89 Commits

Author SHA1 Message Date
3faf55884b bof 2025-11-15 19:17:59 +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
9c5ad07747 serversimulation 2025-08-04 12:47:27 +02:00
df79a35eae add packets 2025-08-04 11:35:51 +02:00
d1d71ed086 Merge branch 'experimental' into dev 2025-08-04 10:22:42 +02:00
1ca88106ac update splib to 2.3.0 2025-08-04 10:15:52 +02:00
7ca374ea53 don't write packet id in map save 2025-08-04 10:00:14 +02:00
8641ddc525 fix map save 2025-08-04 09:57:38 +02:00
731c742346 begin serversimulation 2025-08-03 18:20:21 +02:00
c0a560a16e change default cam pos 2025-08-01 13:40:11 +02:00
50a6caf82e add multisampling 2025-08-01 13:39:32 +02:00
31bb0198fc add vsync 2025-08-01 13:38:00 +02:00
51dc910359 fastforward test in main 2025-08-01 13:28:53 +02:00
ced20ca991 less serialize code 2025-08-01 13:21:31 +02:00
fa663d0481 packed chunk data 2025-07-31 19:03:41 +02:00
1a455a3d6b refactor tile serialize 2025-07-31 18:02:14 +02:00
c8159bae6e fix predictpacket serialization 2025-07-31 15:07:34 +02:00
02d872c49b migrating save files 2025-07-31 13:48:26 +02:00
2b8447766a fix gcc build 2025-07-30 17:56:13 +02:00
2e556e0d45 feat: fast forward 2025-07-30 17:52:54 +02:00
56a43d7a60 update sp (illegal) 2025-07-29 15:17:56 +02:00
4c2ac7e3f0 temp tower rendering 2025-07-28 18:11:17 +02:00
da1586baed remove unused function 2025-07-28 14:32:01 +02:00
d0b30ba6f8 process tower creation 2025-07-28 14:28:37 +02:00
4f0a81d670 add PredictComma,d 2025-07-28 14:28:29 +02:00
4128b7fbb7 apply steps at the end 2025-07-28 14:28:14 +02:00
47b5a281fc refactor towers 2025-07-28 14:28:03 +02:00
05edb95150 nuke dispatch 2025-07-28 14:27:37 +02:00
e146f490cf CommandApply: add handle methods 2025-07-23 19:20:59 +02:00
9477099cfc fix warnings + cland-tidy 2025-07-23 19:18:25 +02:00
705671148b add comment 2025-07-22 14:04:56 +02:00
090ea962d3 and again 2025-07-18 18:56:49 +02:00
6d0e56eb46 too many things 2025-07-18 13:11:18 +02:00
b788caafa6 render entities 2025-07-17 23:00:16 +02:00
b21439718b fix array copy 2025-07-17 23:00:05 +02:00
9a3356eb16 renderer template shader 2025-07-17 21:57:06 +02:00
74848fbd78 other font scaling 2025-07-17 21:55:52 +02:00
db4df33861 format 2025-07-16 13:39:58 +02:00
9667454811 refactor rendering 2025-07-16 13:38:02 +02:00
1bee6aed9c camera notify 2025-07-16 12:54:50 +02:00
aaf76a3ff0 nice 2025-07-16 00:32:40 +02:00
d1690192db fix Array 2025-07-10 16:48:21 +02:00
be8b5dd8a7 remove obsolete tests 2025-07-10 16:35:38 +02:00
cc57e03bc4 splib transition 2025-07-10 16:34:28 +02:00
155 changed files with 5640 additions and 2153 deletions

27
.clang-tidy Normal file
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@@ -0,0 +1,27 @@
Checks: >-
-*,
readability-identifier-naming,
readability-redundant-string-cstr,
readability-redundant-string-init,
readability-simplify-boolean-expr,
performance-unnecessary-value-param,
performance-unnecessary-copy-initialization,
performance-for-range-copy,
performance-implicit-conversion-in-loop,
CheckOptions:
- key: readability-identifier-naming.PrivateMemberPrefix
value: 'm_'
- key: readability-identifier-naming.ClassConstantCase
value: aNy_CasE
# an empty *Prefix needs a *Case to work
- key: readability-identifier-naming.ClassConstantPrefix
value: ''
#- key: readability-identifier-naming.PrivateMemberCase
# value: CamelCase
#- key: readability-identifier-naming.FunctionCase
# value: CamelCase
#- key: readability-identifier-naming.EnumCase
# value: camelBack
WarningsAsErrors: '*'
FormatStyle: 'file'

4
.gitignore vendored
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@@ -7,3 +7,7 @@ build/
.vscode
imgui.ini
test/tdmap.tdmap3

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

217
include/td/Maths.h Normal file
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@@ -0,0 +1,217 @@
#pragma once
#include <sp/common/DataBufferOperators.h>
namespace td {
static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = T(0), T Y = T(0)) : x(X), y(Y) {}
};
template <typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template <typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template <typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
template <typename T>
struct Vec4 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
union {
T w;
T a;
};
constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
};
template <typename T>
inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>;
template <typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[](std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[](std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const {
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template <typename T>
inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 && mat.x1 == other.x1 &&
mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 && mat.x2 == other.x2 && mat.y2 == other.y2 &&
mat.z2 == other.z2 && mat.w2 == other.w2 && mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 &&
mat.w3 == other.w3;
}
namespace maths {
template<typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
result.x1 = mat.y0;
result.x2 = mat.z0;
result.x3 = mat.w0;
result.y0 = mat.x1;
result.y2 = mat.z1;
result.y3 = mat.w1;
result.z0 = mat.x2;
result.z1 = mat.y2;
result.z3 = mat.w2;
result.w0 = mat.x3;
result.w1 = mat.y3;
result.w2 = mat.z3;
result.x0 = mat.x0;
result.y1 = mat.y1;
result.z2 = mat.z2;
result.w3 = mat.w3;
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
Mat4f Inverse(const Mat4f& mat);
template<typename T>
T Lerp(T v0, T v1, T t) {
return (T(1) - t) * v0 + t * v1;
}
} // 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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@@ -2,13 +2,23 @@
#include <cstdint>
#include <fpm/fixed.hpp>
#include <td/Maths.h>
namespace sp {
class DataBuffer;
} // namespace sp
namespace td {
using FpFloat = fpm::fixed_16_16;
enum class Team : std::uint8_t {
Blue = 0,
using StepTime = std::uint16_t;
constexpr int STEP_TIME = 50;
enum class TeamColor : std::int8_t {
None = -1,
Blue,
Red,
};
@@ -30,7 +40,7 @@ enum class EntityType : std::uint8_t {
Zombie = 0,
Spider,
Pigman,
Skeleton,
Skelon,
Creeper,
Silverfish,
Blaze,
@@ -55,17 +65,28 @@ 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>;
struct EntityCoords {
FpFloat x;
FpFloat y;
};
using EntityCoords = Vec2<FpFloat>;
using PeerID = std::uint16_t;
using StepsType = std::uint16_t;
enum class Direction : std::uint8_t {
PositiveX = 1 << 0,
NegativeX = 1 << 1,
PositiveY = 1 << 2,
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);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, EntityCoords& a_Coords);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, FpFloat& a_Float);
} // namespace td

