8 Commits

Author SHA1 Message Date
f879c5fe8f add basic README 2025-08-11 19:57:20 +02:00
b5ff44d793 add (very) basic main menu 2025-08-11 19:47:55 +02:00
24252896c7 begin MainMenuState 2025-08-11 18:53:10 +02:00
4c0078a5f2 refactor xmake.lua 2025-08-11 18:52:46 +02:00
4072e49b32 add some minor comments 2025-08-10 12:26:21 +02:00
e0080fa50c move ClientSimulation in Client 2025-08-10 12:19:50 +02:00
8bdcffcfa6 migrate main 2025-08-10 11:49:07 +02:00
6b987cf78d fix Signal 2025-08-10 11:46:43 +02:00
33 changed files with 643 additions and 223 deletions

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

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@@ -15,6 +15,8 @@ class Client : public StateMachine<Client, void, float> {
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
void SendPacket(const protocol::PacketBase& a_Packet);
friend class ClientState;
};

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@@ -2,7 +2,7 @@
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ServerSimulation.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
@@ -10,13 +10,19 @@ namespace client {
class GameState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
public:
GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World);
GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime);
~GameState() {}
virtual void Update(float a_Delta) override;
float GetCurrentLerp() const {
return m_CurrentLerp;
}
protected:
virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
};

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@@ -9,7 +9,7 @@ namespace server {
class FakeSocket : public IServerSocket {
private:
std::vector<std::optional<std::shared_ptr<client::FakeSocket>>> m_Clients;
std::vector<std::optional<std::weak_ptr<client::FakeSocket>>> m_Clients;
public:
FakeSocket() {}

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@@ -1,5 +1,6 @@
#pragma once
#include <cassert>
#include <memory>
namespace td {
@@ -14,21 +15,28 @@ class StateMachine {
virtual TReturn Update(TArgs... args) = 0;
template <typename T, typename... Args>
T* ChangeState(Args&&... args) {
return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
}
protected:
TDerived& m_StateMachine;
};
StateMachine() {}
StateMachine(StateMachine&&) = default;
virtual ~StateMachine() {}
TReturn Update(TArgs... args) {
assert(m_State);
virtual TReturn Update(TArgs... args) {
assert(m_State && "You must change state at least once before updating !");
return m_State->Update(args...);
}
template <typename T, typename... Args>
void ChangeState(Args&&... args) {
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), args...);
T* ChangeState(Args&&... args) {
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
return static_cast<T*>(m_State.get());
}
private:

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

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@@ -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

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@@ -0,0 +1,16 @@
#pragma once
#include <td/display/Display.h>
#include <td/misc/SlotGuard.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 +1,15 @@
#pragma once
#include <td/display/state/MainMenuState.h>
namespace td {
class CreatePartyMenu : public MainMenuState::Menu {
public:
CreatePartyMenu(MainMenuState& a_MainMenu);
~CreatePartyMenu();
virtual void Update() override;
};
} // namespace td

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

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

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

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@@ -0,0 +1,31 @@
#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>
namespace td {
class DebugWorldState : public DisplayState {
private:
render::RenderPipeline m_Renderer;
render::Camera m_Camera;
std::unique_ptr<client::Client> m_Client;
std::unique_ptr<server::Server> m_Server;
client::GameState* m_ClientState;
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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@@ -8,8 +8,11 @@
namespace td {
namespace utils {
/**
* \brief Signal class
*/
template <typename... Args>
class Signal : private NonCopyable {
class SignalRaw : private NonCopyable {
public:
using FnType = void(Args...);
using CallBack = std::function<FnType>;
@@ -35,5 +38,63 @@ class Signal : private NonCopyable {
}
};
/**
* \brief Memory managed Signal class
*/
template <typename... Args>
class Signal {
public:
using SignalBase = SignalRaw<Args...>;
using CallBack = typename SignalBase::CallBack;
using SignalPtr = std::shared_ptr<SignalBase>;
class ConnectionGuard;
private:
SignalPtr m_Signal;
public:
Signal() : m_Signal(std::make_shared<SignalBase>()) {}
Signal(const Signal&) = default;
void Connect(const CallBack& a_Callback) {
m_Signal->Connect(a_Callback);
}
[[nodiscard]] std::unique_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
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

