6 Commits

Author SHA1 Message Date
f879c5fe8f add basic README 2025-08-11 19:57:20 +02:00
b5ff44d793 add (very) basic main menu 2025-08-11 19:47:55 +02:00
24252896c7 begin MainMenuState 2025-08-11 18:53:10 +02:00
4c0078a5f2 refactor xmake.lua 2025-08-11 18:52:46 +02:00
4072e49b32 add some minor comments 2025-08-10 12:26:21 +02:00
e0080fa50c move ClientSimulation in Client 2025-08-10 12:19:50 +02:00
24 changed files with 345 additions and 67 deletions

3
README.md Normal file
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@@ -0,0 +1,3 @@
# (CubeCraft) Tower Defense
## Currently in contruction 🏗️👷⚙️

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@@ -2,7 +2,7 @@
#include <client/ClientState.h> #include <client/ClientState.h>
#include <td/game/World.h> #include <td/game/World.h>
#include <td/simulation/ServerSimulation.h> #include <td/simulation/ClientSimulation.h>
namespace td { namespace td {
namespace client { namespace client {
@@ -10,14 +10,19 @@ namespace client {
class GameState : public ClientState { class GameState : public ClientState {
private: private:
std::shared_ptr<game::World> m_World; std::shared_ptr<game::World> m_World;
// sim::ClientSimulation m_Simulation; sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
public: public:
GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World); GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime);
~GameState() {} ~GameState() {}
virtual void Update(float a_Delta) override; virtual void Update(float a_Delta) override;
float GetCurrentLerp() const {
return m_CurrentLerp;
}
protected: protected:
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override; virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
}; };

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <memory>
#include <cassert> #include <cassert>
#include <memory>
namespace td { namespace td {
@@ -15,6 +15,11 @@ class StateMachine {
virtual TReturn Update(TArgs... args) = 0; virtual TReturn Update(TArgs... args) = 0;
template <typename T, typename... Args>
T* ChangeState(Args&&... args) {
return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
}
protected: protected:
TDerived& m_StateMachine; TDerived& m_StateMachine;
}; };
@@ -29,8 +34,9 @@ class StateMachine {
} }
template <typename T, typename... Args> template <typename T, typename... Args>
void ChangeState(Args&&... args) { T* ChangeState(Args&&... args) {
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...); m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
return static_cast<T*>(m_State.get());
} }
private: private:

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@@ -0,0 +1,69 @@
#pragma once
#include <cassert>
#include <vector>
#include <memory>
namespace td {
template <typename TDerived, typename TReturn, typename... TArgs>
class StateStack {
public:
class State {
public:
State(TDerived& a_StateStack) : m_StateStack(a_StateStack) {}
virtual ~State() {}
virtual TReturn Update(TArgs... args) = 0;
protected:
/**
* \brief Called when enabled (can be used to connect signals)
*/
virtual void OnEnable() {}
/**
* \brief Called when disabled (can be used to disconnect signals)
*/
virtual void OnDisable() {}
protected:
TDerived& m_StateStack;
friend class StateStack;
};
StateStack() {}
StateStack(StateStack&&) = default;
virtual ~StateStack() {}
virtual TReturn Update(TArgs... args) {
assert(!m_States.empty() && "You must push at least one state before updating !");
return m_States.back()->Update(args...);
}
void PopState() {
assert(!m_States.empty() && "You must push at least one state before poping !");
m_States.back()->OnDisable();
m_States.pop_back();
if (m_States.empty())
return;
m_States.back()->OnEnable();
}
template <typename T, typename... Args>
T* PushState(Args&&... args) {
if (!m_States.empty())
m_States.back()->OnDisable();
auto newState = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
newState->OnEnable();
m_States.push_back(std::move(newState));
return static_cast<T*>(newState.get());
}
private:
std::vector<std::unique_ptr<State>> m_States;
};
} // namespace td

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@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class CreatePartyMenu : public MainMenuState::Menu {
public:
CreatePartyMenu(MainMenuState& a_MainMenu);
~CreatePartyMenu();
virtual void Update() override;
};
} // namespace td

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@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class JoinPartyMenu : public MainMenuState::Menu {
public:
JoinPartyMenu(MainMenuState& a_MainMenu);
~JoinPartyMenu();
virtual void Update() override;
};
} // namespace td

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@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class MainMenu : public MainMenuState::Menu {
public:
MainMenu(MainMenuState& a_MainMenu);
~MainMenu();
virtual void Update() override;
};
} // namespace td

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@@ -0,0 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class SettingsMenu : public MainMenuState::Menu {
public:
SettingsMenu(MainMenuState& a_MainMenu);
~SettingsMenu();
virtual void Update() override;
};
} // namespace td