60
include/td/common/Array.h Normal file
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@@ -0,0 +1,60 @@
#pragma once
#include <cstdint>
namespace td {
/**
* Reflectable std::array
*/
template <typename T, std::size_t S>
class Array {
private:
T* m_Data;
public:
Array() : m_Data(new T[S]) {}
Array(const Array& a_Other) : Array() {
*this = a_Other;
}
Array(Array&& a_Other) {
m_Data = a_Other.m_Data;
a_Other.m_Data = nullptr;
}
Array(const std::initializer_list<T>& args) {
std::size_t i = 0;
for(const T& element : args) {
m_Data[i] = element;
i++;
}
}
Array& operator=(const Array& a_Other) {
for (std::size_t i = 0; i < S; i++) {
m_Data[i] = a_Other.m_Data[i];
}
return *this;
}
Array& operator=(Array&& a_Other) {
std::swap(m_Data, a_Other.m_Data);
return *this;
}
T& operator[](std::size_t a_Index) {
return m_Data[a_Index];
}
const T& operator[](std::size_t a_Index) const {
return m_Data[a_Index];
}
~Array() {
delete [] m_Data;
}
};
} // namespace td

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@@ -1,300 +0,0 @@
#pragma once
/**
* \file DataBuffer.h
* \brief File containing the td::DataBuffer class
*/
#include <algorithm>
#include <array>
#include <cassert>
#include <cstdint>
#include <cstring>
#include <string>
#include <td/common/VarInt.h>
#include <vector>
namespace td {
/**
* \class DataBuffer
* \brief Class used to manipulate memory
*/
class DataBuffer {
private:
typedef std::vector<std::uint8_t> Data;
Data m_Buffer;
std::size_t m_ReadOffset;
public:
typedef Data::iterator iterator;
typedef Data::const_iterator const_iterator;
typedef Data::reference reference;
typedef Data::const_reference const_reference;
typedef Data::difference_type difference_type;
DataBuffer();
DataBuffer(const DataBuffer& other);
DataBuffer(const DataBuffer& other, difference_type offset);
DataBuffer(DataBuffer&& other);
DataBuffer(const std::string& str);
DataBuffer& operator=(const DataBuffer& other);
DataBuffer& operator=(DataBuffer&& other);
/**
* \brief Append data to the buffer
*/
template <typename T>
void Append(const T& data) {
std::size_t size = sizeof(data);
std::size_t end_pos = m_Buffer.size();
m_Buffer.resize(m_Buffer.size() + size);
std::memcpy(&m_Buffer[end_pos], &data, size);
}
/**
* \brief Append data to the buffer
*/
template <typename T>
DataBuffer& operator<<(const T& data) {
Append(data);
return *this;
}
/**
* \brief Append a string to the buffer
* \warning Don't use it for binary data !
* \param str The string to append
*/
DataBuffer& operator<<(const std::string& str);
/**
* \brief Append data to the buffer from another const buffer
* \param data The buffer to append
*/
DataBuffer& operator<<(const DataBuffer& data);
/**
* \brief Append a vector to the buffer by first writing the size
* \param data The vector to append
*/
template <typename T>
DataBuffer& operator<<(const std::vector<T>& data) {
*this << VarInt{data.size()};
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Append an array to the buffer by first writing the size
* \param data The buffer to append
*/
template <typename T, std::size_t Size>
DataBuffer& operator<<(const std::array<T, Size>& data) {
for (const auto& element : data) {
*this << element;
}
return *this;
}
/**
* \brief Read some data from the buffer and assign to desired variable
*/
template <typename T>
DataBuffer& operator>>(T& data) {
assert(m_ReadOffset + sizeof(T) <= GetSize());
data = *(reinterpret_cast<T*>(&m_Buffer[m_ReadOffset]));
m_ReadOffset += sizeof(T);
return *this;
}
/**
* \brief Read some data from the buffer and assign to the new buffer
* \param data The buffer to assign
*/
DataBuffer& operator>>(DataBuffer& data);
/**
* \brief Read a string from the buffer
* \param str The string to assign in the new buffer
* \warning Don't use it for binary data !
*/
DataBuffer& operator>>(std::string& str);
/**
* \brief Read a vector (size + data) from the buffer
* \pre The vector is assumed to be empty
*/
template <typename T>
DataBuffer& operator>>(std::vector<T>& data) {
VarInt arraySize;
*this >> arraySize;
for (std::size_t i = 0; i < arraySize.GetValue(); i++) {
T newElement;
*this >> newElement;
data.push_back(newElement);
}
return *this;
}
/**
* \brief Read an array from the buffer
*/
template <std::size_t Size, typename T>
DataBuffer& operator>>(std::array<T, Size>& data) {
for (std::size_t i = 0; i < Size; i++) {
T newElement;
*this >> newElement;
data[i] = newElement;
}
return *this;
}
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const char* buffer, std::size_t amount);
/**
* \brief Write some data to the buffer
* \param buffer The buffer to write
* \param amount The amount of data to write
*/
void WriteSome(const std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(char* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(std::uint8_t* buffer, std::size_t amount);
/**
* \brief Read some data from the buffer
* \param buffer The buffer to Read
* \param amount The amount of data from the buffer
*/
void ReadSome(DataBuffer& buffer, std::size_t amount);
/**
* \brief Resize the buffer
* \param size The new size of the buffer
*/
void Resize(std::size_t size) {
m_Buffer.resize(size);
}
/**
* \brief Reserve some space in the buffer
* \param amount The amount of space to reserve
*/
void Reserve(std::size_t amount) {
m_Buffer.reserve(amount);
}
/**
* \brief Clear the buffer
*/
void Clear() {
m_Buffer.clear();
m_ReadOffset = 0;
}
/**
* \brief When the buffer has been read entirely
*/
bool IsFinished() const {
return m_ReadOffset >= m_Buffer.size();
}
/**
* \brief Get the buffer data
*/
std::uint8_t* data() {
return m_Buffer.data();
}
/**
* \brief Get the buffer data
*/
const std::uint8_t* data() const {
return m_Buffer.data();
}
/**
* \brief Get the read offset
*/
std::size_t GetReadOffset() const {
return m_ReadOffset;
}
/**
* \brief Set the read offset
* \param pos The new read offset
*/
void SetReadOffset(std::size_t pos);
/**
* \brief Get the size of the buffer
*/
std::size_t GetSize() const;
/**
* \brief Get the remaining size of the buffer
*/
std::size_t GetRemaining() const;
/**
* \brief Read a file into the buffer
* \param fileName The name of the file to read
*/
bool ReadFile(const std::string& fileName);
/**
* \brief Write a file into the buffer
* \param fileName The name of the file to write to
*/
bool WriteFile(const std::string& fileName) const;
/**
* \brief Allocate the buffer on the heap
* \warning Don't forget to free the data !
*/
std::uint8_t* HeapAllocatedData() const {
std::uint8_t* newBuffer = new std::uint8_t[GetSize()];
std::memcpy(newBuffer, data(), GetSize());
return newBuffer;
}
/**
* \brief Operator == to compare two DataBuffer
*/
bool operator==(const DataBuffer& other) const {
return m_Buffer == other.m_Buffer;
}
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
};
/**
* \brief Operator << to write a DataBuffer to an ostream
*/
std::ostream& operator<<(std::ostream& os, const DataBuffer& buffer);
} // namespace td

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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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@@ -1,58 +0,0 @@
#pragma once
/**
* \file VarInt.h
* \brief File containing the td::VarInt class
*/
#include <cstddef>
#include <cstdint>
namespace td {
class DataBuffer;
/**
* \class VarInt
* \brief Variable-length format such that smaller numbers use fewer bytes.
*/
class VarInt {
private:
std::uint64_t m_Value;
public:
VarInt() : m_Value(0) {}
/**
* \brief Construct a variable integer from a value
* \param value The value of the variable integer
*/
VarInt(std::uint64_t value) : m_Value(value) {}
/**
* \brief Get the value of the variable integer
*/
std::uint64_t GetValue() const {
return m_Value;
}
/**
* \brief Get the length of the serialized variable integer
*/
std::size_t GetSerializedLength() const;
/**
* \brief Serialize the variable integer
* \param out The buffer to write the serialized variable integer to
* \param var The variable integer to serialize
*/
friend DataBuffer& operator<<(DataBuffer& out, const VarInt& var);
/**
* \brief Deserialize the variable integer
* \param in The buffer to read the serialized variable integer from
* \param var The variable integer to deserialize
*/
friend DataBuffer& operator>>(DataBuffer& in, VarInt& var);
};
} // namespace td