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@@ -1,6 +1,6 @@
#pragma once
#include <td/misc/SlotGuard.h>
#include <td/misc/Signal.h>
namespace td {
namespace utils {
@@ -12,22 +12,19 @@ namespace utils {
*/
class SlotGuard {
private:
std::vector<std::function<void()>> m_Deleters;
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& a_Callback) {
a_Signal.Connect(a_Callback);
m_Deleters.push_back([&a_Signal, &a_Callback]() { a_Signal.Disconnect(a_Callback); });
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack& a_Callback) {
m_Connections.push_back(a_Signal.ConnectSafe(a_Callback));
}
~SlotGuard() {
for (auto& deleter : m_Deleters) {
deleter();
}
void Disconnect() {
m_Connections.clear();
}
};

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@@ -14,7 +14,7 @@ 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;
float m_CurrentTime;
StepTime m_CurrentStep;
@@ -33,13 +33,13 @@ class ClientSimulation : public protocol::PacketHandler {
* \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);
/**
* \return the progress [0-1] between two steps

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@@ -3,7 +3,9 @@
namespace td {
namespace client {
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
m_Socket->Send(a_Packet);
}
} // namespace client
} // namespace td

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

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@@ -1,107 +1,5 @@
#include <chrono>
#include <fstream>
#include <iostream>
#include <td/game/World.h>
#include <td/input/Display.h>
#include <td/protocol/packet/PacketSerialize.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>
#include <server/Server.h>
#include <server/socket/FakeSocket.h>
#include <server/state/GameState.h>
#include <client/Client.h>
#include <client/socket/FakeSocket.h>
#include <client/state/GameState.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);
}
};
class ClientHandler : public td::protocol::PacketHandler {
private:
td::sim::ClientSimulation& m_Simulation;
using td::protocol::PacketHandler::Handle;
public:
ClientHandler(td::sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
void Handle(const td::protocol::packets::LockStepsPacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
void Handle(const td::protocol::packets::LockStepResponsePacket& a_LockStep) {
m_Simulation.Handle(a_LockStep);
}
};
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::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<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);
auto w = std::make_shared<td::game::World>();
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);
}
}
#include <td/display/state/MainMenuState.h>
float GetDelta() {
static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now();
@@ -112,65 +10,15 @@ float GetDelta() {
}
int main(int argc, char** argv) {
td::game::WorldPtr serverWorld = GetWorld();
// server
auto serverFakeSocket = std::make_shared<td::server::FakeSocket>();
td::server::Server server(serverFakeSocket);
// client
auto clientFakeSocket = td::client::FakeSocket::Connect(serverFakeSocket);
td::client::Client client(clientFakeSocket);
// 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::game::WorldPtr clientWorld = GetWorld();
td::render::RenderPipeline renderer;
renderer.AddRenderer<td::render::WorldRenderer>(cam, *clientWorld);
renderer.AddRenderer<td::render::EntityRenderer>(cam, *clientWorld);
renderer.AddRenderer<td::render::TowerRenderer>(cam, *clientWorld);
cam.SetCamPos({77, 7, 13});
cam.UpdatePerspective(display.GetAspectRatio());
td::sim::ClientSimulation simulation(*clientWorld, td::STEP_TIME);
ClientHandler clientHandler(simulation);
// packets from the server to the client
clientFakeSocket->OnReceive.Connect([&clientHandler](const td::protocol::PacketBase& a_Packet) {
a_Packet.Dispatch(clientHandler);
});
simulation.OnMissingLockSteps.Connect([&clientFakeSocket](const std::vector<td::StepTime>& a_MissingSteps) {
clientFakeSocket->Send(td::protocol::packets::LockStepRequestPacket(a_MissingSteps));
});
// temporary tests
display.OnKeyDown.Connect([&clientFakeSocket](SDL_Keycode key) {
if (key == SDLK_A) {
clientFakeSocket->Send(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
} else if (key == SDLK_Z) {
clientFakeSocket->Send(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
}
});
server.ChangeState<td::server::GameState>(serverWorld);
client.ChangeState<td::client::GameState>(clientWorld);
display.ChangeState<td::MainMenuState>();
while (!display.IsCloseRequested()) {
display.PollEvents();
float delta = GetDelta();
server.Update(delta);
client.Update(delta);
float lerp = simulation.Update(delta);
renderer.Render(lerp);
display.Update();
display.Update(delta);
}
return 0;

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@@ -6,7 +6,8 @@ namespace server {
void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
socket.value()->OnReceive(a_Packet);
assert(!socket.value().expired());
socket.value().lock()->OnReceive(a_Packet);
}
void FakeSocket::ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
@@ -29,7 +30,8 @@ PeerID FakeSocket::ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_
void FakeSocket::DisconnectFakePeer(PeerID a_Peer) {
auto socket = m_Clients.at(a_Peer);
assert(socket.has_value());
socket.value()->OnDisconnect();
assert(!socket.value().expired());
socket.value().lock()->OnDisconnect();
OnDisconnectPeer(a_Peer);
}