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@@ -5,19 +5,17 @@
#include <td/display/DisplayState.h> #include <td/display/DisplayState.h>
#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>
namespace td { namespace td {
class ClientHandler;
class DebugWorldState : public DisplayState { class DebugWorldState : public DisplayState {
private: private:
render::RenderPipeline m_Renderer; render::RenderPipeline m_Renderer;
render::Camera m_Camera;
std::unique_ptr<client::Client> m_Client; std::unique_ptr<client::Client> m_Client;
std::unique_ptr<server::Server> m_Server; std::unique_ptr<server::Server> m_Server;
std::unique_ptr<sim::ClientSimulation> m_Simulation; client::GameState* m_ClientState;
render::Camera m_Camera;
std::unique_ptr<ClientHandler> m_ClientHandler;
public: public:
DebugWorldState(Display& a_Display); DebugWorldState(Display& a_Display);

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@@ -0,0 +1,27 @@
#pragma once
#include <td/common/StateStack.h>
#include <td/display/DisplayState.h>
namespace td {
class MainMenuState;
using MainMenuStateStack = StateStack<MainMenuState, void>;
class MainMenuState : public DisplayState, public MainMenuStateStack {
public:
using Menu = MainMenuStateStack::State;
MainMenuState(Display& a_Display);
~MainMenuState();
virtual void Update(float a_Delta) override;
void RenderBackButton();
protected:
virtual void OnKeyDown(SDL_Keycode a_Key) override;
};
} // namespace td

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@@ -14,7 +14,7 @@ using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
class ClientSimulation : public protocol::PacketHandler { class ClientSimulation : public protocol::PacketHandler {
private: private:
std::uint64_t m_StepTime; std::uint64_t m_StepTime;
game::World& m_World; std::shared_ptr<game::World> m_World;
GameBuffer m_History; GameBuffer m_History;
float m_CurrentTime; float m_CurrentTime;
StepTime m_CurrentStep; StepTime m_CurrentStep;
@@ -33,13 +33,13 @@ class ClientSimulation : public protocol::PacketHandler {
* \brief Replay constructor * \brief Replay constructor
* \param a_StepTime in ms * \param a_StepTime in ms
*/ */
ClientSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime); ClientSimulation(std::shared_ptr<game::World> a_World, GameHistory&& a_History, std::uint64_t a_StepTime);
/** /**
* \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(game::World& a_World, std::uint64_t a_StepTime); ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime);
/** /**
* \return the progress [0-1] between two steps * \return the progress [0-1] between two steps

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@@ -3,9 +3,39 @@
namespace td { namespace td {
namespace client { namespace client {
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World) : ClientState(a_Client), m_World(a_World) {} class ClientHandler : public protocol::PacketHandler {
void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {} private:
void GameState::Update(float a_Delta) {} sim::ClientSimulation& m_Simulation;
using protocol::PacketHandler::Handle;
public:
ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
};
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
}
void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {
ClientHandler handler(m_Simulation);
a_Packet.Dispatch(handler);
}
void GameState::Update(float a_Delta) {
m_CurrentLerp = m_Simulation.Update(a_Delta);
}
} // namespace client } // namespace client
} // namespace td } // namespace td

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@@ -1,5 +1,5 @@
#include <chrono> #include <chrono>
#include <td/display/state/DebugWorldState.h> #include <td/display/state/MainMenuState.h>
float GetDelta() { float GetDelta() {
static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now(); static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now();
@@ -13,7 +13,7 @@ int main(int argc, char** argv) {
// init GL context // init GL context
td::Display display(1920, 1080, "Tower-Defense 2"); td::Display display(1920, 1080, "Tower-Defense 2");
display.ChangeState<td::DebugWorldState>(); display.ChangeState<td::MainMenuState>();
while (!display.IsCloseRequested()) { while (!display.IsCloseRequested()) {
display.PollEvents(); display.PollEvents();

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@@ -17,6 +17,7 @@ void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet
} }
void GameState::Update(float a_Delta) { void GameState::Update(float a_Delta) {
// TODO: don't make STEP_TIME constant
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f; static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
m_Time += a_Delta; m_Time += a_Delta;
if (m_Time > stepTimeSecond) { if (m_Time > stepTimeSecond) {