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@@ -0,0 +1,50 @@
#pragma once
#include <string>
#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 StateMachine<Display, void, float> {
private:
SDL_Window* m_Window;
SDL_GLContext m_GLContext;
int m_LastWidth, m_LastHeight;
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 +1,19 @@
#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

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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 +1,35 @@
#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

46
include/td/game/Game.h Normal file
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@@ -0,0 +1,46 @@
#pragma once
#include <td/game/World.h>
namespace td {
namespace game {
enum class GameState : std::uint8_t {
Lobby,
Game,
EndGame,
Disconnected,
Closed
};
typedef std::map<std::uint8_t, Player> PlayerList;
class Game {
protected:
World* m_World;
GameState m_GameState = GameState::Lobby;
PlayerList m_Players;
public:
Game(World* world);
virtual ~Game();
virtual void Tick(std::uint64_t delta);
GameState GetGameState() const { return m_GameState; }
void SetGameState(GameState gameState) { m_GameState = gameState; };
const World* GetWorld() const { return m_World; }
World* GetWorld() { return m_World; }
const PlayerList& GetPlayers() const { return m_Players; }
PlayerList& GetPlayers() { return m_Players; }
const Player* GetPlayerById(PlayerID id) const;
Player* GetPlayerById(PlayerID id);
};
} // namespace game
} // namespace td

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@@ -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::LockSteps ToPacket(HistorySizeType a_StartIndex);
};
} // namespace game
} // namespace td

132
include/td/game/Mobs.h Normal file
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@@ -0,0 +1,132 @@
#pragma once
#include <td/game/Towers.h>
#include <td/Maths.h>
#include <td/Types.h>
#include <td/game/Team.h>
#include <memory>
#include <vector>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/MessageFactory.h>
namespace td {
using Vec2fp = Vec2<FpFloat>;
namespace game {
enum class EffectType : std::uint8_t {
Slowness = 0,
Stun,
Fire,
Poison,
Heal,
};
enum class MobType : std::uint8_t {
Zombie = 0,
Spider,
Skeleton,
Pigman,
Creeper,
Silverfish,
Blaze,
Witch,
Slime,
Giant,
MOB_COUNT
};
typedef std::uint32_t MobID;
typedef std::uint8_t MobLevel;
typedef std::vector<TowerType> TowerImmunities;
typedef std::vector<EffectType> EffectImmunities;
struct MobStats {
float m_Damage;
float m_Speed;
Vec2f m_Size;
std::uint16_t m_MoneyCost;
std::uint16_t m_ExpCost;
std::uint16_t m_MaxLife;
std::uint16_t m_ExpReward;
};
struct EffectDuration {
EffectType type;
float duration; // in seconds
Tower* tower; // the tower that gived the effect
};
const MobStats* GetMobStats(MobType type, std::uint8_t level);
const TowerImmunities& GetMobTowerImmunities(MobType type, std::uint8_t level);
const EffectImmunities& GetMobEffectImmunities(MobType type, std::uint8_t level);
class MobHandler;
struct MobData {};
class Mob : public sp::MessageBase<MobType, MobHandler> {
public:
MobID m_ID;
MobLevel m_Level;
PlayerID m_Sender;
float m_Health;
Vec2fp m_Position;
Direction m_Direction;
std::vector<EffectDuration> m_Effects;
const Tower* m_LastDamage; // the last tower that damaged the mob
float m_HitCooldown;
TeamCastle* m_CastleTarget;
// utils::CooldownTimer m_AttackTimer;
MobPtr m_Next;
Mob() {}
Mob& operator=(const Mob& a_Other) = default;
};
template <MobType ID>
using ConcreteMob = sp::ConcreteMessage<MobData, Mob, ID>;
using Zombie = ConcreteMob<MobType::Zombie>;
using Spider = ConcreteMob<MobType::Spider>;
using Skeleton = ConcreteMob<MobType::Skeleton>;
using PigMan = ConcreteMob<MobType::Pigman>;
using Creeper = ConcreteMob<MobType::Creeper>;
using Silverfish = ConcreteMob<MobType::Silverfish>;
using Blaze = ConcreteMob<MobType::Blaze>;
using Witch = ConcreteMob<MobType::Witch>;
using Slime = ConcreteMob<MobType::Slime>;
using Giant = ConcreteMob<MobType::Giant>;
using AllMobs = std::tuple<Zombie, Spider, Skeleton, PigMan, Creeper, Silverfish, Blaze, Witch, Slime, Giant>;
class MobHandler : public sp::GenericHandler<AllMobs> {};
using MobFactory = sp::MessageFactory<Mob, AllMobs>;
class MobListener {
public:
virtual void OnMobSpawn(Mob* mob) {
MobHandler h;
}
virtual void OnMobDie(Mob* mob) {}
virtual void OnMobDamage(Mob* target, float damage, Tower* damager) {}
virtual void OnMobTouchCastle(Mob* damager, TeamCastle* enemyCastle) {}
virtual void OnMobCastleDamage(Mob* damager, TeamCastle* enemyCastle, float damage) {}
};
using MobList = std::vector<MobPtr>;
// typedef utils::ObjectNotifier<MobListener> MobNotifier;
} // namespace game
} // namespace td

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#pragma once
#include <td/Types.h>
#include <td/misc/Shapes.h>
#include <vector>
#include <memory>
#include <cmath>
namespace td {
namespace game {
class Player;
class Spawn : public utils::shape::Rectangle {
private:
Direction m_Direction;
public:
Spawn() : m_Direction(Direction::PositiveX) {
SetWidth(5);
SetHeight(5);
}
Direction GetDirection() const { return m_Direction; }
void SetDirection(Direction direction) { m_Direction = direction; }
};
class Team;
class TeamCastle : public utils::shape::Rectangle {
private:
float m_Life;
public:
static constexpr int CastleMaxLife = 1000;
TeamCastle() : m_Life(CastleMaxLife) {
SetWidth(5);
SetHeight(5);
}
float GetLife() const { return m_Life; }
void SetLife(float life) { m_Life = life; }
void Damage(float damage) { m_Life = std::max(0.0f, m_Life - damage); }
void SetShape(utils::shape::Rectangle rect) {
SetCenter(rect.GetCenter());
SetSize(rect.GetSize());
}
};
class Team {
private:
std::vector<Player*> m_Players;
TeamColor m_Color;
Spawn m_Spawn;
TeamCastle m_TeamCastle;
public:
Team(TeamColor color) : m_Color(color) {}
void AddPlayer(Player* newPlayer);
void RemovePlayer(const Player* player);
TeamColor GetColor() const;
const Spawn& GetSpawn() const { return m_Spawn; }
Spawn& GetSpawn() { return m_Spawn; }
const TeamCastle& GetCastle() const { return m_TeamCastle; }
TeamCastle& GetCastle() { return m_TeamCastle; }
std::uint8_t GetPlayerCount() const;
};
struct TeamList {
std::array<Team, 2> m_Teams;
TeamList() : m_Teams{Team{TeamColor::Blue}, Team{TeamColor::Red}}{
}
Team& operator[](std::size_t a_Index) {
return m_Teams[a_Index];
}
Team& operator[](TeamColor a_Index) {
return m_Teams[static_cast<std::size_t>(a_Index)];
}
const Team& operator[](std::size_t a_Index) const {
return m_Teams[a_Index];
}
const Team& operator[](TeamColor a_Index) const {
return m_Teams[static_cast<std::size_t>(a_Index)];
}
};
} // namespace game
} // namespace td

