||||||
};
|
};
|
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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);
|
virtual void Update(float a_Delta);
|
||||||
|
|
||||||
|
const PlayerManager& GetPlayers() const {
|
||||||
|
return m_Players;
|
||||||
|
}
|
||||||
|
|
||||||
friend class ServerState;
|
friend class ServerState;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -22,6 +22,8 @@ class GameState : public ServerState {
|
|||||||
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, const td::PlayerInfo& a_Info) override;
|
||||||
|
|
||||||
friend class GameStateHandler;
|
friend class GameStateHandler;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -10,9 +10,11 @@ class LobbyState : public ServerState {
|
|||||||
private:
|
private:
|
||||||
std::shared_ptr<game::World> m_World;
|
std::shared_ptr<game::World> m_World;
|
||||||
public:
|
public:
|
||||||
LobbyState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
|
LobbyState(Server& a_Server);
|
||||||
~LobbyState() {}
|
~LobbyState() {}
|
||||||
|
|
||||||
|
virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
|
||||||
|
|
||||||
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;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <cassert>
|
#include <cassert>
|
||||||
#include <memory>
|
#include <td/misc/Signal.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
@@ -16,27 +16,34 @@ class StateMachine {
|
|||||||
virtual TReturn Update(TArgs... args) = 0;
|
virtual TReturn Update(TArgs... args) = 0;
|
||||||
|
|
||||||
template <typename T, typename... Args>
|
template <typename T, typename... Args>
|
||||||
T* ChangeState(Args&&... args) {
|
void ChangeState(Args... args) {
|
||||||
return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
|
m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
TDerived& m_StateMachine;
|
TDerived& m_StateMachine;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
utils::Signal<State&> OnStateChange;
|
||||||
|
|
||||||
StateMachine() {}
|
StateMachine() {}
|
||||||
StateMachine(StateMachine&&) = default;
|
StateMachine(StateMachine&&) = default;
|
||||||
virtual ~StateMachine() {}
|
virtual ~StateMachine() {}
|
||||||
|
|
||||||
virtual TReturn Update(TArgs... args) {
|
virtual TReturn Update(TArgs... args) {
|
||||||
assert(m_State && "You must change state at least once before updating !");
|
assert(m_State && "You must change state at least once before updating !");
|
||||||
return m_State->Update(args...);
|
return m_State->Update(std::forward<TArgs>(args)...);
|
||||||
}
|
}
|
||||||
|
|
||||||
template <typename T, typename... Args>
|
template <typename T, typename... Args>
|
||||||
T* ChangeState(Args&&... args) {
|
void ChangeState(Args... args) {
|
||||||
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
|
auto* currentState = m_State.get();
|
||||||
return static_cast<T*>(m_State.get());
|
auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
|
||||||
|
// This allows chaining
|
||||||
|
if (m_State.get() == currentState) {
|
||||||
|
m_State = std::move(newState);
|
||||||
|
OnStateChange(*m_State);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|||||||
@@ -2,8 +2,10 @@
|
|||||||
|
|
||||||
#include <td/display/Display.h>
|
#include <td/display/Display.h>
|
||||||
#include <td/misc/SlotGuard.h>
|
#include <td/misc/SlotGuard.h>
|
||||||
|
#include <client/ClientState.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
class DisplayState : public Display::State, private utils::SlotGuard {
|
class DisplayState : public Display::State, private utils::SlotGuard {
|
||||||
public:
|
public:
|
||||||
DisplayState(Display& a_Display);
|
DisplayState(Display& a_Display);