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@@ -17,6 +17,7 @@ void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet
}
void GameState::Update(float a_Delta) {
// 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) {

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@@ -1,4 +1,4 @@
#include <td/input/Display.h>
#include <td/display/Display.h>
#include <GL/glew.h>
#include <SDL3/SDL.h>
@@ -80,8 +80,7 @@ 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);
@@ -125,6 +124,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
ImGui_ImplOpenGL3_Init("#version 330");
}
void Display::Close() {
m_ShouldClose = true;
}
void Display::PollEvents() {
SDL_Event event;
@@ -145,7 +147,7 @@ void Display::PollEvents() {
}
case SDL_EVENT_KEY_DOWN: {
if(!event.key.repeat)
if (!event.key.repeat)
OnKeyDown(event.key.key);
break;
}
@@ -161,7 +163,11 @@ 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 +1,16 @@
#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 +1,134 @@
#include <td/display/state/DebugWorldState.h>
#include <chrono>
#include <fstream>
#include <iostream>
#include <td/game/World.h>
#include <td/protocol/packet/PacketSerialize.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 <sp/common/DataBuffer.h>
#include <sp/extensions/Compress.h>
#include <sp/io/MessageStream.h>
#include <sp/io/StdIo.h>
#include <server/Server.h>
#include <server/socket/FakeSocket.h>
#include <server/state/GameState.h>
#include <client/Client.h>
#include <client/socket/FakeSocket.h>
#include <client/state/GameState.h>
#include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h>
namespace td {
// TODO: get rid of this class
class WorldApply : public protocol::PacketHandler {
private:
game::World& m_World;
using protocol::PacketHandler::Handle;
public:
WorldApply(game::World& a_World) : m_World(a_World) {}
void Handle(const protocol::packets::WorldHeaderPacket& a_Header) override {
m_World.LoadMap(*a_Header);
}
void Handle(const protocol::packets::WorldDataPacket& a_Data) override {
m_World.LoadMap(*a_Data);
}
};
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.ReadMessage(protocol::PacketID::WorldHeader);
auto data = stream.ReadMessage(protocol::PacketID::WorldData);
auto w = std::make_shared<game::World>();
auto wa = std::make_shared<WorldApply>(*w);
protocol::PacketDispatcher d;
d.RegisterHandler(wa);
d.Dispatch(*header);
d.Dispatch(*data);
Save(*header, *data);
return w;
}
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
// server
game::WorldPtr serverWorld = GetWorld();
auto serverFakeSocket = std::make_shared<server::FakeSocket>();
m_Server = std::make_unique<server::Server>(serverFakeSocket);
// client
game::WorldPtr clientWorld = GetWorld();
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
m_Client = std::make_unique<client::Client>(clientFakeSocket);
// render
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
// camera
m_Camera.SetCamPos({77, 7, 13});
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
// states
m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
m_Server->ChangeState<server::GameState>(serverWorld);
}
void DebugWorldState::Update(float a_Delta) {
m_Server->Update(a_Delta);
m_Client->Update(a_Delta);
// TODO: m_ClientState might be invalid !
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
if (a_Key == SDLK_A) {
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
} else if (a_Key == SDLK_Z) {
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
}
}
DebugWorldState::~DebugWorldState() {}
} // namespace td

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

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

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@@ -16,7 +16,7 @@ std::uint64_t GetTime() {
std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::system_clock().now().time_since_epoch()).count());
}
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),
@@ -30,7 +30,7 @@ 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) :
m_StepTime(a_StepTime),
m_World(a_World),
m_History(std::numeric_limits<StepTime>::max()),
@@ -41,7 +41,7 @@ ClientSimulation::ClientSimulation(game::World& a_World, std::uint64_t a_StepTim
float ClientSimulation::Update(float a_Delta) {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
m_CurrentTime += a_Delta;
if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
@@ -53,13 +53,13 @@ float ClientSimulation::Update(float a_Delta) {
bool ClientSimulation::Step() {
const auto& step = m_History[m_CurrentStep];
if (step.has_value()) {
auto snapshot = m_World.Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
auto snapshot = m_World->Tick(step.value(), FpFloat(m_StepTime) / FpFloat(1000));
if (m_LastValidStep + 1 == m_CurrentStep) {
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++;
@@ -103,7 +103,7 @@ void ClientSimulation::FastReplay() {
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;

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@@ -3,8 +3,7 @@ add_rules("mode.debug", "mode.release")
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
add_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("libsdl3 3.2.16", "splib 2.3.0", "zlib", "glew", "fpm", "enet6")
set_languages("c++17")