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#pragma once
#include <memory>
#include <string>
#include <td/misc/Shapes.h>
#include <td/Types.h>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageFactory.h>
namespace td {
namespace game {
class World;
class Mob;
typedef std::shared_ptr<Mob> MobPtr;
enum class TowerSize : std::uint8_t {
Little = 3, // 3x3
Big = 5, // 5x5
};
enum class TowerPath : std::uint8_t {
Top = 0,
Base, // Base Path
Bottom
};
class TowerStats {
private:
float m_Rate;
float m_Damage;
std::uint8_t m_Range;
public:
TowerStats(float rate, float damage, std::uint8_t range) : m_Rate(rate), m_Damage(damage), m_Range(range) {}
float GetDamageRate() const {
return m_Rate;
}
float GetDamage() const {
return m_Damage;
}
std::uint8_t GetRange() const {
return m_Range;
}
};
class TowerLevel {
private:
// 1, 2, 3, 4
std::uint8_t m_Level : 3;
// 0 : base path 1 : top path (if there is bottom path) 2 : bottom path (if there is top path)
TowerPath m_Path : 2;
public:
TowerLevel() : m_Level(1), m_Path(TowerPath::Base) {}
TowerLevel(std::uint8_t level, TowerPath path) : m_Level(level), m_Path(path) {}
std::uint8_t GetLevel() const {
return m_Level;
}
TowerPath GetPath() const {
return m_Path;
}
void SetLevel(std::uint8_t level) {
m_Level = level;
}
void SetPath(TowerPath path) {
m_Path = path;
}
// operator to sort maps
friend bool operator<(const TowerLevel& level, const TowerLevel& other) {
return level.GetLevel() + static_cast<std::uint8_t>(level.GetPath()) * 4 <
other.GetLevel() + static_cast<std::uint8_t>(other.GetPath()) * 4;
}
};
using TowerID = std::uint16_t;
class TowerHandler;
class Tower : public utils::shape::Circle, public sp::MessageBase<TowerType, TowerHandler> {
public:
TowerID m_ID;
TowerLevel m_Level{};
PlayerID m_Builder;
public:
Tower() : m_ID(0), m_Level({}), m_Builder(0) {}
virtual TowerType GetType() const = 0;
virtual TowerSize GetSize() const = 0;
virtual void Tick(std::uint64_t delta, World* world) = 0;
};
struct TowerData {};
template <TowerType Type, TowerSize Size>
class ConcreteTower : public sp::ConcreteMessage<TowerData, Tower, Type, false> {
public:
using HandlerType = typename sp::ConcreteMessage<TowerData, Tower, Type, false>::HandlerType;
virtual TowerSize GetSize() const override {
return Size;
}
virtual TowerType GetType() const override {
return Type;
}
virtual void Tick(std::uint64_t delta, World* world) override {}
virtual void Dispatch(HandlerType& handler) const override {
handler.Handle(*this);
}
};
using TowerPtr = std::shared_ptr<Tower>;
using ArcherTower = ConcreteTower<TowerType::Archer, TowerSize::Little>;
using ArtilleryTower = ConcreteTower<TowerType::Artillery, TowerSize::Little>;
using IceTower = ConcreteTower<TowerType::Ice, TowerSize::Little>;
using LeachTower = ConcreteTower<TowerType::Leach, TowerSize::Big>;
using MageTower = ConcreteTower<TowerType::Mage, TowerSize::Little>;
using NecromancerTower = ConcreteTower<TowerType::Necromancer, TowerSize::Big>;
using PoisonTower = ConcreteTower<TowerType::Poison, TowerSize::Little>;
using QuakeTower = ConcreteTower<TowerType::Quake, TowerSize::Little>;
using SorcererTower = ConcreteTower<TowerType::Sorcerer, TowerSize::Little>;
using TurretTower = ConcreteTower<TowerType::Turret, TowerSize::Big>;
using ZeusTower = ConcreteTower<TowerType::Zeus, TowerSize::Little>;
using AllTowers = std::tuple<ArcherTower, ArtilleryTower, IceTower, LeachTower, MageTower, NecromancerTower, PoisonTower, QuakeTower,
SorcererTower, TurretTower, ZeusTower>;
using TowerFactory = sp::MessageFactory<Tower, AllTowers>;
class TowerHandler : public sp::GenericHandler<AllTowers> {};
} // namespace game
} // namespace td

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#pragma once
#include <td/game/GameHistory.h>
#include <td/game/WorldState.h>
#include <vector>
#include <td/game/WorldTypes.h>
#include <td/protocol/packet/Packets.h>
#include <td/simulation/WorldTicker.h>
namespace td {
namespace game {
class World {
private:
std::vector<WorldState> m_WorldStates;
GameHistory m_GameHistory;
protected:
// header
TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
SpawnColorPalette m_SpawnColorPalette;
TilePalette m_TilePalette;
float m_OffsetTime;
//data
ChunkList m_Chunks;
std::shared_ptr<sim::WorldSnapshot> m_CurrentState;
std::shared_ptr<sim::WorldSnapshot> m_NextState;
private:
sim::WorldTicker m_Ticker;
public:
World();
World(World&&) = default;
void Tick(float a_Delta);
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;
void SpawnMobAt(MobID id, MobType type, std::uint8_t level, PlayerID sender, float x, float y, Direction dir);
TowerPtr PlaceTowerAt(TowerID id, TowerType type, std::int32_t x, std::int32_t y, PlayerID builder);
TowerPtr RemoveTower(TowerID id);
TilePtr GetTile(std::int32_t x, std::int32_t y) const;
const TowerTileColorPalette& GetTowerTileColorPalette() const {
return m_TowerPlacePalette;
}
const Color& GetWalkableTileColor() const {
return m_WalkablePalette;
}
const std::vector<Color>& GetDecorationPalette() const {
return m_DecorationPalette;
}
const Color& GetBackgroundColor() const {
return m_Background;
}
const TilePalette& GetTilePalette() const {
return m_TilePalette;
}
TilePtr GetTilePtr(TileIndex index) const {
if (index == 0)
return TilePtr(nullptr);
return m_TilePalette.at(index - 1);
}
bool CanPlaceLittleTower(const Vec2f& worldPos, PlayerID player) const;
bool CanPlaceBigTower(const Vec2f& worldPos, PlayerID player) const;
TowerPtr GetTower(const Vec2f& position) const; // returns null if no tower is here
const ChunkList& GetChunks() const {
return m_Chunks;
}
const Color& GetSpawnColor(TeamColor color) const {
return m_SpawnColorPalette[static_cast<std::size_t>(color)];
}
const SpawnColorPalette& GetSpawnColors() const {
return m_SpawnColorPalette;
}
const MobList& GetMobList() const {
return m_CurrentState->m_Mobs;
}
MobList& GetMobList() {
return m_CurrentState->m_Mobs;
}
const Color* GetTileColor(const TilePtr& tile) const;
Team& GetRedTeam() {
return m_CurrentState->m_Teams[TeamColor::Red];
}
const Team& GetRedTeam() const {
return m_CurrentState->m_Teams[TeamColor::Red];
}
Team& GetBlueTeam() {
return m_CurrentState->m_Teams[TeamColor::Blue];
}
const Team& GetBlueTeam() const {
return m_CurrentState->m_Teams[TeamColor::Blue];
}
Team& GetTeam(TeamColor team) {
return m_CurrentState->m_Teams[team];
}
const Team& GetTeam(TeamColor team) const {
return m_CurrentState->m_Teams[team];
}
const TeamList& GetTeams() const {
return m_CurrentState->m_Teams;
}
const TowerList& GetTowers() const {
return m_CurrentState->m_Towers;
}
TowerPtr GetTowerById(TowerID tower);
const Player* GetPlayerById(PlayerID id) const;
const std::shared_ptr<sim::WorldSnapshot>& Tick(const protocol::LockStep& a_LockStep, FpFloat a_Delta);
void ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::shared_ptr<sim::WorldSnapshot>& a_Next);
private:
std::uint16_t GetCursorPos();
void TickMobs(std::uint64_t delta);
void CleanDeadMobs();
};
using WorldPtr = std::shared_ptr<World>;
} // namespace game
} // namespace td