|
||||||
@@ -13,4 +15,5 @@ class DisplayState : public Display::State, private utils::SlotGuard {
|
|||||||
virtual void OnAspectRatioChange(float a_Ratio) {}
|
virtual void OnAspectRatioChange(float a_Ratio) {}
|
||||||
virtual void OnKeyDown(SDL_Keycode a_Key) {}
|
virtual void OnKeyDown(SDL_Keycode a_Key) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -6,6 +6,7 @@
|
|||||||
#include <td/render/Renderer.h>
|
#include <td/render/Renderer.h>
|
||||||
#include <td/simulation/ClientSimulation.h>
|
#include <td/simulation/ClientSimulation.h>
|
||||||
#include <client/state/GameState.h>
|
#include <client/state/GameState.h>
|
||||||
|
#include <server/socket/FakeSocket.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
|
|
||||||
@@ -13,11 +14,13 @@ class DebugWorldState : public DisplayState {
|
|||||||
private:
|
private:
|
||||||
render::RenderPipeline m_Renderer;
|
render::RenderPipeline m_Renderer;
|
||||||
render::Camera m_Camera;
|
render::Camera m_Camera;
|
||||||
std::unique_ptr<client::Client> m_Client;
|
|
||||||
std::unique_ptr<client::Client> m_Client2;
|
|
||||||
std::unique_ptr<server::Server> m_Server;
|
std::unique_ptr<server::Server> m_Server;
|
||||||
|
std::unique_ptr<client::Client> m_Client;
|
||||||
client::GameState* m_ClientState;
|
client::GameState* m_ClientState;
|
||||||
|
|
||||||
|
std::vector<std::unique_ptr<client::Client>> m_FakeClients;
|
||||||
|
std::shared_ptr<server::FakeSocket> m_ServerSocket;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
DebugWorldState(Display& a_Display);
|
DebugWorldState(Display& a_Display);
|
||||||
~DebugWorldState();
|
~DebugWorldState();
|
||||||
|
|||||||
@@ -77,7 +77,7 @@ public:
|
|||||||
struct TeamList {
|
struct TeamList {
|
||||||
std::array<Team, 2> m_Teams;
|
std::array<Team, 2> m_Teams;
|
||||||
|
|
||||||
TeamList() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}{
|
TeamList() : m_Teams{Team{TeamColor::Blue}, Team{TeamColor::Red}}{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -33,6 +33,9 @@ class World {
|
|||||||
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
|
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
|
||||||
bool LoadMap(const protocol::pdata::WorldData& worldData);
|
bool LoadMap(const protocol::pdata::WorldData& worldData);
|
||||||
|
|
||||||
|
protocol::packets::WorldHeaderPacket GetPacketHeader() const;
|
||||||
|
protocol::packets::WorldDataPacket GetPacketData() const;
|
||||||
|
|
||||||
bool LoadMapFromFile(const std::string& fileName);
|
bool LoadMapFromFile(const std::string& fileName);
|
||||||
bool SaveMap(const std::string& fileName) const;
|
bool SaveMap(const std::string& fileName) const;
|
||||||
|
|
||||||
@@ -102,7 +105,7 @@ class World {
|
|||||||
return m_CurrentState->m_Teams[TeamColor::Blue];
|
return m_CurrentState->m_Teams[TeamColor::Blue];
|
||||||
}
|
}
|
||||||
const Team& GetBlueTeam() const {
|
const Team& GetBlueTeam() const {
|
||||||
return m_CurrentState->m_Teams[TeamColor::Red];
|
return m_CurrentState->m_Teams[TeamColor::Blue];
|
||||||
}
|
}
|
||||||
|
|
||||||
Team& GetTeam(TeamColor team) {
|
Team& GetTeam(TeamColor team) {
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
|
#include <memory>
|
||||||
#include <td/common/NonCopyable.h>
|
#include <td/common/NonCopyable.h>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
@@ -91,7 +92,8 @@ class Signal<Args...>::ConnectionGuard : public Connection {
|
|||||||
CallBack m_Callback;
|
CallBack m_Callback;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ConnectionGuard(const Signal<Args...>& a_Signal, const CallBack& a_Callback) : m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
|
