48 Commits

Author SHA1 Message Date
390bc79dbc bro 2025-10-26 21:34:35 +01:00
07f3c9b852 add imgui-node editor dep 2025-10-26 18:28:04 +01:00
d1d2b63be8 remove return 2025-08-23 12:55:37 +02:00
62c5c762f9 detect memory leaks 2025-08-23 12:55:26 +02:00
1d436aa1c3 add bots 2025-08-23 12:54:48 +02:00
73dd2dabfa render playerlist 2025-08-23 11:36:23 +02:00
5b6254c690 send map when arriving late 2025-08-22 12:24:58 +02:00
688b6e93ea fix signal 2025-08-22 11:42:17 +02:00
d64c366f4b fix teams 2025-08-22 11:42:09 +02:00
7d58b881b2 send world to client 2025-08-22 11:41:58 +02:00
20acbc0499 update to c++20 2025-08-22 11:39:16 +02:00
4fe2e25029 client PlayerManager 2025-08-21 20:51:13 +02:00
fd08833f3f fix signals 2025-08-21 20:32:47 +02:00
165ebf7b2e add valgrind 2025-08-20 12:35:04 +02:00
a02cb2b309 PlayerManager 2025-08-20 12:18:44 +02:00
bd56fb0646 add server mspt 2025-08-19 18:55:25 +02:00
39580c15c5 add Timer class 2025-08-19 18:46:54 +02:00
ee39c1e429 add playerlist packet 2025-08-19 18:42:02 +02:00
631e14e66e IServerSocket dispatch 2025-08-19 18:30:42 +02:00
53d2e3cf6b load custom imgui theme 2025-08-19 17:26:29 +02:00
cd33ea28dc renderer: use shared_ptr 2025-08-19 17:19:57 +02:00
a50898a88b begin player auth 2025-08-15 11:25:35 +02:00
833173b5e8 main menu fullscreen 2025-08-15 09:47:45 +02:00
1e4af7f298 add sdl_init error message 2025-08-14 14:16:04 +02:00
e720439109 Add vscode file 2025-08-13 21:09:40 +00:00
5f1e9a8d81 Add missing sdl init 2025-08-13 21:06:02 +00:00
953b5dcc86 remove WorldApply 2025-08-12 11:35:06 +02:00
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
8bdcffcfa6 migrate main 2025-08-10 11:49:07 +02:00
6b987cf78d fix Signal 2025-08-10 11:46:43 +02:00
cba790f804 add StateMachine 2025-08-09 11:23:17 +02:00
ac3e949323 add client 2025-08-08 13:24:50 +02:00
b09c7f9efd rename signal 2025-08-08 12:18:26 +02:00
110e6a62d2 add fakesocket method 2025-08-08 11:37:30 +02:00
ba84864b6a fill client holes (lockstep) 2025-08-07 10:53:00 +02:00
c813c49707 begin client-server 2025-08-06 20:10:56 +02:00
89213e9a97 refactor IServerSocket 2025-08-06 17:16:50 +02:00
fb53ece340 private SlotGuard 2025-08-06 16:52:20 +02:00
5d196c4b61 add SlotGuard doc 2025-08-06 14:15:13 +02:00
0d9e5b647f use SlotGuard 2025-08-06 14:13:38 +02:00
079d653405 add SlotGuard 2025-08-06 14:07:23 +02:00
990c6f078d server state test 2025-08-06 13:55:22 +02:00
599dfa0cee begin server 2025-08-06 12:53:33 +02:00
87 changed files with 12031 additions and 362 deletions

13
.vscode/c_cpp_properties.json vendored Normal file
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@@ -0,0 +1,13 @@
{
"configurations": [
{
"name": "TD2",
"cppStandard": "c++20",
"includePath": [
"include"
],
"compileCommands": ".vscode/compile_commands.json"
}
],
"version": 4
}

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

41
include/client/Client.h Normal file
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@@ -0,0 +1,41 @@
#pragma once
#include <client/IClientSocket.h>
#include <client/PlayerManager.h>
#include <td/common/StateMachine.h>
#include <optional>
namespace td {
namespace client {
class ClientState;
class LoggingState;
class Client : public StateMachine<Client, void, float> {
private:
std::shared_ptr<IClientSocket> m_Socket;
PlayerManager m_Players;
std::optional<PlayerID> m_Id;
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket);
~Client();
void SendPacket(const protocol::PacketBase& a_Packet);
void Disconnect();
const PlayerManager& GetPlayers() const {
return m_Players;
}
const std::optional<PlayerID> GetId() const {
return m_Id;
}
friend class ClientState;
friend class LoggingState;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,19 @@
#pragma once
#include <client/Client.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace client {
class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
};
} // namespace server
} // namespace td

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@@ -0,0 +1,24 @@
#pragma once
#include <td/Types.h>
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace client {
class IClientSocket {
public:
utils::Signal<> OnConnect;
utils::Signal<> OnDisconnect;
utils::Signal<const protocol::PacketBase&> OnReceive;
virtual void Send(const protocol::PacketBase& a_Packet) = 0;
virtual void Disconnect() = 0;
IClientSocket() {}
virtual ~IClientSocket() {}
};
} // namespace client
} // namespace td

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@@ -0,0 +1,39 @@
#pragma once
#include <td/protocol/packet/Packets.h>
#include <td/misc/Signal.h>
namespace td {
namespace client {
class IClientSocket;
class PlayerManager : public protocol::PacketHandler {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IClientSocket> m_Socket;
public:
utils::Signal<const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket);
~PlayerManager();
PlayerInfo GetPlayer(PlayerID a_Player);
auto begin() const {
return m_Players.begin();
}
auto end() const {
return m_Players.end();
}
virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
virtual void Handle(const protocol::packets::PlayerListPacket&) override;
virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,34 @@
#pragma once
#include <client/IClientSocket.h>
namespace td {
namespace server {
class FakeSocket;
} // namespace server
namespace client {
class FakeSocket : public IClientSocket {
private:
std::shared_ptr<server::FakeSocket> m_Server;
PeerID m_PeerId;
struct Private{ explicit Private() = default; };
public:
FakeSocket(Private) {}
~FakeSocket() {}
static std::shared_ptr<FakeSocket> Connect(const std::shared_ptr<server::FakeSocket>& a_Server);
void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
virtual void Send(const protocol::PacketBase& a_Packet) override;
virtual void Disconnect() override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,35 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class GameState : public ClientState {
private:
game::WorldPtr m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
public:
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
~GameState() {}
virtual void Update(float a_Delta) override;
float GetCurrentLerp() const {
return m_CurrentLerp;
}
game::WorldPtr GetWorld() const {
return m_World;
}
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,25 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LobbyState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
public:
LobbyState(Client& a_Client);
~LobbyState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::WorldHeaderPacket& a_Packet) override;
virtual void Handle(const protocol::packets::WorldDataPacket& a_Packet) override;
virtual void Handle(const protocol::packets::BeginGamePacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,22 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LoggingState : public ClientState {
public:
LoggingState(Client& a_Client, const std::string& a_PlayerName);
~LoggingState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
virtual void Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,42 @@
#pragma once
#include <server/PlayerIds.h>
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class IServerSocket {
public:
using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
utils::Signal<PlayerID> OnPlayerConnect;
utils::Signal<PlayerID> OnPlayerDisconnect;
utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
void Broadcast(const protocol::PacketBase& a_Packet);
void Disconnect(PlayerID a_PlayerId);
void RegisterHandler(const PlayerPacketHandler& a_Handler);
void UnregisterHandler(const PlayerPacketHandler& a_Handler);
IServerSocket();
virtual ~IServerSocket() {}
private:
PlayerIds m_Ids;
std::vector<PlayerPacketHandler> m_Handlers;
protected:
void OnConnectPeer(PeerID a_PeerId);
void OnDisconnectPeer(PeerID a_PeerId);
void OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet);
virtual void SendPeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) = 0;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,49 @@
#pragma once
#include <map>
#include <td/Types.h>
namespace td {
namespace server {
class PlayerIds {
private:
std::map<PeerID, PlayerID> m_PeerToPlayer;
std::map<PlayerID, PeerID> m_PlayerToPeer;
PlayerID m_NextId;
public:
PlayerIds() : m_NextId(0) {}
~PlayerIds() {}
void AddConnection(PeerID a_PeerId) {
m_PeerToPlayer.emplace(a_PeerId, m_NextId);
m_PlayerToPeer.emplace(m_NextId, a_PeerId);
m_NextId++;
}
PlayerID GetPlayerId(PeerID a_PeerId) const {
return m_PeerToPlayer.at(a_PeerId);
}
PeerID GetPeerId(PlayerID a_PlayerId) const {
return m_PlayerToPeer.at(a_PlayerId);
}
void RemovePeer(PeerID a_PeerId) {
PlayerID playerId = GetPlayerId(a_PeerId);
m_PeerToPlayer.erase(a_PeerId);
m_PlayerToPeer.erase(playerId);
}
auto begin() {
return m_PeerToPlayer.begin();
}
auto end() {
return m_PeerToPlayer.end();
}
};
} // namespace server
} // namespace td