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#pragma once
#include <td/protocol/command/Commands.h>
namespace td {
namespace game {
class WorldState {
private:
// list of players, mobs, towers, castles
public:
WorldState() {}
WorldState GetNextState(const protocol::LockStep& a_Step);
private:
void Tick(float a_Delta);
};
} // namespace game
} // namespace td

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#pragma once
#include <td/Maths.h>
#include <td/game/Team.h>
#include <td/game/Towers.h>
#include <sp/io/SerializableMessage.h>
namespace td {
namespace game {
using ChunkCoord = Vec2<std::int16_t>;
class Game;
enum class TileType : std::uint8_t {
None = 0,
Tower,
Walk,
Decoration,
/*Heal,
Lava,
Bedrock,
Freeze,
Ice,*/
};
static constexpr Color BLACK{0, 0, 0};
static constexpr Color WHITE{255, 255, 255};
static constexpr Color RED{255, 0, 0};
static constexpr Color GREEN{0, 255, 0};
static constexpr Color BLUE{0, 0, 255};
class TileHandler;
using Tile = sp::MessageBase<TileType, TileHandler>;
template <TileType ID, typename TileData>
using ConcreteTile = sp::ConcreteMessage<TileData, Tile, ID>;
namespace data {
struct EmptyData {};
struct TowerTileData {
std::uint8_t m_ColorPaletteRef;
TeamColor m_TeamOwner;
};
struct WalkableTileData {
Direction m_Direction;
};
struct DecorationTileData {
std::uint16_t m_ColorPaletteRef;
};
} // namespace data
using EmptyTile = ConcreteTile<TileType::None, data::EmptyData>;
using TowerTile = ConcreteTile<TileType::Tower, data::TowerTileData>;
using WalkableTile = ConcreteTile<TileType::Walk, data::WalkableTileData>;
using DecorationTile = ConcreteTile<TileType::Decoration, data::DecorationTileData>;
using AllTiles = std::tuple<EmptyTile, TowerTile, WalkableTile, DecorationTile>;
using TileFactory = sp::MessageFactory<Tile, AllTiles>;
class TileHandler : public sp::GenericHandler<AllTiles> {};
using TilePtr = sp::SerializableMessage<TileFactory>;
// typedef std::shared_ptr<Tile> TilePtr;
typedef std::vector<std::uint16_t> ChunkPalette;
typedef std::shared_ptr<WalkableTile> WalkableTilePtr;
typedef std::uint32_t TileIndex;
// 32 x 32 area
struct Chunk {
enum { ChunkWidth = 32, ChunkHeight = 32, ChunkSize = ChunkWidth * ChunkHeight };
using ChunkData = std::array<std::uint16_t, ChunkSize>;
using ChunkPackedData = std::vector<uint64_t>;
// stores index of tile palette
ChunkPalette m_Palette;
ChunkPackedData m_Data;
TileIndex GetTileIndex(std::uint16_t tileNumber) const;
};
typedef std::shared_ptr<Chunk> ChunkPtr;
typedef std::array<Color, 2> TowerTileColorPalette;
typedef std::vector<TilePtr> TilePalette;
typedef std::array<Color, 2> SpawnColorPalette;
typedef std::vector<TowerPtr> TowerList;
using ChunkList = std::unordered_map<ChunkCoord, ChunkPtr>;
} // namespace game
} // namespace td
namespace std {
template <>
struct hash<td::game::ChunkCoord> {
std::size_t operator()(const td::game::ChunkCoord& key) const noexcept {
return std::hash<std::int16_t>()(key.x << 16 | key.y);
}
};
} // namespace std

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#pragma once
#include <cstdint>
namespace td {
namespace utils {
namespace shape {
class Point {
private:
float m_X, m_Y;
public:
Point() : m_X(0), m_Y(0) {}
Point(float x, float y) : m_X(x), m_Y(y) {}
float GetX() const { return m_X; }
float GetY() const { return m_Y; }
void SetX(float x) { m_X = x; }
void SetY(float y) { m_Y = y; }
float Distance(const Point& point) const;
float DistanceSquared(const Point& point) const;
};
class Circle;
class Rectangle {
private:
Point m_Center;
float m_Width, m_Height;
public:
Rectangle() : m_Center(), m_Width(0), m_Height(0) {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetWidth() const { return m_Width; }
float GetHeight() const { return m_Height; }
Point GetTopLeft() const { return { m_Center.GetX() - (m_Width / 2.0f), m_Center.GetY() - (m_Height / 2.0f) }; }
Point GetBottomRight() const { return { m_Center.GetX() + (m_Width / 2.0f), m_Center.GetY() + (m_Height / 2.0f) }; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetSize(float width, float height) { SetWidth(width); SetHeight(height); }
void SetSize(Point size) { SetSize(size.GetX(), size.GetY()); }
Point GetSize() { return { m_Width, m_Height }; }
void SetWidth(float width) { m_Width = width; }
void SetHeight(float height) { m_Height = height; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Circle& circle) const;
float DistanceSquared(const Circle& circle) const;
};
class Circle {
private:
Point m_Center;
float m_Radius;
public:
Circle(float x, float y, float radius) : m_Center(x, y), m_Radius(radius) {}
Circle() : m_Radius(0) {}
const Point& GetCenter() const { return m_Center; }
float GetCenterX() const { return m_Center.GetX(); }
float GetCenterY() const { return m_Center.GetY(); }
float GetRadius() const { return m_Radius; }
void SetCenter(const Point& center) { m_Center = center; }
void SetCenterX(float x) { m_Center.SetX(x); }
void SetCenterY(float y) { m_Center.SetY(y); }
void SetRadius(float radius) { m_Radius = radius; }
bool CollidesWith(const Point& point) const;
bool CollidesWith(const Rectangle& rect) const;
bool CollidesWith(const Circle& circle) const;
// distance from the closest side of the rectangle
float Distance(const Rectangle& rect) const;
float DistanceSquared(const Rectangle& rect) const;
};
} // namespace shape
} // namespace utils
} // namespace td

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#pragma once
#include <algorithm>
#include <functional>
#include <memory>
#include <td/common/NonCopyable.h>
#include <vector>
namespace td {
namespace utils {
/**
* \brief Signal class
*/
template <typename... 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(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->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

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#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

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#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