ConnectionGuard(const Signal<Args...>& a_Signal, const CallBack& a_Callback) :
|
||||||
|
m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
|
||||||
|
|
||||||
~ConnectionGuard() {
|
~ConnectionGuard() {
|
||||||
if (!m_Signal.expired())
|
if (!m_Signal.expired())
|
||||||
|
|||||||
@@ -67,8 +67,6 @@ struct ChatMessage {
|
|||||||
std::string m_Text;
|
std::string m_Text;
|
||||||
};
|
};
|
||||||
|
|
||||||
// TODO: handle players joining in the first second
|
|
||||||
|
|
||||||
struct BeginGame {
|
struct BeginGame {
|
||||||
std::vector<PlayerInfo> m_BlueTeam;
|
std::vector<PlayerInfo> m_BlueTeam;
|
||||||
std::vector<PlayerInfo> m_RedTeam;
|
std::vector<PlayerInfo> m_RedTeam;
|
||||||
|
|||||||
@@ -42,8 +42,11 @@ class RenderPipeline {
|
|||||||
virtual ~RenderPipeline() {}
|
virtual ~RenderPipeline() {}
|
||||||
|
|
||||||
template <typename T, typename... Args>
|
template <typename T, typename... Args>
|
||||||
void AddRenderer(Args&&... args) {
|
T& AddRenderer(Args&&... args) {
|
||||||
m_Renderers.push_back(std::make_unique<T>(args...));
|
auto ptr = std::make_unique<T>(args...);
|
||||||
|
auto rawPtr = ptr.get();
|
||||||
|
m_Renderers.push_back(std::move(ptr));
|
||||||
|
return *rawPtr;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Clear() {
|
void Clear() {
|
||||||
|
|||||||
27
include/td/render/renderer/PlayerListRenderer.h
Normal file
27
include/td/render/renderer/PlayerListRenderer.h
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <td/render/Renderer.h>
|
||||||
|
#include <client/PlayerManager.h>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace render {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* \brief This is a debug class
|
||||||
|
*/
|
||||||
|
class PlayerListRenderer : public BasicRenderer {
|
||||||
|
private:
|
||||||
|
const client::PlayerManager& m_Players;
|
||||||
|
public:
|
||||||
|
utils::Signal<> OnPlayerCreate;
|
||||||
|
// utils::Signal<> OnRequestPOV;
|
||||||
|
utils::Signal<PlayerID> OnPlayerKick;
|
||||||
|
|
||||||
|
virtual void Render(float a_Lerp) override;
|
||||||
|
|
||||||
|
PlayerListRenderer(const client::PlayerManager& a_Players);
|
||||||
|
~PlayerListRenderer() {}
|
||||||
|
};
|
||||||
|
|
||||||
|
} // namespace render
|
||||||
|
} // namespace td
|
||||||
@@ -39,7 +39,7 @@ class ClientSimulation : public protocol::PacketHandler {
|
|||||||
* \brief Live update constructor (continuous game updates)
|
* \brief Live update constructor (continuous game updates)
|
||||||
* \param a_StepTime in ms
|
* \param a_StepTime in ms
|
||||||
*/
|
*/
|
||||||
ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime);
|
ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep>& a_FirstSteps);
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* \return the progress [0-1] between two steps
|
* \return the progress [0-1] between two steps
|
||||||
|
|||||||
@@ -16,7 +16,7 @@ class ServerSimulation : public protocol::CommandHandler {
|
|||||||
game::World& m_World;
|
game::World& m_World;
|
||||||
std::uint64_t m_StepTime;
|
std::uint64_t m_StepTime;
|
||||||
std::uint64_t m_CurrentTime;
|
std::uint64_t m_CurrentTime;
|
||||||
std::vector<td::protocol::LockStep> m_History;
|
std::vector<protocol::LockStep> m_History;
|
||||||
|
|
||||||
using protocol::CommandHandler::Handle;
|
using protocol::CommandHandler::Handle;
|
||||||
|
|
||||||
@@ -27,6 +27,8 @@ class ServerSimulation : public protocol::CommandHandler {
|
|||||||
|
|
||||||
protocol::packets::LockStepsPacket MakePacket();
|
protocol::packets::LockStepsPacket MakePacket();
|
||||||
|
|
||||||
|
std::vector<protocol::LockStep> GetFirstLocksteps();
|
||||||
|
|
||||||
// no checks are done !
|
// no checks are done !