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@@ -0,0 +1,44 @@
#pragma once
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class IServerSocket;
class PlayerManager {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IServerSocket> m_Socket;
public:
utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
~PlayerManager();
void RemovePlayer(PlayerID a_Player);
PlayerInfo GetPlayer(PlayerID a_Player);
private:
void Disconnect(PlayerID a_Player);
class ConnectionHandler : public protocol::PacketHandler {
private:
PlayerManager& m_PlayerManager;
PlayerID m_Player;
public:
ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player);
~ConnectionHandler() = default;
virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
};
};
} // namespace server
} // namespace td

31
include/server/Server.h Normal file
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@@ -0,0 +1,31 @@
#pragma once
#include <server/IServerSocket.h>
#include <td/common/StateMachine.h>
#include <server/PlayerManager.h>
namespace td {
namespace server {
class ServerState;
class Server : public StateMachine<Server, void, float> {
private:
std::shared_ptr<IServerSocket> m_Socket;
PlayerManager m_Players;
float m_LastMspt;
public:
Server(const std::shared_ptr<IServerSocket>& a_Socket);
virtual void Update(float a_Delta);
const PlayerManager& GetPlayers() const {
return m_Players;
}
friend class ServerState;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,25 @@
#pragma once
#include <server/Server.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace server {
class ServerState : public Server::State, private utils::SlotGuard {
public:
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
virtual void Update(float a_Delta) = 0;
virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {}
virtual void OnPlayerLeave(PlayerID a_Id) {}
ServerState(Server& a_Server);
virtual ~ServerState();
protected:
void SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet);
void BroadcastPacket(const protocol::PacketBase& a_Packet);
};
} // namespace server
} // namespace td

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@@ -0,0 +1,35 @@
#pragma once
#include <client/socket/FakeSocket.h>
#include <optional>
#include <server/IServerSocket.h>
namespace td {
namespace server {
class FakeSocket : public IServerSocket {
private:
std::vector<std::optional<std::weak_ptr<client::FakeSocket>>> m_Clients;
public:
FakeSocket() {}
~FakeSocket() {}
PeerID ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket);
void DisconnectFakePeer(PeerID a_Peer);
void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
protected:
virtual void SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) override;
private:
/**
* \return -1 if all previous ids are not free
*/
int GetNextFreeId();
friend class client::FakeSocket;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,17 @@
#pragma once
#include <server/ServerState.h>
namespace td {
namespace server {
class EndGameState : public ServerState {
private:
/* data */
public:
EndGameState(/* args */) {}
~EndGameState() {}
};
} // namespace server
} // namespace td

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@@ -0,0 +1,31 @@
#pragma once
#include <server/ServerState.h>
#include <td/game/World.h>
#include <td/simulation/ServerSimulation.h>
namespace td {
namespace server {
class GameStateHandler;
class GameState : public ServerState {
private:
std::shared_ptr<game::World> m_World;
sim::ServerSimulation m_Simulation;
float m_Time;
public:
GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
~GameState() {}
virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) override;
virtual void Update(float a_Delta) override;
virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) override;
friend class GameStateHandler;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,26 @@
#pragma once
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class GameState;
class GameStateHandler : public protocol::PacketHandler {
private:
GameState& m_GameState;
PlayerID m_PlayerId;
using protocol::PacketHandler::Handle;
public:
GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId);
virtual void Handle(const protocol::packets::SpawnTroopPacket& a_Packet) override;
virtual void Handle(const protocol::packets::PlaceTowerPacket& a_Packet) override;
virtual void Handle(const protocol::packets::LockStepRequestPacket& a_Packet) override;
};
} // namespace server
} // namespace td

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@@ -0,0 +1,23 @@
#pragma once
#include <server/ServerState.h>
namespace td {
namespace server {
// this class is temporary useless
class LobbyState : public ServerState {
private:
std::shared_ptr<game::World> m_World;
public:
LobbyState(Server& a_Server);
~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 Update(float a_Delta) override;
};
} // namespace server
} // namespace td

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

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@@ -12,6 +12,10 @@ namespace td {
using FpFloat = fpm::fixed_16_16;
using StepTime = std::uint16_t;
constexpr int STEP_TIME = 50;
enum class TeamColor : std::int8_t {
None = -1,
Blue,
@@ -61,15 +65,11 @@ using TowerID = std::uint16_t;
using PlayerID = std::uint8_t;
using EntityID = std::uint16_t;
struct TowerCoords {
std::int16_t x;
std::int16_t y;
};
using TowerCoords = Vec2<std::int16_t>;
using EntityCoords = Vec2<FpFloat>;
using PeerID = std::uint16_t;
using StepsType = std::uint16_t;
enum class Direction : std::uint8_t {
PositiveX = 1 << 0,
@@ -78,6 +78,11 @@ enum class Direction : std::uint8_t {
NegativeY = 1 << 3,
};
struct PlayerInfo {
PlayerID m_PlayerId;
std::string m_PlayerName;
};
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);

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@@ -0,0 +1,54 @@
#pragma once
#include <cassert>
#include <td/misc/Signal.h>
namespace td {
template <typename TDerived, typename TReturn, typename... TArgs>
class StateMachine {
public:
class State {
public:
State(TDerived& a_StateMachine) : m_StateMachine(a_StateMachine) {}
virtual ~State() {}
virtual TReturn Update(TArgs... args) = 0;
template <typename T, typename... Args>
void ChangeState(Args... args) {
m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
}
protected:
TDerived& m_StateMachine;
};
utils::Signal<State&> OnStateChange;
StateMachine() {}
StateMachine(StateMachine&&) = default;
virtual ~StateMachine() {}
virtual TReturn Update(TArgs... args) {
assert(m_State && "You must change state at least once before updating !");
return m_State->Update(std::forward<TArgs>(args)...);
}
template <typename T, typename... Args>
void ChangeState(Args... args) {
auto* currentState = 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:
std::unique_ptr<State> m_State;
};
} // namespace td

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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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@@ -2,39 +2,14 @@
#include <string>
#include <SDL3/SDL_video.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_video.h>
#include <td/common/StateMachine.h>
#include <td/misc/Signal.h>
namespace td {
class Display {
public:
utils::Signal<float> OnAspectRatioChange;
utils::Signal<SDL_Keycode> OnKeyDown;
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();
void PollEvents();
void Update();
bool IsCloseRequested() {
return m_ShouldClose;
}
float GetAspectRatio() {
return m_AspectRatio;
}
int GetWindowWidth() {
return m_LastWidth;
}
int GetWindowHeight() {
return m_LastHeight;
}
class Display : public StateMachine<Display, void, float> {
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
@@ -43,6 +18,33 @@ class Display {
float m_AspectRatio;
bool m_ShouldClose;
public:
utils::Signal<float> OnAspectRatioChange;
utils::Signal<SDL_Keycode> OnKeyDown;
Display(int a_Width, int a_Height, const std::string& a_Title);
~Display();
void PollEvents();
void Update(float a_Delta) override;
void Close();
bool IsCloseRequested() {
return m_ShouldClose;
}
float GetAspectRatio() {
return m_AspectRatio;
}
int GetWindowWidth() {
return m_LastWidth;
}
int GetWindowHeight() {
return m_LastHeight;
}
};
} // namespace td