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#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the td::protocol::PacketDispatcher class
*/
#include <td/common/NonCopyable.h>
#include <td/protocol/packet/Packets.h>
#include <map>
namespace td {
namespace protocol {
/**
* \class Dispatcher
* \brief Class used to dispatch things
*/
template <typename T_Enum, typename T_Handler, typename T>
class Dispatcher : private NonCopyable {
private:
std::map<T_Enum, std::vector<T_Handler*>> m_Handlers;
public:
/**
* \brief Constructor
*/
Dispatcher() {}
/**
* \brief Dispatch a packet
* \param packet The packet to dispatch
*/
void Dispatch(const T& packet);
/**
* \brief Register a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void RegisterHandler(T_Enum type, T_Handler& handler);
/**
* \brief Unregister a packet handler
* \param type The packet type
* \param handler The packet handler
*/
void UnregisterHandler(T_Enum type, T_Handler& handler);
/**
* \brief Unregister a packet handler
* \param handler The packet handler
*/
void UnregisterHandler(T_Handler& handler);
};
} // namespace protocol
} // namespace td
#include "Dispatcher.inl"

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@@ -1,38 +0,0 @@
#pragma once
namespace td {
namespace protocol {
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::Dispatch(const T& packet) {
T_Enum type = packet.GetType();
for (auto* handler : m_Handlers[type])
handler->Check(packet);
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::RegisterHandler(T_Enum type, T_Handler& handler) {
auto found = std::find(m_Handlers[type].begin(), m_Handlers[type].end(), &handler);
if (found == m_Handlers[type].end())
m_Handlers[type].push_back(&handler);
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::UnregisterHandler(T_Enum type, T_Handler& handler) {
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
template <typename T_Enum, typename T_Handler, typename T>
void Dispatcher<T_Enum, T_Handler, T>::UnregisterHandler(T_Handler& handler) {
for (auto& pair : m_Handlers) {
if (pair.second.empty())
continue;
PacketType type = pair.first;
m_Handlers[type].erase(std::remove(m_Handlers[type].begin(), m_Handlers[type].end(), &handler), m_Handlers[type].end());
}
}
} // namespace protocol
} // namespace td

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@@ -3,40 +3,40 @@
#include <array>
#include <string>
#include <td/Types.h>
#include <sp/protocol/BitField.h>
namespace td {
namespace protocol {
namespace cdata {
struct PlaceTower {
TowerType m_Type : 4;
PlayerID m_Placer : 4;
sp::BitField<TowerType, 4> m_Type;
sp::BitField<PlayerID, 4> m_Placer;
TowerCoords m_Position;
};
struct UpgradeTower {
TowerID m_Tower : 12;
std::uint8_t m_Upgrade : 4;
sp::BitField<TowerID, 12> m_Tower;
sp::BitField<std::uint8_t, 4> m_Upgrade;
};
struct SpawnTroop {
EntityType m_Type : 5;
std::uint8_t m_Level : 3;
sp::BitField<EntityType, 5> m_Type;
sp::BitField<std::uint8_t, 3> m_Level;
EntityCoords m_Position;
PlayerID m_Sender;
};
struct UseItem {
ShopItem m_Item : 4;
PlayerID m_User : 4;
sp::BitField<ShopItem, 4> m_Item;
sp::BitField<PlayerID, 4> m_User;
EntityCoords m_Position;
};
struct TeamChange {
PlayerID m_Player : 7;
Team m_NewTeam : 1;
sp::BitField<PlayerID, 7> m_Player;
sp::BitField<TeamColor, 1> m_NewTeam;
};
struct PlayerJoin {

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@@ -1,22 +0,0 @@
#pragma once
namespace td {
namespace protocol {
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on commands
*/
#define DeclareAllCommand() \
DeclareCommand(End) \
DeclareCommand(PlaceTower) \
DeclareCommand(PlayerJoin) \
DeclareCommand(SpawnTroop) \
DeclareCommand(TeamChange) \
DeclareCommand(UpgradeTower) \
DeclareCommand(UseItem)
} // namespace protocol
} // namespace td

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@@ -1,17 +0,0 @@
#pragma once
/**
* \file CommandDispatcher.h
* \brief File containing the td::protocol::CommandDispatcher class
*/
#include <td/protocol/Dispatcher.h>
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
using CommandDispatcher = Dispatcher<CommandType, CommandVisitor, Command>;
} // namespace protocol
} // namespace td

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@@ -1,19 +0,0 @@
#pragma once
#include <memory>
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
namespace CommandFactory {
template <typename CommandDerived, typename = typename std::enable_if<std::is_base_of<Command, CommandDerived>::value>::type>
std::shared_ptr<CommandDerived> CreateCommand() {
return std::make_shared<CommandDerived>();
}
const std::shared_ptr<Command>& CreateReadOnlyCommand(CommandType a_Type);
} // namespace CommandFactory
} // namespace protocol
} // namespace td

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@@ -1,21 +0,0 @@
#pragma once
#include <memory>
#include <td/common/DataBuffer.h>
namespace td {
namespace protocol {
class Command;
using CommandPtr = std::shared_ptr<Command>;
namespace CommandSerializer {
DataBuffer Serialize(const Command& a_Command);
std::shared_ptr<Command> Deserialize(DataBuffer& a_Data);
} // namespace CommandSerializer
} // namespace protocol
} // namespace td

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@@ -1,39 +0,0 @@
#pragma once
/**
* \file CommandVisitor.h
* \brief File containing the td::protocol::CommandVisitor class
*/
#include <td/protocol/command/Commands.h>
namespace td {
namespace protocol {
#define DeclareCommand(CommandName, ...) \
/** This function is called when the packet processed by CommandVisitor::Check is a CommandName */ \
virtual void Visit(const commands::CommandName&) {}
/**
* \class CommandVisitor
* \brief This class uses double-dispatch in order to find the real type of a packet
*/
class CommandVisitor : private NonCopyable {
protected:
CommandVisitor() {}
virtual ~CommandVisitor() {}
public:
/**
* \brief Calls the right CommandVisitor::Visit method corresponding to the real type of the packet
* \param packet the Command to visit
*/
void Check(const Command& packet);
DeclareAllCommand()
};
#undef DeclareCommand
} // namespace protocol
} // namespace td