|
||||||
|
|
||||||
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
|
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
|
||||||
|
|||||||
@@ -5,13 +5,21 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace client {
|
namespace client {
|
||||||
|
|
||||||
Client::Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName) : m_Socket(a_Socket), m_Players(a_Socket) {
|
Client::Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket) {
|
||||||
ChangeState<LoggingState>(a_PlayerName);
|
// ChangeState<LoggingState>(a_PlayerName);
|
||||||
|
}
|
||||||
|
|
||||||
|
Client::~Client() {
|
||||||
|
Disconnect();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
|
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
|
||||||
m_Socket->Send(a_Packet);
|
m_Socket->Send(a_Packet);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Client::Disconnect() {
|
||||||
|
m_Socket->Disconnect();
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace client
|
} // namespace client
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ namespace client {
|
|||||||
PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
|
PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
|
||||||
a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
|
a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
|
||||||
OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
|
OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
|
||||||
std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << "(" << +a_Player.m_PlayerId << ") joined !\n";
|
std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << " joined !\n";
|
||||||
});
|
});
|
||||||
OnPlayerLeave.Connect([this](const PlayerID a_Player){
|
OnPlayerLeave.Connect([this](const PlayerID a_Player){
|
||||||
std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
|
std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
|
||||||
|
|||||||
@@ -15,5 +15,9 @@ std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::Fa
|
|||||||
return socket;
|
return socket;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FakeSocket::Disconnect() {
|
||||||
|
m_Server->DisconnectFakePeer(m_PeerId);
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace client
|
} // namespace client
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -3,8 +3,8 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace client {
|
namespace client {
|
||||||
|
|
||||||
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
|
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps) :
|
||||||
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
|
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime, a_FirstSteps) {
|
||||||
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
|
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
|
||||||
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
|
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
|
||||||
});
|
});
|
||||||
|
|||||||
27
src/client/state/LobbyState.cpp
Normal file
27
src/client/state/LobbyState.cpp
Normal file
@@ -0,0 +1,27 @@
|
|||||||
|
#include <client/state/LobbyState.h>
|
||||||
|
|
||||||
|
#include <client/state/GameState.h>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace client {
|
||||||
|
|
||||||
|
LobbyState::LobbyState(Client& a_Client) : ClientState(a_Client), m_World(std::make_shared<game::World>()) {}
|
||||||
|
|
||||||
|
LobbyState::~LobbyState() {}
|
||||||
|
|
||||||
|
void LobbyState::Handle(const protocol::packets::WorldHeaderPacket& a_Packet) {
|
||||||
|
m_World->LoadMap(*a_Packet);
|
||||||
|
}
|
||||||
|
|
||||||
|
void LobbyState::Handle(const protocol::packets::WorldDataPacket& a_Packet) {
|
||||||
|
m_World->LoadMap(*a_Packet);
|
||||||
|
}
|
||||||
|
|
||||||
|
void LobbyState::Handle(const protocol::packets::BeginGamePacket& a_Packet) {
|
||||||
|
ChangeState<GameState>(m_World, STEP_TIME, a_Packet->m_FirstLocksteps);
|
||||||
|
}
|
||||||
|
|
||||||
|
void LobbyState::Update(float a_Delta) {}
|
||||||
|
|
||||||
|
} // namespace client
|
||||||
|
} // namespace td
|
||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <client/state/LoggingState.h>
|
#include <client/state/LoggingState.h>
|
||||||
|
|
||||||
#include <iostream>
|
#include <client/state/LobbyState.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace client {
|
namespace client {
|
||||||
@@ -9,6 +9,9 @@ LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) :
|
|||||||
SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
|
SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void LoggingState::Update(float a_Delta) {
|
||||||
|
}
|
||||||
|
|
||||||
LoggingState::~LoggingState() {}
|
LoggingState::~LoggingState() {}
|
||||||
|
|
||||||