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@@ -80,8 +80,7 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
utils::LOG(utils::Format( utils::LOG(utils::Format(
"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth)); "GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
utils::LOG(utils::Format( utils::LOG(utils::Format("MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
"MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
SDL_GL_MakeCurrent(m_Window, m_GLContext); SDL_GL_MakeCurrent(m_Window, m_GLContext);
@@ -148,7 +147,7 @@ void Display::PollEvents() {
} }
case SDL_EVENT_KEY_DOWN: { case SDL_EVENT_KEY_DOWN: {
if(!event.key.repeat) if (!event.key.repeat)
OnKeyDown(event.key.key); OnKeyDown(event.key.key);
break; break;
} }
@@ -166,6 +165,9 @@ void Display::PollEvents() {
void Display::Update(float a_Delta) { void Display::Update(float a_Delta) {
StateMachine::Update(a_Delta); StateMachine::Update(a_Delta);
#ifndef NDEBUG
ImGui::ShowDemoWindow();
#endif
ImGui::Render(); ImGui::Render();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y); glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);

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@@ -0,0 +1,16 @@
#include <td/display/menu/CreatePartyMenu.h>
#include <imgui.h>
namespace td {
CreatePartyMenu::CreatePartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
CreatePartyMenu::~CreatePartyMenu() {}
void CreatePartyMenu::Update() {
ImGui::Text("CreatePartyMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

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@@ -0,0 +1,16 @@
#include <td/display/menu/JoinPartyMenu.h>
#include <imgui.h>
namespace td {
JoinPartyMenu::JoinPartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
JoinPartyMenu::~JoinPartyMenu() {}
void JoinPartyMenu::Update() {
ImGui::Text("JoinPartyMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

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@@ -0,0 +1,28 @@
#include <td/display/menu/MainMenu.h>
#include <imgui.h>
#include <td/display/menu/CreatePartyMenu.h>
#include <td/display/menu/JoinPartyMenu.h>
#include <td/display/menu/SettingsMenu.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
MainMenu::MainMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
MainMenu::~MainMenu() {}
void MainMenu::Update() {
if (ImGui::Button("Create Party"))
m_StateStack.PushState<CreatePartyMenu>();
if (ImGui::Button("Join Party"))
m_StateStack.PushState<JoinPartyMenu>();
if (ImGui::Button("Settings"))
m_StateStack.PushState<SettingsMenu>();
#ifndef NDEBUG
if (ImGui::Button("Debug world"))
m_StateStack.ChangeState<DebugWorldState>();
#endif
}
} // namespace td

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@@ -0,0 +1,16 @@
#include <td/display/menu/SettingsMenu.h>
#include <imgui.h>
namespace td {
SettingsMenu::SettingsMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
SettingsMenu::~SettingsMenu() {}
void SettingsMenu::Update() {
ImGui::Text("SettingsMenu");
m_StateStack.RenderBackButton();
}
} // namespace td

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@@ -10,7 +10,6 @@
#include <td/render/renderer/EntityRenderer.h> #include <td/render/renderer/EntityRenderer.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 <td/simulation/ClientSimulation.h>
#include <sp/common/DataBuffer.h> #include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h> #include <sp/extensions/Compress.h>
@@ -30,24 +29,7 @@
namespace td { namespace td {
class ClientHandler : public protocol::PacketHandler { // TODO: get rid of this class
private:
sim::ClientSimulation& m_Simulation;
using protocol::PacketHandler::Handle;
public:
ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
};
class WorldApply : public protocol::PacketHandler { class WorldApply : public protocol::PacketHandler {
private: private:
game::World& m_World; game::World& m_World;
@@ -103,45 +85,35 @@ game::WorldPtr GetWorld() {
} }
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) { DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
game::WorldPtr serverWorld = GetWorld();
// server // server
game::WorldPtr serverWorld = GetWorld();
auto serverFakeSocket = std::make_shared<server::FakeSocket>(); auto serverFakeSocket = std::make_shared<server::FakeSocket>();
m_Server = std::make_unique<server::Server>(serverFakeSocket); m_Server = std::make_unique<server::Server>(serverFakeSocket);
// client // client
game::WorldPtr clientWorld = GetWorld();
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket); auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
m_Client = std::make_unique<client::Client>(clientFakeSocket); m_Client = std::make_unique<client::Client>(clientFakeSocket);
game::WorldPtr clientWorld = GetWorld(); // render
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);
// 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());
m_Simulation = std::make_unique<sim::ClientSimulation>(*clientWorld, STEP_TIME); // states
m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
m_ClientHandler = std::make_unique<ClientHandler>(*m_Simulation);
// packets from the server to the client
clientFakeSocket->OnReceive.Connect([this](const protocol::PacketBase& a_Packet) { a_Packet.Dispatch(*m_ClientHandler); });
m_Simulation->OnMissingLockSteps.Connect([clientFakeSocket](const std::vector<td::StepTime>& a_MissingSteps) {
clientFakeSocket->Send(protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
m_Server->ChangeState<server::GameState>(serverWorld); m_Server->ChangeState<server::GameState>(serverWorld);
m_Client->ChangeState<client::GameState>(clientWorld);
} }
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);
float lerp = m_Simulation->Update(a_Delta); // TODO: m_ClientState might be invalid !
m_Renderer.Render(lerp); m_Renderer.Render(m_ClientState->GetCurrentLerp());
} }
void DebugWorldState::OnAspectRatioChange(float a_Ratio) { void DebugWorldState::OnAspectRatioChange(float a_Ratio) {