View File

@@ -0,0 +1,19 @@
#pragma once
#include <td/display/Display.h>
#include <td/misc/SlotGuard.h>
#include <client/ClientState.h>
namespace td {
class DisplayState : public Display::State, private utils::SlotGuard {
public:
DisplayState(Display& a_Display);
virtual ~DisplayState() {}
protected:
virtual void OnAspectRatioChange(float a_Ratio) {}
virtual void OnKeyDown(SDL_Keycode a_Key) {}
};
} // namespace td

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@@ -0,0 +1,7 @@
#pragma once
namespace td {
void LoadTheme();
} // 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

View File

@@ -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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@@ -0,0 +1,35 @@
#pragma once
#include <client/Client.h>
#include <server/Server.h>
#include <td/display/DisplayState.h>
#include <td/render/Renderer.h>
#include <td/simulation/ClientSimulation.h>
#include <client/state/GameState.h>
#include <server/socket/FakeSocket.h>
namespace td {
class DebugWorldState : public DisplayState {
private:
render::RenderPipeline m_Renderer;
render::Camera m_Camera;
std::unique_ptr<server::Server> m_Server;
std::unique_ptr<client::Client> m_Client;
client::GameState* m_ClientState;
std::vector<std::unique_ptr<client::Client>> m_FakeClients;
std::shared_ptr<server::FakeSocket> m_ServerSocket;
public:
DebugWorldState(Display& a_Display);
~DebugWorldState();
virtual void Update(float a_Delta) override;
protected:
virtual void OnAspectRatioChange(float a_Ratio) override;
virtual void OnKeyDown(SDL_Keycode a_Key) override;
};
} // namespace td

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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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@@ -0,0 +1,127 @@
#pragma once
#include <td/display/DisplayState.h>
#include <imgui_node_editor.h>
namespace ed = ax::NodeEditor;
namespace td {
class NodeEditorState : public DisplayState {
public:
enum class PinType {
Flow,
Bool,
Int,
Float,
String,
Object,
Function,
Delegate,
};
enum class PinKind { Output, Input };
enum class NodeType { Blueprint, Simple, Tree, Comment, Houdini };
struct Pin;
struct Node {
ed::NodeId ID;
std::string Name;
std::vector<Pin> Inputs;
std::vector<Pin> Outputs;
ImColor Color;
NodeType Type;
ImVec2 Size;
std::string State;
std::string SavedState;
Node(int id, const char* name, ImColor color = ImColor(255, 255, 255)) :
ID(id), Name(name), Color(color), Type(NodeType::Blueprint), Size(0, 0) {}
};
struct Pin {
ed::PinId ID;
::td::NodeEditorState::Node* Node;
std::string Name;
PinType Type;
PinKind Kind;
Pin(int id, const char* name, PinType type) : ID(id), Node(nullptr), Name(name), Type(type), Kind(PinKind::Input) {}
};
struct Link {
ed::LinkId ID;
ed::PinId StartPinID;
ed::PinId EndPinID;
ImColor Color;
Link(ed::LinkId id, ed::PinId startPinId, ed::PinId endPinId) :
ID(id), StartPinID(startPinId), EndPinID(endPinId), Color(255, 255, 255) {}
};
struct NodeIdLess {
bool operator()(const ed::NodeId& lhs, const ed::NodeId& rhs) const {
return lhs.AsPointer() < rhs.AsPointer();
}
};
int m_NextId = 1;
const int m_PinIconSize = 24;
std::vector<Node> m_Nodes;
std::vector<Link> m_Links;
ImTextureID m_HeaderBackground = 0;
ImTextureID m_SaveIcon = 0;
ImTextureID m_RestoreIcon = 0;
const float m_TouchTime = 1.0f;
std::map<ed::NodeId, float, NodeIdLess> m_NodeTouchTime;
bool m_ShowOrdinals = false;
public:
NodeEditorState(Display& a_Display);
~NodeEditorState();
virtual void Update(float a_Delta) override;
private:
int GetNextId();
ed::LinkId GetNextLinkId();
void TouchNode(ed::NodeId id);
float GetTouchProgress(ed::NodeId id);
void UpdateTouch();
Node* FindNode(ed::NodeId id);
Link* FindLink(ed::LinkId id);
Pin* FindPin(ed::PinId id);
bool IsPinLinked(ed::PinId id);
bool CanCreateLink(Pin* a, Pin* b);
void BuildNode(Node* node);
Node* SpawnInputActionNode();
Node* SpawnBranchNode();
Node* SpawnDoNNode();
Node* SpawnOutputActionNode();
Node* SpawnPrintStringNode();
Node* SpawnMessageNode();
Node* SpawnSetTimerNode();
Node* SpawnLessNode();
Node* SpawnWeirdNode();
Node* SpawnTraceByChannelNode();
Node* SpawnTreeSequenceNode();
Node* SpawnTreeTaskNode();
Node* SpawnTreeTask2Node();
Node* SpawnComment();
Node* SpawnHoudiniTransformNode();
Node* SpawnHoudiniGroupNode();
void BuildNodes();
ImColor GetIconColor(PinType type);
void DrawPinIcon(const Pin& pin, bool connected, int alpha);
void ShowStyleEditor(bool* show = nullptr);
void ShowLeftPane(float paneWidth);
};
} // namespace td

View File

@@ -77,7 +77,7 @@ public:
struct TeamList {
std::array<Team, 2> m_Teams;
TeamList() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}{
TeamList() : m_Teams{Team{TeamColor::Blue}, Team{TeamColor::Red}}{
}

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@@ -1,25 +1,25 @@
#pragma once
#include <td/simulation/WorldTicker.h>
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/Packets.h>
#include <td/simulation/WorldTicker.h>
namespace td {
namespace game {
class World {
protected:
// header
TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
ChunkList m_Chunks;
SpawnColorPalette m_SpawnColorPalette;
TilePalette m_TilePalette;
//data
ChunkList m_Chunks;
std::shared_ptr<sim::WorldSnapshot> m_CurrentState;
std::shared_ptr<sim::WorldSnapshot> m_NextState;
@@ -28,10 +28,14 @@ class World {
public:
World();
World(World&&) = default;
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
bool LoadMap(const protocol::pdata::WorldData& worldData);
protocol::packets::WorldHeaderPacket GetPacketHeader() const;
protocol::packets::WorldDataPacket GetPacketData() const;
bool LoadMapFromFile(const std::string& fileName);
bool SaveMap(const std::string& fileName) const;
@@ -101,7 +105,7 @@ class World {
return m_CurrentState->m_Teams[TeamColor::Blue];
}
const Team& GetBlueTeam() const {
return m_CurrentState->m_Teams[TeamColor::Red];
return m_CurrentState->m_Teams[TeamColor::Blue];
}
Team& GetTeam(TeamColor team) {
@@ -130,8 +134,9 @@ class World {
private:
void TickMobs(std::uint64_t delta);
void CleanDeadMobs();
};
using WorldPtr = std::shared_ptr<World>;
} // namespace game
} // namespace td