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
||||||
@@ -16,7 +19,8 @@ void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
|
void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
|
||||||
// TODO: switch state
|
m_StateMachine.m_Id = a_Packet->m_PlayerId;
|
||||||
|
ChangeState<LobbyState>();
|
||||||
}
|
}
|
||||||
|
|
||||||
} // namespace client
|
} // namespace client
|
||||||
|
|||||||
@@ -19,10 +19,11 @@ void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
|
|||||||
void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
|
void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
|
||||||
// here, the client is not a player yet (we need to wait for auth)
|
// here, the client is not a player yet (we need to wait for auth)
|
||||||
m_Ids.AddConnection(a_PeerId);
|
m_Ids.AddConnection(a_PeerId);
|
||||||
|
OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
|
||||||
}
|
}
|
||||||
|
|
||||||
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
|
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
|
||||||
OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
|
OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
|
||||||
m_Ids.RemovePeer(a_PeerId);
|
m_Ids.RemovePeer(a_PeerId);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -6,48 +6,52 @@
|
|||||||
namespace td {
|
namespace td {
|
||||||
namespace server {
|
namespace server {
|
||||||
|
|
||||||
PlayerManager::ConnectionHandler::ConnectionHandler(
|
PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
|
||||||
std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) :
|
m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
|
||||||
m_Players(a_Players), m_Socket(a_Socket), m_Player(a_Player) {}
|
|
||||||
|
|
||||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
|
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
|
||||||
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
|
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
|
||||||
|
|
||||||
std::vector<PlayerInfo> players;
|
auto& socket = *m_PlayerManager.m_Socket;
|
||||||
players.reserve(m_Players.size());
|
auto& players = m_PlayerManager.m_Players;
|
||||||
for (auto& [id, player] : m_Players) {
|
|
||||||
players.push_back(player);
|
std::vector<PlayerInfo> playerInfos;
|
||||||
|
playerInfos.reserve(players.size());
|
||||||
|
for (auto& [id, player] : players) {
|
||||||
|
playerInfos.push_back(player);
|
||||||
}
|
}
|
||||||
|
|
||||||
m_Socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
|
socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
|
||||||
m_Socket.Send(m_Player, protocol::packets::PlayerListPacket(players));
|
socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
|
||||||
m_Socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
|
socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
|
||||||
|
|
||||||
m_Players.emplace(m_Player, pInfo);
|
players.emplace(m_Player, pInfo);
|
||||||
m_Socket.OnPlayerJoin(m_Player, pInfo);
|
m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
|
||||||
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
|
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
|
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
|
||||||
std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
|
m_PlayerManager.Disconnect(m_Player);
|
||||||
Disconnect(m_Players, m_Socket, m_Player);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
|
PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
|
||||||
a_Socket->RegisterHandler(
|
a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
|
||||||
[this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(m_Players, *m_Socket, a_PlayerId); });
|
a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::Disconnect, this, std::placeholders::_1));
|
||||||
}
|
}
|
||||||
|
|
||||||
void PlayerManager::ConnectionHandler::Disconnect(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) {
|
void PlayerManager::Disconnect(PlayerID a_Player) {
|
||||||
a_Socket.Disconnect(a_Player);
|
if (!m_Players.contains(a_Player))
|
||||||
a_Socket.Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
|
return;
|
||||||
a_Players.erase(a_Player);
|
std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
|
||||||
|
m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
|
||||||
|
m_Players.erase(a_Player);
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerManager::~PlayerManager() {}
|
PlayerManager::~PlayerManager() {}
|
||||||
|
|
||||||
void PlayerManager::RemovePlayer(PlayerID a_Player) {
|
void PlayerManager::RemovePlayer(PlayerID a_Player) {
|
||||||
ConnectionHandler::Disconnect(m_Players, *m_Socket, a_Player);
|
m_Socket->Disconnect(a_Player);
|
||||||
|
Disconnect(a_Player);