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@@ -5,107 +5,63 @@
* \brief File containing the definitions of the lockstep commands
*/
#include <memory>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageDispatcher.h>
#include <sp/protocol/MessageFactory.h>
#include <td/Types.h>
#include <td/common/NonCopyable.h>
#include <td/protocol/command/CommandData.h>
#include <td/protocol/command/CommandDeclare.h>
#include <memory>
#include <sp/io/SerializableMessage.h>
namespace td {
namespace protocol {
class CommandVisitor;
/** A Command id is 8 bits wide */
using CommandID = std::uint8_t;
#define DeclareCommand(CommandName, ...) /** CommandName */ CommandName,
/**
* \enum CommandType
* \brief Map a Command to an id
*/
enum class CommandType : CommandID {
DeclareAllCommand()
/** The number of Commands */
COMMAND_COUNT
};
#undef DeclareCommand
class Command : private NonCopyable {
public:
/**
* \return The real type of the Command
*/
virtual CommandType GetType() const = 0;
private:
/** Use a CommandVisitor to make double-dispatch possible */
virtual void Accept(CommandVisitor& a_Visitor) const = 0;
friend class CommandVisitor;
enum class CommandID : std::uint8_t {
End = 0,
PlaceTower,
PlayerJoin,
SpawnTroop,
TeamChange,
UpgradeTower,
UseItem,
};
class CommandHandler;
using CommandBase = sp::MessageBase<CommandID, CommandHandler>;
template <typename TData, CommandID ID>
using CommandMessage = sp::ConcreteMessage<TData, CommandBase, ID>;
namespace commands {
/**
* \class ConcreteCommand
* \brief A Command associated with an id and holding data
* \tparam PT The Command type
* \tparam Data The structure holding the data of the Command (in td::protocol::data namespace)
*/
template <CommandType CT, typename Data>
class ConcreteCommand : public Command {
public:
/** The type of the struct holding the data */
using CommandDataType = Data;
/** The structure holding the actual data */
CommandDataType m_Data;
/** Construct the Command with data of type CommandDataType */
ConcreteCommand(const CommandDataType& a_Data = {});
constexpr CommandType GetType() const override {
return CT;
};
private:
void Accept(CommandVisitor& a_Visitor) const override;
};
// define TD_INSTANCIATE_COMMANDS
// before including this file
// if you want to instantiate templates
#ifdef TD_INSTANCIATE_COMMANDS
#define DeclareCommand(CommandName, ...) \
using CommandName = ConcreteCommand<CommandType::CommandName, cdata::CommandName>; \
template class ConcreteCommand<CommandType::CommandName, cdata::CommandName>;
#else
#define DeclareCommand(CommandName, ...) /** Defines the CommandName Command */ \
using CommandName = ConcreteCommand<CommandType::CommandName, cdata::CommandName>;
#endif
DeclareAllCommand()
#undef DeclareCommand
using EndCommand = CommandMessage<cdata::End, CommandID::End>;
using PlaceTowerCommand = CommandMessage<cdata::PlaceTower, CommandID::PlaceTower>;
using PlayerJoinCommand = CommandMessage<cdata::PlayerJoin, CommandID::PlayerJoin>;
using SpawnTroopCommand = CommandMessage<cdata::SpawnTroop, CommandID::SpawnTroop>;
using TeamChangeCommand = CommandMessage<cdata::TeamChange, CommandID::TeamChange>;
using UpgradeTowerCommand = CommandMessage<cdata::UpgradeTower, CommandID::UpgradeTower>;
using UseItemCommand = CommandMessage<cdata::UseItem, CommandID::UseItem>;
} // namespace commands
using LockStep = std::vector<std::shared_ptr<protocol::Command>>;
using AllCommands = std::tuple<commands::EndCommand, commands::PlaceTowerCommand, commands::PlayerJoinCommand,
commands::SpawnTroopCommand, commands::TeamChangeCommand, commands::UpgradeTowerCommand, commands::UseItemCommand>;
class CommandHandler : public sp::GenericHandler<AllCommands> {};
using CommandDispatcher = sp::MessageDispatcher<CommandBase>;
using CommandFactory = sp::MessageFactory<CommandBase, AllCommands>;
using CommandPtr = sp::SerializableMessage<CommandFactory>;
using LockStep = std::vector<CommandPtr>;
} // namespace protocol
} // namespace td

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@@ -3,34 +3,35 @@
#include <td/Types.h>
#include <vector>
#include <td/protocol/command/Commands.h>
#include <td/common/Array.h>
#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;
@@ -41,6 +42,16 @@ struct PlayerLeave {
PlayerID m_PlayerId;
};
/** List of players who joined before */
struct PlayerList {
std::vector<PlayerInfo> m_Players;
};
struct PredictCommand {
CommandPtr m_Command;
StepTime m_FrameNumber;
};
/** Keep alive */
struct KeepAlive {
std::uint64_t m_KeepAliveId;
@@ -56,10 +67,7 @@ struct ChatMessage {
std::string m_Text;
};
// TODO: handle players joining in the first second
struct BeginGame {
MapData m_Map;
std::vector<PlayerInfo> m_BlueTeam;
std::vector<PlayerInfo> m_RedTeam;
// optional, used for players joining mid game
@@ -67,10 +75,47 @@ struct BeginGame {
};
struct LockSteps {
std::uint16_t m_FirstFrameNumber;
StepTime m_FirstFrameNumber;
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
};
struct WorldHeader {
game::TowerTileColorPalette m_TowerPlacePalette;
Color m_WalkablePalette;
std::vector<Color> m_DecorationPalette;
Color m_Background;
game::SpawnColorPalette m_SpawnColorPalette;
game::TilePalette m_TilePalette;
game::Spawn m_RedSpawn, m_BlueSpawn;
game::TeamCastle m_RedCastle, m_BlueCastle;
};
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;
};
struct PlaceTower {
TowerType m_Type;
TowerCoords m_Position;
};
struct LockStepRequest {
std::vector<StepTime> m_Missing;
};
struct LockStepResponse {
std::map<StepTime, LockStep> m_Steps;
};
} // namespace pdata
} // namespace protocol
} // namespace td

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@@ -1,48 +0,0 @@
#pragma once
/**
* \file PacketDeclare.h
* \brief Holds the definitions of the packets (but not their content)
*/
namespace td {
namespace protocol {
/**
* \enum PacketSender
* \brief Indicate who should send a packet
*/
enum class PacketSenderType {
/** Sent by clients and server */
Both = 1,
/** Sent by clients to the server */
Client,
/** Sent by server to the clients */
Server,
};
enum class PacketSendType {
Reliable = 1,
Unreliable,
UnreliableOrdered,
};
/**
* \def DeclareAllPacket
* \brief Avoids repetitive operations on packets
*/
#define DeclareAllPacket() \
DeclarePacket(ChatMessage, Reliable, Both) \
DeclarePacket(BeginGame, Reliable, Server) \
DeclarePacket(Disconnect, Reliable, Both) \
DeclarePacket(KeepAlive, Reliable, Both) \
DeclarePacket(LockSteps, Unreliable, Both) \
DeclarePacket(LoggingSuccess, Reliable, Server) \
DeclarePacket(PlayerJoin, Reliable, Server) \
DeclarePacket(PlayerLeave, Reliable, Server) \
DeclarePacket(PlayerLogin, Reliable, Client) \
} // namespace protocol
} // namespace td

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@@ -1,17 +0,0 @@
#pragma once
/**
* \file PacketDispatcher.h
* \brief File containing the td::protocol::PacketDispatcher class
*/
#include <td/protocol/Dispatcher.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
using PacketDispatcher = Dispatcher<PacketType, PacketVisitor, Packet>;
} // namespace protocol
} // namespace td

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@@ -1,19 +0,0 @@
#pragma once
#include <memory>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
namespace PacketFactory {
template <typename PacketDerived, typename = typename std::enable_if<std::is_base_of<Packet, PacketDerived>::value>::type>
std::unique_ptr<PacketDerived> CreatePacket() {
return std::make_unique<PacketDerived>();
}
const std::unique_ptr<Packet>& CreateReadOnlyPacket(PacketType a_Type);
} // namespace PacketFactory
} // namespace protocol
} // namespace td

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@@ -0,0 +1,18 @@
#pragma once
#include <td/protocol/packet/PacketData.h>
namespace td {
namespace game {
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const TeamCastle& a_Castle);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle);
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Spawn& a_Spawn);
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Spawn& a_Spawn);
} // namespace game
} // namespace td

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@@ -1,21 +0,0 @@
#pragma once
#include <memory>
#include <td/common/DataBuffer.h>
namespace td {
namespace protocol {
class Packet;
using PacketPtr = std::unique_ptr<Packet>;
namespace PacketSerializer {
DataBuffer Serialize(const Packet& a_Packet);
std::unique_ptr<Packet> Deserialize(DataBuffer& a_Data);
} // namespace PacketSerializer
} // namespace protocol
} // namespace td

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@@ -1,39 +0,0 @@
#pragma once
/**
* \file PacketVisitor.h
* \brief File containing the td::protocol::PacketVisitor class
*/
#include <td/protocol/packet/Packets.h>
namespace td {
namespace protocol {
#define DeclarePacket(PacketName, ...) \
/** This function is called when the packet processed by PacketVisitor::Check is a PacketName */ \
virtual void Visit(const packets::PacketName&) {}
/**
* \class PacketVisitor
* \brief This class uses double-dispatch in order to find the real type of a packet
*/
class PacketVisitor : private NonCopyable {
protected:
PacketVisitor() {}
virtual ~PacketVisitor() {}
public:
/**
* \brief Calls the right PacketVisitor::Visit method corresponding to the real type of the packet
* \param packet the Packet to visit
*/
void Check(const Packet& packet);
DeclareAllPacket()
};
#undef DeclarePacket
} // namespace protocol
} // namespace td