View File

@@ -2,30 +2,104 @@
#include <algorithm>
#include <functional>
#include <memory>
#include <td/common/NonCopyable.h>
#include <vector>
namespace td {
namespace utils {
/**
* \brief Signal class
*/
template <typename... Args>
class Signal : private NonCopyable {
private:
using CallBack = std::function<void(Args...)>;
class SignalRaw : private NonCopyable {
public:
using FnType = void(Args...);
using CallBack = std::shared_ptr<std::function<FnType>>;
private:
std::vector<CallBack> m_Callbacks;
public:
void Connect(CallBack&& a_Callback) {
m_Callbacks.push_back(std::move(a_Callback));
void Connect(const CallBack& a_Callback) {
m_Callbacks.push_back(a_Callback);
}
void Disconnect(const CallBack& a_Callback) {
auto it = std::find(m_Callbacks.begin(), m_Callbacks.end(), a_Callback);
m_Callbacks.erase(it);
}
void operator()(Args... args) const {
for (const CallBack& callback : m_Callbacks) {
callback(args...);
callback->operator()(args...);
}
}
};
/**
* \brief Memory managed Signal class
*/
template <typename... Args>
class Signal {
public:
using SignalBase = SignalRaw<Args...>;
using CallBack = typename SignalBase::CallBack;
using CallBackRaw = typename CallBack::element_type;
using SignalPtr = std::shared_ptr<SignalBase>;
class ConnectionGuard;
private:
SignalPtr m_Signal;
public:
Signal() : m_Signal(std::make_shared<SignalBase>()) {}
Signal(const Signal&) = default;
/**
* \warning The callback won't be disconnectable, use it wisely!
*/
void Connect(const CallBackRaw& a_Callback) {
m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
}
[[nodiscard]] std::unique_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
m_Signal->Connect(a_Callback);
return std::make_unique<ConnectionGuard>(*this, a_Callback);
}
void Disconnect(const CallBack& a_Callback) {
m_Signal->Disconnect(a_Callback);
}
void operator()(Args... args) const {
m_Signal->operator()(args...);
}
};
class Connection {
public:
virtual ~Connection() {}
};
template <typename... Args>
class Signal<Args...>::ConnectionGuard : public Connection {
private:
using CallBack = typename Signal<Args...>::CallBack;
std::weak_ptr<SignalRaw<Args...>> m_Signal;
CallBack m_Callback;
public:
ConnectionGuard(const Signal<Args...>& a_Signal, const CallBack& a_Callback) :
m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
~ConnectionGuard() {
if (!m_Signal.expired())
m_Signal.lock()->Disconnect(m_Callback);
}
};
} // namespace utils
} // namespace td

View File

@@ -0,0 +1,33 @@
#pragma once
#include <td/misc/Signal.h>
namespace td {
namespace utils {
/**
* \brief Wrapper class to automatically disconnect from a Signal on object destruction
* \note You should inherit this class privately
* \sa Signal
*/
class SlotGuard {
private:
std::vector<std::unique_ptr<Connection>> m_Connections;
public:
/**
* \brief Connect a signal to a function (with the same signature)
*/
template <typename... Args>
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
m_Connections.push_back(a_Signal.ConnectSafe(ptr));
}
void Disconnect() {
m_Connections.clear();
}
};
} // namespace utils
} // namespace td

22
include/td/misc/Time.h Normal file
View File

@@ -0,0 +1,22 @@
#pragma once
#include <chrono>
namespace td {
class Timer {
private:
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
public:
Timer() : m_LastTime(std::chrono::system_clock::now()) {}
float GetDelta() {
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
m_LastTime = std::chrono::system_clock::now();
return timeSeconds;
}
};
} // namespace td

View File

@@ -7,32 +7,31 @@
#include <td/game/WorldTypes.h>
// Make it dynamic ?
#ifdef NDEBUG
#define LOCKSTEP_BUFFER_SIZE 10
#else
#define LOCKSTEP_BUFFER_SIZE 1
#endif
namespace td {
namespace protocol {
struct PlayerInfo {
PlayerID m_PlayerId;
std::string m_PlayerName;
};
struct MapData {
};
namespace pdata {
/** Client attempts to login (very basic) */
struct PlayerLogin {
std::string m_PlayerName;
};
/** Server indicates success */
struct LoggingSuccess {
PlayerID m_PlayerId;
};
/** Client attempts to login (very basic) */
struct PlayerLogin {
std::string m_PlayerName;
};
/** Player joins the lobby */
struct PlayerJoin {
PlayerInfo m_Player;
@@ -43,9 +42,14 @@ struct PlayerLeave {
PlayerID m_PlayerId;
};
/** List of players who joined before */
struct PlayerList {
std::vector<PlayerInfo> m_Players;
};
struct PredictCommand {
CommandPtr m_Command;
std::uint16_t m_FrameNumber;
StepTime m_FrameNumber;
};
/** Keep alive */
@@ -63,8 +67,6 @@ struct ChatMessage {
std::string m_Text;
};
// TODO: handle players joining in the first second
struct BeginGame {
std::vector<PlayerInfo> m_BlueTeam;
std::vector<PlayerInfo> m_RedTeam;
@@ -73,7 +75,7 @@ struct BeginGame {
};
struct LockSteps {
std::uint16_t m_FirstFrameNumber;
StepTime m_FirstFrameNumber;
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
};
@@ -95,6 +97,7 @@ struct WorldData {
game::ChunkList m_Chunks;
};
// TODO: spawn multiple troops at the same time
struct SpawnTroop {
sp::BitField<EntityType, 5> m_Type;
sp::BitField<std::uint8_t, 3> m_Level;
@@ -105,6 +108,14 @@ struct PlaceTower {
TowerCoords m_Position;
};
struct LockStepRequest {
std::vector<StepTime> m_Missing;
};
struct LockStepResponse {
std::map<StepTime, LockStep> m_Steps;
};
} // namespace pdata
} // namespace protocol
} // namespace td

View File

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

View File

@@ -22,11 +22,14 @@ enum class PacketID : std::uint8_t {
BeginGame,
Disconnect,
KeepAlive,
LockStepRequest,
LockStepResponse,
LockSteps,
LoggingSuccess,
PlaceTower,
PlayerJoin,
PlayerLeave,
PlayerList,
PlayerLogin,
PredictCommand,
SpawnTroop,
@@ -49,11 +52,14 @@ using BeginGamePacket = PacketMessage<pdata::BeginGame, PacketID::BeginGame>;
using ChatMessagePacket = PacketMessage<pdata::ChatMessage, PacketID::ChatMessage>;
using DisconnectPacket = PacketMessage<pdata::Disconnect, PacketID::Disconnect>;
using KeepAlivePacket = PacketMessage<pdata::KeepAlive, PacketID::KeepAlive>;
using LockStepRequestPacket = PacketMessage<pdata::LockStepRequest, PacketID::LockStepRequest>;
using LockStepResponsePacket = PacketMessage<pdata::LockStepResponse, PacketID::LockStepResponse>;
using LockStepsPacket = PacketMessage<pdata::LockSteps, PacketID::LockSteps>;
using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::LoggingSuccess>;
using PlaceTowerPacket = PacketMessage<pdata::PlaceTower, PacketID::PlaceTower>;
using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>;
using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>;
using PlayerListPacket = PacketMessage<pdata::PlayerList, PacketID::PlayerList>;
using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>;
using PredictCommandPacket = PacketMessage<pdata::PredictCommand, PacketID::PredictCommand>;
using SpawnTroopPacket = PacketMessage<pdata::SpawnTroop, PacketID::SpawnTroop>;
@@ -63,11 +69,17 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
packets::KeepAlivePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket,
packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket,
packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket,
packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket,
packets::PlayerListPacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::SpawnTroopPacket,
packets::WorldHeaderPacket, packets::WorldDataPacket>;
class PacketHandler : public sp::GenericHandler<AllPackets> {};
class PacketHandler : public sp::GenericHandler<AllPackets> {
public:
void HandleBase(const PacketBase& a_Packet) {
a_Packet.Dispatch(*this);
}
};
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;

View File

@@ -4,6 +4,7 @@
#include <td/render/Camera.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/CameraShaderProgram.h>
#include <td/misc/SlotGuard.h>
namespace td {
namespace render {
@@ -17,7 +18,7 @@ class BasicRenderer {
};
template <typename TShader>
class Renderer : public BasicRenderer {
class Renderer : public BasicRenderer, private utils::SlotGuard {
protected:
std::unique_ptr<TShader> m_Shader;
Camera& m_Camera;
@@ -41,8 +42,11 @@ class RenderPipeline {
virtual ~RenderPipeline() {}
template <typename T, typename... Args>
void AddRenderer(Args&&... args) {
m_Renderers.push_back(std::make_unique<T>(args...));
T& AddRenderer(Args&&... args) {
auto ptr = std::make_unique<T>(args...);
auto rawPtr = ptr.get();
m_Renderers.push_back(std::move(ptr));
return *rawPtr;
}
void Clear() {
@@ -62,12 +66,12 @@ class RenderPipeline {
template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
a_Camera.OnPerspectiveChange.Connect([this]() {
Connect(a_Camera.OnPerspectiveChange, [this](){
m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
});
a_Camera.OnViewChange.Connect([this]() {
Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
});

