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3 Commits
73dd2dabfa
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d1d2b63be8
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d1d2b63be8
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62c5c762f9
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1d436aa1c3
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@@ -3,27 +3,38 @@
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#include <client/IClientSocket.h>
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#include <client/PlayerManager.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 client {
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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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private:
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std::shared_ptr<IClientSocket> m_Socket;
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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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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 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 LoggingState;
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};
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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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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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virtual ~IClientSocket() {}
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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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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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} // namespace client
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@@ -16,8 +16,8 @@ class StateMachine {
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virtual TReturn Update(TArgs... args) = 0;
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template <typename T, typename... Args>
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T* ChangeState(Args... args) {
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return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
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void ChangeState(Args... args) {
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m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
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}
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protected:
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@@ -36,7 +36,7 @@ class StateMachine {
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}
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template <typename T, typename... Args>
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T* ChangeState(Args... args) {
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void ChangeState(Args... args) {
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auto* currentState = m_State.get();
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auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
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// This allows chaining
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@@ -44,7 +44,6 @@ class StateMachine {
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m_State = std::move(newState);
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OnStateChange(*m_State);
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}
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return static_cast<T*>(m_State.get());
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}
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private:
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@@ -6,6 +6,7 @@
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#include <td/render/Renderer.h>
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#include <td/simulation/ClientSimulation.h>
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#include <client/state/GameState.h>
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#include <server/socket/FakeSocket.h>
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namespace td {
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@@ -13,11 +14,13 @@ class DebugWorldState : public DisplayState {
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private:
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render::RenderPipeline m_Renderer;
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render::Camera m_Camera;
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std::unique_ptr<client::Client> m_Client;
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std::unique_ptr<client::Client> m_Client2;
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std::unique_ptr<server::Server> m_Server;
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std::unique_ptr<client::Client> m_Client;
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client::GameState* m_ClientState;
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std::vector<std::unique_ptr<client::Client>> m_FakeClients;
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std::shared_ptr<server::FakeSocket> m_ServerSocket;
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public:
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DebugWorldState(Display& a_Display);
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~DebugWorldState();
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@@ -42,8 +42,11 @@ class RenderPipeline {
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virtual ~RenderPipeline() {}
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template <typename T, typename... Args>
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void AddRenderer(Args&&... args) {
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m_Renderers.push_back(std::make_unique<T>(args...));
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T& AddRenderer(Args&&... args) {
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auto ptr = std::make_unique<T>(args...);
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auto rawPtr = ptr.get();
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m_Renderers.push_back(std::move(ptr));
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return *rawPtr;
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}
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void Clear() {
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@@ -6,10 +6,17 @@
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namespace td {
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namespace render {
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/**
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* \brief This is a debug class
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*/
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class PlayerListRenderer : public BasicRenderer {
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private:
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const client::PlayerManager& m_Players;
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public:
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utils::Signal<> OnPlayerCreate;
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// utils::Signal<> OnRequestPOV;
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utils::Signal<PlayerID> OnPlayerKick;
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virtual void Render(float a_Lerp) override;
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PlayerListRenderer(const client::PlayerManager& a_Players);
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@@ -5,13 +5,21 @@
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namespace td {
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namespace client {
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Client::Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName) : m_Socket(a_Socket), m_Players(a_Socket) {
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Client::Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket) {
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// ChangeState<LoggingState>(a_PlayerName);
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}
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Client::~Client() {
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Disconnect();
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}
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void Client::SendPacket(const protocol::PacketBase& a_Packet) {
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m_Socket->Send(a_Packet);
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}
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void Client::Disconnect() {
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m_Socket->Disconnect();
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}
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} // namespace client
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} // namespace td
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@@ -15,5 +15,9 @@ std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::Fa
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return socket;
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}
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void FakeSocket::Disconnect() {
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m_Server->DisconnectFakePeer(m_PeerId);
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}
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} // namespace client
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} // namespace td
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@@ -19,6 +19,7 @@ void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
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}
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void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
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m_StateMachine.m_Id = a_Packet->m_PlayerId;
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ChangeState<LobbyState>();
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}
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@@ -36,14 +36,13 @@ void PlayerManager::ConnectionHandler::Handle(const protocol::packets::Disconnec
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PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
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a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
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a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::RemovePlayer, this, std::placeholders::_1));