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
|
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
|
||||||
|
|||||||
@@ -2,10 +2,14 @@
|
|||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
|
|
||||||
|
#include <server/state/LobbyState.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace server {
|
namespace server {
|
||||||
|
|
||||||
Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {}
|
Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {
|
||||||
|
ChangeState<LobbyState>();
|
||||||
|
}
|
||||||
|
|
||||||
void Server::Update(float a_Delta) {
|
void Server::Update(float a_Delta) {
|
||||||
auto before = std::chrono::system_clock::now();
|
auto before = std::chrono::system_clock::now();
|
||||||
|
|||||||
@@ -8,8 +8,8 @@ namespace server {
|
|||||||
|
|
||||||
ServerState::ServerState(Server& a_Server) : Server::State(a_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));
|
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
Connect(m_StateMachine.m_Socket->OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
|
Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
|
||||||
Connect(m_StateMachine.m_Socket->OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
|
Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
|
||||||
}
|
}
|
||||||
|
|
||||||
ServerState::~ServerState() {}
|
ServerState::~ServerState() {}
|
||||||
|
|||||||
@@ -1,13 +1,18 @@
|
|||||||
#include <server/state/GameState.h>
|
#include <server/state/GameState.h>
|
||||||
#include <server/state/GameStateHandler.h>
|
#include <server/state/GameStateHandler.h>
|
||||||
|
#include <td/protocol/packet/PacketSerialize.h>
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace server {
|
namespace server {
|
||||||
|
|
||||||
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) {
|
GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) :
|
||||||
std::cout << "Switched to Game state !\n";
|
ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
|
||||||
|
std::cout << "[Server] Switched to Game state !\n";
|
||||||
|
BroadcastPacket(a_World->GetPacketHeader());
|
||||||
|
BroadcastPacket(a_World->GetPacketData());
|
||||||
|
BroadcastPacket(protocol::packets::BeginGamePacket());
|
||||||
BroadcastPacket(m_Simulation.MakePacket());
|
BroadcastPacket(m_Simulation.MakePacket());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -27,5 +32,16 @@ void GameState::Update(float a_Delta) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GameState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
|
||||||
|
SendPacket(a_Id, m_World->GetPacketHeader());
|
||||||
|
SendPacket(a_Id, m_World->GetPacketData());
|
||||||
|
|
||||||
|
// TODO: real teams
|
||||||
|
std::vector<PlayerInfo> team;
|
||||||
|
std::vector<protocol::LockStep> locksteps = m_Simulation.GetFirstLocksteps();
|
||||||
|
|
||||||
|
BroadcastPacket(protocol::packets::BeginGamePacket(team, team, locksteps));
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace server
|
} // namespace server
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -1,18 +1,60 @@
|
|||||||
#include <server/state/LobbyState.h>
|
|
||||||
#include <server/state/GameState.h>
|
#include <server/state/GameState.h>
|
||||||
|
#include <server/state/LobbyState.h>
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <fstream>
|
||||||
|
#include <td/protocol/packet/PacketSerialize.h>
|
||||||
|
|
||||||
|
#include <sp/common/DataBuffer.h>
|
||||||
|
#include <sp/extensions/Compress.h>
|
||||||
|
#include <sp/io/MessageStream.h>
|
||||||
|
#include <sp/io/StdIo.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace server {
|
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) {
|
game::WorldPtr GetWorld() {
|
||||||
m_StateMachine.ChangeState<GameState>(m_World);
|
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 server
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
@@ -1,100 +1,81 @@
|
|||||||
#include <td/display/state/DebugWorldState.h>
|
#include <td/display/state/DebugWorldState.h>
|
||||||
|
|
||||||
#include <chrono>
|
#include <chrono>
|
||||||
#include <fstream>
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
#include <td/game/World.h>
|
#include <td/game/World.h>
|
||||||
#include <td/protocol/packet/PacketSerialize.h>
|
|
||||||
#include <td/protocol/packet/Packets.h>
|
#include <td/protocol/packet/Packets.h>
|
||||||
#include <td/render/renderer/EntityRenderer.h>
|
#include <td/render/renderer/EntityRenderer.h>
|
||||||
|
#include <td/render/renderer/PlayerListRenderer.h>
|
||||||
#include <td/render/renderer/TowerRenderer.h>
|
#include <td/render/renderer/TowerRenderer.h>
|
||||||
#include <td/render/renderer/WorldRenderer.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/Server.h>