View File

@@ -9,11 +9,11 @@ namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> {
private:
const game::World& m_World;
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
EntityRenderer(Camera& a_Camera, const game::World& a_World);
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~EntityRenderer();
virtual void Render(float a_Lerp) override;

View 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

View File

@@ -9,11 +9,11 @@ namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> {
private:
const game::World& m_World;
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
TowerRenderer(Camera& a_Camera, const game::World& a_World);
TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~TowerRenderer();
virtual void Render(float a_Lerp) override;

View File

@@ -13,7 +13,7 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
std::unique_ptr<GL::VertexArray> m_WorldVao;
public:
WorldRenderer(Camera& a_Camera, const game::World& a_World);
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override;

View File

@@ -2,6 +2,7 @@
#include <td/game/World.h>
#include <optional>
#include <td/misc/Signal.h>
namespace td {
namespace sim {
@@ -13,47 +14,51 @@ using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
class ClientSimulation : public protocol::PacketHandler {
private:
std::uint64_t m_StepTime;
game::World& m_World;
std::shared_ptr<game::World> m_World;
GameBuffer m_History;
std::uint64_t m_CurrentTime;
std::uint64_t m_LastTime;
std::size_t m_CurrentStep;
float m_CurrentTime;
StepTime m_CurrentStep;
std::shared_ptr<WorldSnapshot> m_LastSnapshot;
std::uint64_t m_LastValidStep;
StepTime m_LastValidStep;
static const protocol::LockStep EMPTY_LOCKSTEP;
using protocol::PacketHandler::Handle;
public:
utils::Signal<const std::vector<StepTime>&> OnMissingLockSteps;
/**
* \brief Replay constructor
* \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)
* \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, const std::vector<protocol::LockStep>& a_FirstSteps);
/**
* \return the progress [0-1] between two steps
*/
float Update();
float Update(float a_Delta);
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
virtual void Handle(const protocol::packets::PredictCommandPacket& a_Predict) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override;
private:
void Step();
/**
* \returns false if the empty lockstep was used
*/
bool Step();
/**
* \brief Ticks a_Count times
*/
void FastForward(std::size_t a_Count);
std::size_t FastForward(std::size_t a_Count);
/**
* \brief Tries to recompute simulation if needed (for example in late command receival)

View File

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

View File

@@ -16,7 +16,7 @@ class ServerSimulation : public protocol::CommandHandler {
game::World& m_World;
std::uint64_t m_StepTime;
std::uint64_t m_CurrentTime;
std::vector<td::protocol::LockStep> m_History;
std::vector<protocol::LockStep> m_History;
using protocol::CommandHandler::Handle;
@@ -25,10 +25,16 @@ class ServerSimulation : public protocol::CommandHandler {
protocol::packets::LockStepsPacket Update();
protocol::packets::LockStepsPacket MakePacket();
std::vector<protocol::LockStep> GetFirstLocksteps();
// no checks are done !
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
virtual void Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) override;
protocol::packets::LockStepResponsePacket GetResponse(const protocol::packets::LockStepRequestPacket& a_Missing) const;
};
} // namespace sim

6
lib/imgui-node.lua Normal file
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@@ -0,0 +1,6 @@
target("imgui-node-editor")
set_kind("static")
add_files("imgui-node-editor/**.cpp")
add_includedirs("imgui-node-editor", {public = true})
add_packages("imgui")

25
src/client/Client.cpp Normal file
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@@ -0,0 +1,25 @@
#include <client/Client.h>
#include <client/state/LoggingState.h>
namespace td {
namespace client {
Client::Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket) {
// ChangeState<LoggingState>(a_PlayerName);
}
Client::~Client() {
Disconnect();
}
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
m_Socket->Send(a_Packet);
}
void Client::Disconnect() {
m_Socket->Disconnect();
}
} // namespace client
} // namespace td

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

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@@ -0,0 +1,44 @@
#include <client/PlayerManager.h>
#include <client/IClientSocket.h>
#include <iostream>
namespace td {
namespace client {
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));
OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << " joined !\n";
});
OnPlayerLeave.Connect([this](const PlayerID a_Player){
std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
});
}
PlayerManager::~PlayerManager() {}
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
return m_Players.at(a_Player);
}
void PlayerManager::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
m_Players.emplace(a_Packet->m_Player.m_PlayerId, a_Packet->m_Player);
OnPlayerJoin(a_Packet->m_Player);
}
void PlayerManager::Handle(const protocol::packets::PlayerListPacket& a_Packet) {
for (auto pInfo : a_Packet->m_Players) {
m_Players.emplace(pInfo.m_PlayerId, pInfo);
OnPlayerJoin(pInfo);
}
}
void PlayerManager::Handle(const protocol::packets::PlayerLeavePacket& a_Packet) {
OnPlayerLeave(a_Packet->m_PlayerId);
m_Players.erase(a_Packet->m_PlayerId);
}
} // namespace client
} // namespace td

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@@ -0,0 +1,23 @@
#include <client/socket/FakeSocket.h>
#include <server/socket/FakeSocket.h>
namespace td {
namespace client {
void FakeSocket::Send(const protocol::PacketBase& a_Packet) {
m_Server->OnReceivePeer(m_PeerId, a_Packet);
}
std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::FakeSocket>& a_Server) {
auto socket = std::make_shared<FakeSocket>(Private());
socket->m_Server = a_Server;
socket->m_PeerId = a_Server->ConnectFakePeer(socket);
return socket;
}
void FakeSocket::Disconnect() {
m_Server->DisconnectFakePeer(m_PeerId);
}
} // namespace client
} // namespace td

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@@ -0,0 +1,26 @@
#include <client/state/GameState.h>
namespace td {
namespace client {
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, a_FirstSteps) {
m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
SendPacket(protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
}
void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void GameState::Update(float a_Delta) {
m_CurrentLerp = m_Simulation.Update(a_Delta);
}
} // namespace client
} // namespace td

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@@ -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

View File

@@ -0,0 +1,27 @@
#include <client/state/LoggingState.h>
#include <client/state/LobbyState.h>
namespace td {
namespace client {
LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) : ClientState(a_Client) {
SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
}
void LoggingState::Update(float a_Delta) {
}
LoggingState::~LoggingState() {}
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
// TODO: check if id matches client id
}
void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
m_StateMachine.m_Id = a_Packet->m_PlayerId;
ChangeState<LobbyState>();
}
} // namespace client
} // namespace td