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a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::Disconnect, this, std::placeholders::_1));
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}
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void PlayerManager::Disconnect(PlayerID a_Player) {
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if (!m_Players.contains(a_Player))
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return;
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std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
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m_Socket->Disconnect(a_Player);
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m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
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m_Players.erase(a_Player);
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}
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@@ -51,6 +50,7 @@ void PlayerManager::Disconnect(PlayerID a_Player) {
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PlayerManager::~PlayerManager() {}
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void PlayerManager::RemovePlayer(PlayerID a_Player) {
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m_Socket->Disconnect(a_Player);
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Disconnect(a_Player);
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}
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@@ -26,12 +26,12 @@ namespace td {
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DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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// server
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auto serverFakeSocket = std::make_shared<server::FakeSocket>();
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m_Server = std::make_unique<server::Server>(serverFakeSocket);
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m_ServerSocket = std::make_shared<server::FakeSocket>();
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m_Server = std::make_unique<server::Server>(m_ServerSocket);
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// client
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auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
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m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
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auto clientFakeSocket = client::FakeSocket::Connect(m_ServerSocket);
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m_Client = std::make_unique<client::Client>(clientFakeSocket);
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// TODO: make it better
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m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
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@@ -41,7 +41,24 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
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list.OnPlayerCreate.Connect([this]() {
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auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
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auto newClient = std::make_unique<client::Client>(newSocket);
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newClient->ChangeState<client::LoggingState>("Bot");
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m_FakeClients.push_back(std::move(newClient));
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});
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list.OnPlayerKick.Connect([this](PlayerID a_Player) {
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auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr){
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if (!clientPtr->GetId().has_value())
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return false;
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return clientPtr->GetId().value() == a_Player;
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});
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m_FakeClients.erase(it);
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});
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// update state
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m_ClientState = gameState;
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@@ -50,11 +67,6 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
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m_Client->ChangeState<client::LoggingState>("Player0");
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// client2
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auto clientFakeSocket2 = client::FakeSocket::Connect(serverFakeSocket);
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m_Client2 = std::make_unique<client::Client>(clientFakeSocket2, "Player1");
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m_Client2->ChangeState<client::LoggingState>("Player1");
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// camera
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m_Camera.SetCamPos({77, 7, 13});
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m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
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@@ -73,10 +85,17 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
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void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
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// temporary tests
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if (a_Key == SDLK_A) {
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m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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} else if (a_Key == SDLK_Z) {
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m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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switch (a_Key) {
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case SDLK_A:
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m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
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break;
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case SDLK_Z:
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m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
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break;
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default:
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break;
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}
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}
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@@ -1,18 +1,29 @@
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#include <td/render/renderer/PlayerListRenderer.h>
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#include <imgui.h>
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#include <iostream>
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#include <optional>
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namespace td {
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namespace render {
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void PlayerListRenderer::Render(float a_Lerp) {
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ImGui::Begin("Players");
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if (ImGui::Button("Add player")) {
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OnPlayerCreate();
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}
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std::optional<PlayerID> kick;
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for (const auto& [id, player] : m_Players) {
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ImGui::PushID(id);
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ImGui::Text("[%i] %s", id, player.m_PlayerName.c_str());
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ImGui::SameLine();
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if (ImGui::Button("Kick")){
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kick = id;
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}
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ImGui::PopID();
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}
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ImGui::End();
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if (kick.has_value())
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OnPlayerKick(*kick);
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}
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PlayerListRenderer::PlayerListRenderer(const client::PlayerManager& a_Players) : m_Players(a_Players) {}
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12
xmake.lua
12
xmake.lua
@@ -11,10 +11,12 @@ set_warnings("all")
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if is_mode("release") then
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set_warnings("all", "error")
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else
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set_policy("build.sanitizer.address", true)
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set_policy("build.sanitizer.leak", true)
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set_policy("build.sanitizer.undefined", true)
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end
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option("valgrind", {description = "Run binary with valgrind", default = false})
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target("Tower-Defense2")
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add_includedirs("include", {public = true})
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set_kind("binary")
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@@ -23,12 +25,6 @@ target("Tower-Defense2")
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set_rundir(".")
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add_defines("TD_GL_LOADER_GLEW")
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if has_config("valgrind") then
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on_run(function (target)
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os.execv("valgrind", {"-s", "--leak-check=full", target:targetfile()})
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end)
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end
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-- Tests
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for _, file in ipairs(os.files("test/**.cpp")) do
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Reference in New Issue
Block a user