|
||||||
#include <server/socket/FakeSocket.h>
|
#include <server/socket/FakeSocket.h>
|
||||||
#include <server/state/GameState.h>
|
#include <server/state/LobbyState.h>
|
||||||
|
|
||||||
#include <client/Client.h>
|
#include <client/Client.h>
|
||||||
#include <client/socket/FakeSocket.h>
|
#include <client/socket/FakeSocket.h>
|
||||||
#include <client/state/GameState.h>
|
#include <client/state/GameState.h>
|
||||||
|
#include <client/state/LoggingState.h>
|
||||||
|
|
||||||
#include <td/display/Display.h>
|
#include <td/display/Display.h>
|
||||||
#include <td/display/state/DebugWorldState.h>
|
#include <td/display/state/DebugWorldState.h>
|
||||||
|
|
||||||
namespace td {
|
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) {
|
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
||||||
// server
|
// server
|
||||||
game::WorldPtr serverWorld = GetWorld();
|
m_ServerSocket = std::make_shared<server::FakeSocket>();
|
||||||
auto serverFakeSocket = std::make_shared<server::FakeSocket>();
|
m_Server = std::make_unique<server::Server>(m_ServerSocket);
|
||||||
m_Server = std::make_unique<server::Server>(serverFakeSocket);
|
|
||||||
|
|
||||||
// client
|
// client
|
||||||
game::WorldPtr clientWorld = GetWorld();
|
auto clientFakeSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||||
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
|
m_Client = std::make_unique<client::Client>(clientFakeSocket);
|
||||||
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
|
// render
|
||||||
|
auto clientWorld = gameState->GetWorld();
|
||||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
||||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
||||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
||||||
|
|
||||||
|
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
|
||||||
|
|
||||||
|
list.OnPlayerCreate.Connect([this]() {
|
||||||
|
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||||
|
auto newClient = std::make_unique<client::Client>(newSocket);
|
||||||
|
newClient->ChangeState<client::LoggingState>("Bot");
|
||||||
|
m_FakeClients.push_back(std::move(newClient));
|
||||||
|
});
|
||||||
|
|
||||||
|
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
|
||||||
|
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr){
|
||||||
|
if (!clientPtr->GetId().has_value())
|
||||||
|
return false;
|
||||||
|
return clientPtr->GetId().value() == a_Player;
|
||||||
|
});
|
||||||
|
m_FakeClients.erase(it);
|
||||||
|
});
|
||||||
|
|
||||||
|
// update state
|
||||||
|
m_ClientState = gameState;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
m_Client->ChangeState<client::LoggingState>("Player0");
|
||||||
|
|
||||||
// camera
|
// camera
|
||||||
m_Camera.SetCamPos({77, 7, 13});
|
m_Camera.SetCamPos({77, 7, 13});
|
||||||
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
|
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) {
|
void DebugWorldState::Update(float a_Delta) {
|
||||||
m_Server->Update(a_Delta);
|
m_Server->Update(a_Delta);
|
||||||
m_Client->Update(a_Delta);
|
m_Client->Update(a_Delta);
|
||||||
// TODO: m_ClientState might be invalid !
|
if (m_ClientState)
|
||||||
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -104,10 +85,17 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
|
|||||||
|
|
||||||
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
|
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
|
||||||
// temporary tests
|
// temporary tests
|
||||||
if (a_Key == SDLK_A) {
|
switch (a_Key) {
|
||||||
|
case SDLK_A:
|
||||||
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
|
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
|
||||||
} else if (a_Key == SDLK_Z) {
|
break;
|
||||||
|
|
||||||
|
case SDLK_Z:
|
||||||
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
|
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include <td/game/World.h>
|
#include <td/game/World.h>
|
||||||
|
|
||||||
#include <td/simulation/WorldTicker.h>
|
#include <td/simulation/WorldTicker.h>
|
||||||
|
#include <td/protocol/packet/PacketSerialize.h>
|
||||||
|
|
||||||
namespace td {
|
namespace td {
|
||||||
namespace game {
|
namespace game {
|
||||||
@@ -62,6 +63,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
|
|||||||
return true;
|
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) {
|
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
|
||||||
m_Chunks = a_WorldData.m_Chunks;
|
m_Chunks = a_WorldData.m_Chunks;
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
32
src/td/render/renderer/PlayerListRenderer.cpp
Normal file
32
src/td/render/renderer/PlayerListRenderer.cpp
Normal file
@@ -0,0 +1,32 @@
|
|||||||
|
#include <td/render/renderer/PlayerListRenderer.h>