View File

@@ -1,138 +1,17 @@
#include <iostream>
#include <td/protocol/packet/PacketSerialize.h>
#include <fstream>
#include <td/game/World.h>
#include <td/input/Display.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/simulation/ClientSimulation.h>
#include <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
class WorldApply : public td::protocol::PacketHandler {
private:
td::game::World& m_World;
using td::protocol::PacketHandler::Handle;
public:
WorldApply(td::game::World& a_World) : m_World(a_World) {}
void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
m_World.LoadMap(*a_Header);
}
void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
m_World.LoadMap(*a_Data);
}
};
void Save(const td::protocol::PacketBase& header, const td::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<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
stream.WriteMessage(header, false);
stream.WriteMessage(data, false);
}
td::game::World GetWorld() {
auto comp = std::make_shared<sp::ZlibCompress>();
std::ifstream fStream("test/tdmap.tdmap2");
auto out = std::make_shared<sp::StdInput>(fStream);
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
auto header = stream.ReadMessage(td::protocol::PacketID::WorldHeader);
auto data = stream.ReadMessage(td::protocol::PacketID::WorldData);
td::game::World w;
auto wa = std::make_shared<WorldApply>(w);
td::protocol::PacketDispatcher d;
d.RegisterHandler(wa);
d.Dispatch(*header);
d.Dispatch(*data);
Save(*header, *data);
return w;
}
void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
for (const auto& lockstep : a_LockSteps) {
a_World.Tick(lockstep, delta);
}
}
td::sim::GameHistory GetCustomHistory() {
constexpr std::size_t MAX_COUNT = 20 * 60 * 40;
td::sim::GameHistory gh(MAX_COUNT);
auto spawn = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::SpawnTroopCommand>(td::EntityType::Zombie, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0));
gh[0].push_back(spawn);
auto tower = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::PlaceTowerCommand>(td::TowerType::Archer, 0, td::TowerCoords{77, 13}));
gh[0].push_back(tower);
return gh;
}
#include <chrono>
#include <td/display/state/NodeEditorState.h>
#include <td/misc/Time.h>
int main(int argc, char** argv) {
td::game::World w = GetWorld();
// init GL context
td::Display display(1920, 1080, "Tower-Defense 2");
td::render::Camera cam;
display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
td::sim::GameHistory gh = GetCustomHistory();
td::render::RenderPipeline renderer;
renderer.AddRenderer<td::render::WorldRenderer>(cam, w);
renderer.AddRenderer<td::render::EntityRenderer>(cam, w);
renderer.AddRenderer<td::render::TowerRenderer>(cam, w);
cam.SetCamPos({77, 7, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::sim::ClientSimulation simulation(w, 50);
display.OnKeyDown.Connect([&simulation](SDL_Keycode key) {
static int counter = 0;
if (key == SDLK_A) {
auto spawn = td::protocol::CommandPtr(
std::make_shared<td::protocol::commands::SpawnTroopCommand>(td::EntityType::Zombie, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0));
std::array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
steps[0].push_back(spawn);
td::protocol::packets::LockStepsPacket packet{counter * LOCKSTEP_BUFFER_SIZE * 3, steps};
simulation.Handle(packet);
counter++;
}
});
display.ChangeState<td::NodeEditorState>();
td::Timer timer;
while (!display.IsCloseRequested()) {
display.PollEvents();
float lerp = simulation.Update();
renderer.Render(lerp);
display.Update();
display.Update(timer.GetDelta());
}
return 0;

View File

@@ -0,0 +1,56 @@
#include <server/IServerSocket.h>
namespace td {
namespace server {
IServerSocket::IServerSocket() {
}
void IServerSocket::RegisterHandler(const PlayerPacketHandler& a_Handler) {
m_Handlers.push_back(a_Handler);
}
void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
auto it = std::find_if(m_Handlers.begin(), m_Handlers.end(),
[&a_Handler](PlayerPacketHandler& handler) { return a_Handler.template target<PlayerPacketHandlerType>() == handler.template target<PlayerPacketHandlerType>(); });
m_Handlers.erase(it);
}
void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
// here, the client is not a player yet (we need to wait for auth)
m_Ids.AddConnection(a_PeerId);
OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
}
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
m_Ids.RemovePeer(a_PeerId);
}
void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
auto playerId = m_Ids.GetPlayerId(a_PeerId);
for (const auto& factory : m_Handlers) {
auto handler = factory(playerId);
a_Packet.Dispatch(*handler);
}
OnReceive(playerId, a_Packet);
}
void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) {
SendPeer(m_Ids.GetPeerId(a_PlayerId), a_Packet);
}
void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
for (auto [peerId, playerId] : m_Ids) {
SendPeer(peerId, a_Packet);
}
}
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
}
} // namespace server
} // namespace td

View File

@@ -0,0 +1,62 @@
#include <server/PlayerManager.h>
#include <iostream>
#include <server/IServerSocket.h>
namespace td {
namespace server {
PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
auto& socket = *m_PlayerManager.m_Socket;
auto& players = m_PlayerManager.m_Players;
std::vector<PlayerInfo> playerInfos;
playerInfos.reserve(players.size());
for (auto& [id, player] : players) {
playerInfos.push_back(player);
}
socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
players.emplace(m_Player, pInfo);
m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
}
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
m_PlayerManager.Disconnect(m_Player);
}
PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::Disconnect, this, std::placeholders::_1));
}
void PlayerManager::Disconnect(PlayerID a_Player) {
if (!m_Players.contains(a_Player))
return;
std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
m_Players.erase(a_Player);
}
PlayerManager::~PlayerManager() {}
void PlayerManager::RemovePlayer(PlayerID a_Player) {
m_Socket->Disconnect(a_Player);
Disconnect(a_Player);
}
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
return m_Players.at(a_Player);
}
} // namespace server
} // namespace td

22
src/server/Server.cpp Normal file
View File

@@ -0,0 +1,22 @@
#include <server/Server.h>
#include <chrono>
#include <server/state/LobbyState.h>
namespace td {
namespace server {
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) {
auto before = std::chrono::system_clock::now();
StateMachine<Server, void, float>::Update(a_Delta);
m_LastMspt = std::chrono::duration<float, std::chrono::milliseconds::period>(std::chrono::system_clock::now() - before).count();
// std::cout << "Tick : " << m_LastMspt << "ms\n";
}
} // namespace server
} // namespace td

View File

@@ -0,0 +1,26 @@
#include <server/Server.h>
#include <server/ServerState.h>
#include <td/common/StateMachine.h>
namespace td {
namespace server {
ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
}
ServerState::~ServerState() {}
void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Send(a_Id, a_Packet);
}
void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
m_StateMachine.m_Socket->Broadcast(a_Packet);
}
} // namespace server
} // namespace td

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@@ -0,0 +1,48 @@
#include <server/socket/FakeSocket.h>
namespace td {
namespace server {
void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
assert(!socket.value().expired());
socket.value().lock()->OnReceive(a_Packet);
}
void FakeSocket::ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
OnReceivePeer(a_Peer, a_Packet);
}
PeerID FakeSocket::ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket) {
int peerId = GetNextFreeId();
if (peerId == -1) {
peerId = m_Clients.size();
m_Clients.push_back(a_Socket);
} else {
m_Clients.emplace(m_Clients.begin() + peerId, a_Socket);
}
a_Socket->OnConnect();
OnConnectPeer(peerId);
return peerId;
}
void FakeSocket::DisconnectFakePeer(PeerID a_Peer) {
auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
assert(!socket.value().expired());
socket.value().lock()->OnDisconnect();
OnDisconnectPeer(a_Peer);
}
int FakeSocket::GetNextFreeId() {
auto it = std::find_if(m_Clients.begin(), m_Clients.end(), [](const auto& a_Value) { return !a_Value.has_value(); });
if (it == m_Clients.end())
return -1;
return std::distance(m_Clients.begin(), it);
}
} // namespace server
} // namespace td

View File

@@ -0,0 +1,47 @@
#include <server/state/GameState.h>
#include <server/state/GameStateHandler.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <iostream>
namespace td {
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) {
std::cout << "[Server] Switched to Game state !\n";
BroadcastPacket(a_World->GetPacketHeader());
BroadcastPacket(a_World->GetPacketData());
BroadcastPacket(protocol::packets::BeginGamePacket());
BroadcastPacket(m_Simulation.MakePacket());
}
void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
GameStateHandler handler(*this, a_Id);
a_Packet.Dispatch(handler);
}
void GameState::Update(float a_Delta) {
// TODO: don't make STEP_TIME constant
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
m_Time += a_Delta;
if (m_Time > stepTimeSecond) {
m_Time = std::fmod(m_Time, stepTimeSecond);
auto lockStepPacket = m_Simulation.Update();
BroadcastPacket(lockStepPacket);
}
}
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 td

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@@ -0,0 +1,28 @@
#include <server/state/GameState.h>
#include <server/state/GameStateHandler.h>
namespace td {
namespace server {
GameStateHandler::GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId) : m_GameState(a_GameState), m_PlayerId(a_PlayerId) {}
// TODO: redo this
void GameStateHandler::Handle(const protocol::packets::SpawnTroopPacket& a_Packet) {
static const EntityCoords DEFAULT_POS(td::FpFloat(77), td::FpFloat(13));
td::protocol::commands::SpawnTroopCommand spawn(*a_Packet->m_Type, *a_Packet->m_Level, DEFAULT_POS, m_PlayerId);
m_GameState.m_Simulation.Handle(spawn);
}
// TODO: and this
void GameStateHandler::Handle(const protocol::packets::PlaceTowerPacket& a_Packet) {
td::protocol::commands::PlaceTowerCommand place(a_Packet->m_Type, m_PlayerId, a_Packet->m_Position);
m_GameState.m_Simulation.Handle(place);
}
void GameStateHandler::Handle(const protocol::packets::LockStepRequestPacket& a_Packet) {
m_GameState.SendPacket(m_PlayerId, m_GameState.m_Simulation.GetResponse(a_Packet));
}
} // namespace server
} // namespace td