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@@ -0,0 +1,31 @@
#include <td/display/state/MainMenuState.h>
#include <imgui.h>
#include <td/display/menu/MainMenu.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
MainMenuState::MainMenuState(Display& a_Display) : DisplayState(a_Display) {
PushState<MainMenu>();
}
MainMenuState::~MainMenuState() {}
void MainMenuState::Update(float a_Delta) {
ImGui::Begin("MainWindow");
MainMenuStateStack::Update();
ImGui::End();
}
void MainMenuState::RenderBackButton() {
if (ImGui::Button("Back"))
PopState();
}
void MainMenuState::OnKeyDown(SDL_Keycode a_Key) {
if (a_Key == SDLK_ESCAPE)
PopState();
}
} // namespace td

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@@ -16,7 +16,6 @@ WorldRenderer::~WorldRenderer() {}
void WorldRenderer::Render(float a_Lerp) { void WorldRenderer::Render(float a_Lerp) {
m_Shader->Start(); m_Shader->Start();
Renderer::Render(*m_WorldVao); Renderer::Render(*m_WorldVao);
ImGui::ShowDemoWindow();
} }
} // namespace render } // namespace render

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@@ -16,7 +16,7 @@ std::uint64_t GetTime() {
std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock().now().time_since_epoch()).count()); std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock().now().time_since_epoch()).count());
} }
ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History, std::uint64_t a_StepTime) : ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, GameHistory&& a_History, std::uint64_t a_StepTime) :
m_StepTime(a_StepTime), m_StepTime(a_StepTime),
m_World(a_World), m_World(a_World),
m_CurrentTime(0), m_CurrentTime(0),
@@ -30,7 +30,7 @@ ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History
Step(); Step();
} }
ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTime) : ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime) :
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()),
@@ -41,7 +41,7 @@ ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTim
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)
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f; static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
m_CurrentTime += a_Delta; m_CurrentTime += a_Delta;
if (m_CurrentTime > stepTimeSecond) { if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond); m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
@@ -53,13 +53,13 @@ float ClientSimulation::Update(float a_Delta) {
bool ClientSimulation::Step() { bool ClientSimulation::Step() {
const auto& step = m_History[m_CurrentStep]; const auto& step = m_History[m_CurrentStep];
if (step.has_value()) { if (step.has_value()) {
auto snapshot = m_World.Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000)); auto snapshot = m_World->Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
if (m_LastValidStep + 1 == m_CurrentStep) { if (m_LastValidStep + 1 == m_CurrentStep) {
m_LastValidStep = m_CurrentStep; m_LastValidStep = m_CurrentStep;
m_LastSnapshot = snapshot; m_LastSnapshot = snapshot;
} }
} else { } else {
m_World.Tick(EMPTY_LOCKSTEP, FpFloat(m_StepTime) / FpFloat(1000)); m_World->Tick(EMPTY_LOCKSTEP, FpFloat(m_StepTime) / FpFloat(1000));
std::cout << "Empty tick (" << m_CurrentStep << ") !\n"; std::cout << "Empty tick (" << m_CurrentStep << ") !\n";
} }
m_CurrentStep++; m_CurrentStep++;
@@ -103,7 +103,7 @@ void ClientSimulation::FastReplay() {
if (m_LastValidStep + 1 >= m_CurrentStep) if (m_LastValidStep + 1 >= m_CurrentStep)
return; return;
m_World.ResetSnapshots(m_LastSnapshot, m_LastSnapshot); m_World->ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
const std::size_t stepCount = m_CurrentStep - m_LastValidStep; const std::size_t stepCount = m_CurrentStep - m_LastValidStep;
m_CurrentStep = m_LastValidStep; m_CurrentStep = m_LastValidStep;

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@@ -3,8 +3,7 @@ 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("splib 2.3.0", "zlib") add_requires("libsdl3 3.2.16", "splib 2.3.0", "zlib", "glew", "fpm", "enet6")
add_requires("libsdl3 3.2.16", "glew", "fpm", "enet6")
set_languages("c++17") set_languages("c++17")