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
|
#include <optional>
|
||||||
|
|
||||||
|
namespace td {
|
||||||
|
namespace render {
|
||||||
|
|
||||||
|
void PlayerListRenderer::Render(float a_Lerp) {
|
||||||
|
ImGui::Begin("Players");
|
||||||
|
if (ImGui::Button("Add player")) {
|
||||||
|
OnPlayerCreate();
|
||||||
|
}
|
||||||
|
std::optional<PlayerID> kick;
|
||||||
|
for (const auto& [id, player] : m_Players) {
|
||||||
|
ImGui::PushID(id);
|
||||||
|
ImGui::Text("[%i] %s", id, player.m_PlayerName.c_str());
|
||||||
|
ImGui::SameLine();
|
||||||
|
if (ImGui::Button("Kick")){
|
||||||
|
kick = id;
|
||||||
|
}
|
||||||
|
ImGui::PopID();
|
||||||
|
}
|
||||||
|
ImGui::End();
|
||||||
|
if (kick.has_value())
|
||||||
|
OnPlayerKick(*kick);
|
||||||
|
}
|
||||||
|
|
||||||
|
PlayerListRenderer::PlayerListRenderer(const client::PlayerManager& a_Players) : m_Players(a_Players) {}
|
||||||
|
|
||||||
|
} // namespace render
|
||||||
|
} // namespace td
|
||||||
@@ -30,14 +30,22 @@ ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, GameHis
|
|||||||
Step();
|
Step();
|
||||||
}
|
}
|
||||||
|
|
||||||
ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime) :
|
ClientSimulation::ClientSimulation(
|
||||||
|
std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep>& a_FirstSteps) :
|
||||||
m_StepTime(a_StepTime),
|
m_StepTime(a_StepTime),
|
||||||
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_CurrentStep(0),
|
m_CurrentStep(0),
|
||||||
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
|
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
|
||||||
m_LastValidStep(0) {}
|
m_LastValidStep(0) {
|
||||||
|
if (!a_FirstSteps.empty()) {
|
||||||
|
for (std::size_t i = 0; i < a_FirstSteps.size(); i++) {
|
||||||
|
m_History[i] = a_FirstSteps[i];
|
||||||
|
}
|
||||||
|
FastForward(a_FirstSteps.size());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
float ClientSimulation::Update(float a_Delta) {
|
float ClientSimulation::Update(float a_Delta) {
|
||||||
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
||||||
|
|||||||
@@ -47,6 +47,16 @@ protocol::packets::LockStepResponsePacket ServerSimulation::GetResponse(
|
|||||||
return {result};
|
return {result};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::vector<protocol::LockStep> ServerSimulation::GetFirstLocksteps() {
|
||||||
|
std::vector<protocol::LockStep> result;
|
||||||
|
if (m_CurrentTime <= LOCKSTEP_BUFFER_SIZE)
|
||||||
|
return result;
|
||||||
|
|
||||||
|
result.reserve(m_CurrentTime);
|
||||||
|
result.insert(result.begin(), m_History.begin(), m_History.begin() + m_CurrentTime);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
} // namespace sim
|
} // namespace sim
|
||||||
} // namespace td
|
} // namespace td
|
||||||
|
|||||||
18
xmake.lua
18
xmake.lua
@@ -3,32 +3,28 @@ add_rules("mode.debug", "mode.release")
|
|||||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||||
|
|
||||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
||||||
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
|
add_requires("libsdl3 3.2.16", "splib 2.3.2", "zlib", "glew", "fpm", "enet6", "imguizmo")
|
||||||
|
|
||||||
set_languages("c++17")
|
set_languages("c++20")
|
||||||
|
|
||||||
set_warnings("all")
|
set_warnings("all")
|
||||||
|
|
||||||
if is_mode("release") then
|
if is_mode("release") then
|
||||||
set_warnings("all", "error")
|
set_warnings("all", "error")
|
||||||
|
else
|
||||||
|
set_policy("build.sanitizer.address", true)
|
||||||
|
set_policy("build.sanitizer.leak", true)
|
||||||
|
set_policy("build.sanitizer.undefined", true)
|
||||||
end
|
end
|
||||||
|
|
||||||
option("valgrind", {description = "Run binary with valgrind", default = false})
|
|
||||||
|
|
||||||
target("Tower-Defense2")
|
target("Tower-Defense2")
|
||||||
add_includedirs("include", {public = true})
|
add_includedirs("include", {public = true})
|
||||||
set_kind("binary")
|
set_kind("binary")
|
||||||
add_files("src/**.cpp")
|
add_files("src/**.cpp")
|
||||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
add_packages("libsdl3", "imgui", "imguizmo", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||||
set_rundir(".")
|
set_rundir(".")
|
||||||
add_defines("TD_GL_LOADER_GLEW")
|
add_defines("TD_GL_LOADER_GLEW")
|
||||||
|
|
||||||
if has_config("valgrind") then
|
|
||||||
on_run(function (target)
|
|
||||||
os.execv("valgrind", {"-s", "--leak-check=full", target:targetfile()})
|
|
||||||
end)
|
|
||||||
end
|
|
||||||
|
|
||||||
|
|
||||||
-- Tests
|
-- Tests
|
||||||
for _, file in ipairs(os.files("test/**.cpp")) do
|
for _, file in ipairs(os.files("test/**.cpp")) do
|
||||||
|
|||||||
Reference in New Issue
Block a user