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@@ -0,0 +1,60 @@
#include <server/state/GameState.h>
#include <server/state/LobbyState.h>
#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 server {
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;
}
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 td

View File

@@ -1,4 +1,4 @@
#include <td/input/Display.h>
#include <td/display/Display.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
@@ -8,11 +8,15 @@
#include <td/misc/Format.h>
#include <td/misc/Log.h>
#include <td/display/ImGuiTheme.h>
namespace td {
Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
m_LastWidth(0), m_LastHeight(0), m_AspectRatio(1), m_ShouldClose(false) {
if (!SDL_Init(SDL_INIT_VIDEO)) {
utils::LOGE(utils::Format("Could not initialize SDL! SDL error: %s", SDL_GetError()));
}
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
@@ -80,8 +84,7 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
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));
utils::LOG(utils::Format(
"MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
utils::LOG(utils::Format("MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
SDL_GL_MakeCurrent(m_Window, m_GLContext);
@@ -110,9 +113,11 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
// Setup scaling
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
// ImGuiStyle& style = ImGui::GetStyle();
// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this
// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing
// this
// // requires resetting Style + calling this again)
// style.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave
// style.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We
// leave
// // both here for documentation purpose)
@@ -123,8 +128,12 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
// Setup Platform/Renderer backends
ImGui_ImplSDL3_InitForOpenGL(m_Window, m_GLContext);
ImGui_ImplOpenGL3_Init("#version 330");
LoadTheme();
}
void Display::Close() {
m_ShouldClose = true;
}
void Display::PollEvents() {
SDL_Event event;
@@ -145,7 +154,7 @@ void Display::PollEvents() {
}
case SDL_EVENT_KEY_DOWN: {
if(!event.key.repeat)
if (!event.key.repeat)
OnKeyDown(event.key.key);
break;
}
@@ -161,7 +170,11 @@ void Display::PollEvents() {
ImGui::NewFrame();
}
void Display::Update() {
void Display::Update(float a_Delta) {
StateMachine::Update(a_Delta);
#ifndef NDEBUG
ImGui::ShowDemoWindow();
#endif
ImGui::Render();
ImGuiIO& io = ImGui::GetIO();
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);

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@@ -0,0 +1,10 @@
#include <td/display/DisplayState.h>
namespace td {
DisplayState::DisplayState(Display& a_Display) : Display::State(a_Display) {
Connect(m_StateMachine.OnKeyDown, std::bind(&DisplayState::OnKeyDown, this, std::placeholders::_1));
Connect(m_StateMachine.OnAspectRatioChange, std::bind(&DisplayState::OnAspectRatioChange, this, std::placeholders::_1));
}
} // namespace td

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@@ -0,0 +1,88 @@
#include <td/display/ImGuiTheme.h>
#include <imgui.h>
namespace td {
void LoadTheme() {
static const bool bStyleDark_ = true;
static const float alpha_ = 0.8f;
ImGuiStyle& style = ImGui::GetStyle();
// light style from Pacôme Danhiez (user itamago) https://github.com/ocornut/imgui/pull/511#issuecomment-175719267
style.Alpha = 1.0f;
style.FrameRounding = 3.0f;
style.Colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 0.94f);
// style.Colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
style.Colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
style.Colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.39f);
style.Colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
style.Colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
// style.Colors[ImGuiCol_ComboBg] = ImVec4(0.86f, 0.86f, 0.86f, 0.99f);
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
style.Colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
// style.Colors[ImGuiCol_Column] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
// style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
// style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.50f);
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
// style.Colors[ImGuiCol_CloseButton] = ImVec4(0.59f, 0.59f, 0.59f, 0.50f);
// style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
// style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
style.Colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
// style.Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
if (bStyleDark_) {
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
ImVec4& col = style.Colors[i];
float H, S, V;
ImGui::ColorConvertRGBtoHSV(col.x, col.y, col.z, H, S, V);
if (S < 0.1f) {
V = 1.0f - V;
}
ImGui::ColorConvertHSVtoRGB(H, S, V, col.x, col.y, col.z);
if (col.w < 1.00f) {
col.w *= alpha_;
}
}
} else {
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
ImVec4& col = style.Colors[i];
if (col.w < 1.00f) {
col.x *= alpha_;
col.y *= alpha_;
col.z *= alpha_;
col.w *= alpha_;
}
}
}
}
} // namespace td

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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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@@ -0,0 +1,104 @@
#include <td/display/state/DebugWorldState.h>
#include <chrono>
#include <iostream>
#include <td/game/World.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/PlayerListRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
#include <server/Server.h>
#include <server/socket/FakeSocket.h>
#include <server/state/LobbyState.h>
#include <client/Client.h>
#include <client/socket/FakeSocket.h>
#include <client/state/GameState.h>
#include <client/state/LoggingState.h>
#include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
// server
m_ServerSocket = std::make_shared<server::FakeSocket>();
m_Server = std::make_unique<server::Server>(m_ServerSocket);
// client
auto clientFakeSocket = client::FakeSocket::Connect(m_ServerSocket);
m_Client = std::make_unique<client::Client>(clientFakeSocket);
// TODO: make it better
m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
// render
auto clientWorld = gameState->GetWorld();
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(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
m_Camera.SetCamPos({77, 7, 13});
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
}
void DebugWorldState::Update(float a_Delta) {
m_Server->Update(a_Delta);
m_Client->Update(a_Delta);
if (m_ClientState)
m_Renderer.Render(m_ClientState->GetCurrentLerp());
}
void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
m_Camera.UpdatePerspective(a_Ratio);
}
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
// temporary tests
switch (a_Key) {
case SDLK_A:
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
break;
case SDLK_Z:
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
break;
default:
break;
}
}
DebugWorldState::~DebugWorldState() {}
} // namespace td

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@@ -0,0 +1,42 @@
#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() {}
static int GetWindowFullScreenFlags() {
return ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBackground;
}
static void SetNextWindowFullScreen() {
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
}
void MainMenuState::Update(float a_Delta) {
SetNextWindowFullScreen();
ImGui::Begin("MainWindow", nullptr, GetWindowFullScreenFlags());
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

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -1,6 +1,7 @@
#include <td/game/World.h>
#include <td/simulation/WorldTicker.h>
#include <td/protocol/packet/PacketSerialize.h>
namespace td {
namespace game {
@@ -14,7 +15,7 @@ class ColorTileVisitor : public TileHandler {
ColorTileVisitor(const World& a_World) : m_World(a_World), m_Result(nullptr) {}
virtual void Handle(const EmptyTile& a_Tile) override {}
virtual void Handle(const TowerTile& a_Tile) override {
m_Result = &m_World.GetTowerTileColorPalette()[a_Tile->m_ColorPaletteRef];
}
@@ -62,6 +63,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
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) {
m_Chunks = a_WorldData.m_Chunks;
return true;

View File

@@ -5,7 +5,7 @@
namespace td {
namespace render {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({1, 0, 1});
@@ -17,7 +17,7 @@ EntityRenderer::~EntityRenderer() {}
void EntityRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& mob : m_World.GetMobList()) {
for (const auto& mob : m_World->GetMobList()) {
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });

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@@ -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

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@@ -5,7 +5,7 @@
namespace td {
namespace render {
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
m_Shader->Start();
m_Shader->SetColorEffect({0, 0, 1});
@@ -17,7 +17,7 @@ TowerRenderer::~TowerRenderer() {}
void TowerRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& tower : m_World.GetTowers()) {
for (const auto& tower : m_World->GetTowers()) {
m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
Renderer::Render(*m_EntityVao);
}

View File

@@ -7,8 +7,8 @@
namespace td {
namespace render {
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera) {
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(&a_World));
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(a_World.get()));
}
WorldRenderer::~WorldRenderer() {}
@@ -16,7 +16,6 @@ WorldRenderer::~WorldRenderer() {}
void WorldRenderer::Render(float a_Lerp) {
m_Shader->Start();
Renderer::Render(*m_WorldVao);
ImGui::ShowDemoWindow();
}
} // namespace render

View File

@@ -2,6 +2,10 @@
#include <chrono>
#include <iostream>
// TODO: mutex this bad boy
namespace td {
namespace sim {
@@ -12,11 +16,10 @@ std::uint64_t GetTime() {
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_World(a_World),
m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) {
@@ -27,38 +30,48 @@ ClientSimulation::ClientSimulation(game::World& a_World, GameHistory&& a_History
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, const std::vector<protocol::LockStep>& a_FirstSteps) :
m_StepTime(a_StepTime),
m_World(a_World),
m_History(std::numeric_limits<std::uint16_t>::max()),
m_History(std::numeric_limits<StepTime>::max()),
m_CurrentTime(0),
m_LastTime(GetTime()),
m_CurrentStep(0),
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
m_LastValidStep(0) {
Step();
}
float ClientSimulation::Update() {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
m_CurrentTime += GetTime() - m_LastTime;
m_LastTime = GetTime();
if (m_CurrentTime > m_StepTime) {
Step();
m_CurrentTime -= m_StepTime;
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());
}
return (float)m_CurrentTime / (float)m_StepTime;
}
void ClientSimulation::Step() {
float ClientSimulation::Update(float a_Delta) {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
m_CurrentTime += a_Delta;
if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
Step();
}
return (float)m_CurrentTime / stepTimeSecond;
}
bool ClientSimulation::Step() {
const auto& step = m_History[m_CurrentStep];
if (step.has_value()) {
m_LastSnapshot = m_World.Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
m_LastValidStep = m_CurrentStep;
auto snapshot = m_World->Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
if (m_LastValidStep + 1 == m_CurrentStep) {
m_LastValidStep = m_CurrentStep;
m_LastSnapshot = snapshot;
}
} 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";
}
m_CurrentStep++;
return step.has_value();
}
void ClientSimulation::Handle(const protocol::packets::LockStepsPacket& a_LockSteps) {
@@ -66,29 +79,55 @@ void ClientSimulation::Handle(const protocol::packets::LockStepsPacket& a_LockSt
for (std::size_t i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
m_History[a_LockSteps->m_FirstFrameNumber + i] = steps[i];
}
// to be in the state [0-1]
if (a_LockSteps->m_FirstFrameNumber == 0)
Step();
FastReplay();
}
void ClientSimulation::Handle(const protocol::packets::PredictCommandPacket& a_Predict) {
void ClientSimulation::Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) {
for (const auto& [stepTime, lockStep] : a_LockSteps->m_Steps) {
m_History[stepTime] = lockStep;
}
FastReplay();
}
void ClientSimulation::FastForward(std::size_t a_Count) {
std::size_t ClientSimulation::FastForward(std::size_t a_Count) {
std::size_t stepCount;
bool hasMissingStep = false;
for (std::size_t i = 0; i < a_Count; i++) {
Step();
if (!Step() && !hasMissingStep) {
hasMissingStep = true;
stepCount = i + 1;
}
}
std::cout << "Was behind " << (hasMissingStep ? stepCount : a_Count) << " ticks !\n";
return hasMissingStep ? stepCount : a_Count;
}
void ClientSimulation::FastReplay() {
if (m_LastValidStep >= m_CurrentStep)
if (m_LastValidStep + 1 >= m_CurrentStep)
return;
m_World.ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
m_World->ResetSnapshots(m_LastSnapshot, m_LastSnapshot);
const std::size_t stepCount = m_CurrentStep - m_LastValidStep;
m_CurrentStep = m_LastValidStep;
FastForward(stepCount);
if (FastForward(stepCount) == stepCount)
return;
std::vector<StepTime> missingSteps;
missingSteps.reserve(stepCount);
for (StepTime step = m_LastValidStep + 1; step < m_CurrentStep; step++) {
if (!m_History[step].has_value())
missingSteps.push_back(step);
}
OnMissingLockSteps(missingSteps);
}
} // namespace sim

View File

@@ -1,36 +0,0 @@
#include <td/simulation/GameHistory.h>
namespace td {
namespace game {
GameHistory::GameHistory() : m_History(std::numeric_limits<HistorySizeType>::max()) {}
void GameHistory::SetLockStep(HistorySizeType a_Index, protocol::LockStep&& a_LockStep) {
m_History[a_Index] = std::move(a_LockStep);
}
const protocol::LockStep& GameHistory::GetLockStep(HistorySizeType a_Index) const {
return *m_History[a_Index];
}
bool GameHistory::HasLockStep(HistorySizeType a_Index) const {
return m_History[a_Index].has_value();
}
void GameHistory::FromPacket(protocol::pdata::LockSteps&& a_Steps) {
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
protocol::LockStep& step = a_Steps.m_LockSteps[i];
SetLockStep(i + a_Steps.m_FirstFrameNumber, std::move(step));
}
}
protocol::packets::LockStepsPacket GameHistory::ToPacket(HistorySizeType a_StartIndex) {
std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps;
for (int i = 0; i < LOCKSTEP_BUFFER_SIZE; i++) {
steps[i] = GetLockStep(a_StartIndex + i);
}
return {a_StartIndex, std::move(steps)};
}
} // namespace game
} // namespace td

View File

@@ -4,20 +4,24 @@ namespace td {
namespace sim {
ServerSimulation::ServerSimulation(game::World& a_World, std::uint64_t a_StepTime) :
m_World(a_World), m_StepTime(a_StepTime), m_CurrentTime(0) {}
m_World(a_World), m_StepTime(a_StepTime), m_CurrentTime(0), m_History(std::numeric_limits<StepTime>::max()) {}
protocol::packets::LockStepsPacket ServerSimulation::Update() {
std::lock_guard<std::mutex> lock(m_Mutex);
m_World.Tick(m_History[m_CurrentTime], FpFloat(m_StepTime) / FpFloat(1000));
m_CurrentTime++;
return MakePacket();
}
protocol::packets::LockStepsPacket ServerSimulation::MakePacket() {
std::array<protocol::LockStep, LOCKSTEP_BUFFER_SIZE> nextSteps;
std::copy(m_History.begin() + m_CurrentTime, m_History.begin() + m_CurrentTime + nextSteps.size(), nextSteps.begin());
return {m_CurrentTime, std::move(nextSteps)};
}
template<typename T>
template <typename T>
void AddToCommandHistory(protocol::LockStep& a_LockStep, const T& a_Cmd) {
a_LockStep.push_back({std::make_shared<T>(a_Cmd)});
}
@@ -32,5 +36,27 @@ void ServerSimulation::Handle(const protocol::commands::PlaceTowerCommand& a_Pla
AddToCommandHistory(m_History[m_CurrentTime + LOCKSTEP_BUFFER_SIZE], a_PlaceTower);
}
protocol::packets::LockStepResponsePacket ServerSimulation::GetResponse(
const protocol::packets::LockStepRequestPacket& a_Missing) const {
std::map<StepTime, protocol::LockStep> result;
for (StepTime step : a_Missing->m_Missing) {
result.emplace(step, m_History[step]);
}
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 td

View File

@@ -2,18 +2,22 @@ add_rules("mode.debug", "mode.release")
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("splib 2.3.0", "zlib")
add_requires("libsdl3 3.2.16", "glew", "fpm", "enet6")
add_requires("imgui[sdl3,opengl3] 1.92.1", "splib 2.3.2", "zlib", "glew", "fpm", "enet6")
set_languages("c++17")
set_languages("c++20")
set_warnings("all")
if is_mode("release") then
set_warnings("all", "error")
else
set_policy("build.sanitizer.address", true)
set_policy("build.sanitizer.leak", true)
set_policy("build.sanitizer.undefined", true)
end
includes("lib/*.lua")
target("Tower-Defense2")
add_includedirs("include", {public = true})
set_kind("binary")
@@ -21,7 +25,7 @@ target("Tower-Defense2")
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
set_rundir(".")
add_defines("TD_GL_LOADER_GLEW")
add_deps("imgui-node-editor")
-- Tests