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@@ -7,107 +7,83 @@
#include <td/common/NonCopyable.h>
#include <td/protocol/packet/PacketData.h>
#include <td/protocol/packet/PacketDeclare.h>
#include <sp/common/GenericHandler.h>
#include <sp/protocol/ConcreteMessage.h>
#include <sp/protocol/MessageBase.h>
#include <sp/protocol/MessageDispatcher.h>
#include <sp/protocol/MessageFactory.h>
namespace td {
namespace protocol {
class PacketVisitor;
/** A Packet id is 8 bits wide */
using PacketID = std::uint8_t;
using PeerID = std::uint16_t;
#define DeclarePacket(PacketName, ...) /** PacketName */ PacketName,
/**
* \enum PacketType
* \brief Map a Packet to an id
*/
enum class PacketType : PacketID {
DeclareAllPacket()
/** The number of packets */
PACKET_COUNT
enum class PacketID : std::uint8_t {
ChatMessage = 0,
BeginGame,
Disconnect,
KeepAlive,
LockStepRequest,
LockStepResponse,
LockSteps,
LoggingSuccess,
PlaceTower,
PlayerJoin,
PlayerLeave,
PlayerList,
PlayerLogin,
PredictCommand,
SpawnTroop,
WorldHeader,
WorldData,
};
class PacketHandler;
#undef DeclarePacket
class Packet : private NonCopyable {
public:
/**
* \return The real type of the packet
*/
virtual PacketType GetType() const = 0;
/**
* \brief The network peer who sent the packet
*/
PeerID m_Sender;
private:
/** Use a PacketVisitor to make double-dispatch possible */
virtual void Accept(PacketVisitor& a_Visitor) const = 0;
friend class PacketVisitor;
};
using PacketBase = sp::MessageBase<PacketID, PacketHandler>;
template <typename TData, PacketID ID>
using PacketMessage = sp::ConcreteMessage<TData, PacketBase, ID>;
namespace packets {
/**
* \class ConcretePacket
* \brief A Packet associated with an id and holding data
* \tparam PT The packet type
* \tparam Data The structure holding the data of the packet (in td::protocol::data namespace)
*/
template <PacketType PT, typename Data>
class ConcretePacket : public Packet {
public:
/** The type of the struct holding the data */
using PacketDataType = Data;
/** The structure holding the actual data */
PacketDataType m_Data;
/** Construct the packet with data of type PacketDataType */
ConcretePacket(const PacketDataType& a_Data = {});
constexpr PacketType GetType() const override {
return PT;
};
private:
void Accept(PacketVisitor& a_Visitor) const override;
};
// define TD_INSTANCIATE_PACKETS
// before including this file
// if you want to instantiate templates
#ifdef TD_INSTANCIATE_PACKETS
#define DeclarePacket(PacketName, ...) \
using PacketName = ConcretePacket<PacketType::PacketName, pdata::PacketName>; \
template class ConcretePacket<PacketType::PacketName, pdata::PacketName>;
#else
#define DeclarePacket(PacketName, ...) /** Defines the PacketName packet */ \
using PacketName = ConcretePacket<PacketType::PacketName, pdata::PacketName>;
#endif
DeclareAllPacket()
#undef DeclarePacket
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>;
using WorldHeaderPacket = PacketMessage<pdata::WorldHeader, PacketID::WorldHeader>;
using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
} // namespace packets
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
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> {
public:
void HandleBase(const PacketBase& a_Packet) {
a_Packet.Dispatch(*this);
}
};
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
using PacketFactory = sp::MessageFactory<PacketBase, AllPackets>;
} // namespace protocol
} // namespace td

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@@ -0,0 +1,41 @@
#pragma once
#include <td/Maths.h>
#include <td/misc/Signal.h>
namespace td {
namespace render {
class Camera {
private:
Mat4f m_ViewMatrix;
Mat4f m_ProjectionMatrix;
Mat4f m_InvViewMatrix;
Mat4f m_InvProjectionMatrix;
float m_CamDistance = 25.0f;
Vec3f m_CamPos{0, m_CamDistance, 0};
Vec2f m_CamLook{};
float m_Yaw = -PI / 2.0f;
float m_Pitch = -PI / 2.0f + 0.0000001f;
public:
utils::Signal<> OnPerspectiveChange;
utils::Signal<> OnViewChange;
const Mat4f& GetViewMatrix() const {
return m_ViewMatrix;
}
const Mat4f& GetProjectionMatrix() const {
return m_ProjectionMatrix;
}
void UpdatePerspective(float a_AspectRatio);
void SetCamPos(const Vec3f& a_NewPos);
};
} // namespace render
} // namespace td

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@@ -0,0 +1,8 @@
#pragma once
#ifdef TD_GL_LOADER_GLEW
#include <GL/glew.h>
#else
#include <glbinding/gl/gl.h>
using namespace gl;
#endif

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@@ -0,0 +1,81 @@
#pragma once
#include <memory>
#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 {
class BasicRenderer {
public:
virtual void Render(float a_Lerp) = 0;
virtual ~BasicRenderer() {}
void Render(const GL::VertexArray& a_Vao);
};
template <typename TShader>
class Renderer : public BasicRenderer, private utils::SlotGuard {
protected:
std::unique_ptr<TShader> m_Shader;
Camera& m_Camera;
public:
Renderer(Camera& a_Camera);
virtual ~Renderer() {}
template <typename T>
float Lerp(const T& a_Mob, float a_LerpFactor, const std::function<float(const T&)>& a_MemberGetter) {
return static_cast<float>(maths::Lerp(a_MemberGetter(a_Mob), a_MemberGetter(*a_Mob.m_Next), a_LerpFactor));
}
};
class RenderPipeline {
private:
std::vector<std::unique_ptr<BasicRenderer>> m_Renderers;
public:
RenderPipeline();
virtual ~RenderPipeline() {}
template <typename T, typename... 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() {
m_Renderers.clear();
}
void Render(float a_Lerp) {
for (auto& renderer : m_Renderers) {
renderer->Render(a_Lerp);
}
}
};
template <typename TShader>
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
Connect(a_Camera.OnPerspectiveChange, [this](){
m_Shader->Start();
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
});
Connect(a_Camera.OnViewChange, [this]() {
m_Shader->Start();
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
});
}
} // namespace render
} // namespace td

View File

@@ -0,0 +1,86 @@
#pragma once
#include <sp/common/NonCopyable.h>
#include <vector>
namespace td {
namespace GL {
struct VertexAttribPointer {
unsigned int m_Index;
unsigned int m_Size;
unsigned int m_Offset;
};
class ElementBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
std::size_t m_TriangleCount;
public:
ElementBuffer(ElementBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_TriangleCount = other.m_TriangleCount;
}
explicit ElementBuffer(const std::vector<unsigned int>& indicies);
~ElementBuffer();
void Bind() const;
void Unbind() const;
std::size_t GetTriangleCount() const {
return m_TriangleCount;
}
};
class VertexBuffer : private sp::NonCopyable {
private:
unsigned int m_ID = 0, m_DataStride;
std::vector<VertexAttribPointer> m_VertexAttribs;
public:
VertexBuffer(VertexBuffer&& other) {
std::swap(m_ID, other.m_ID);
m_VertexAttribs = std::move(other.m_VertexAttribs);
m_DataStride = other.m_DataStride;
}
VertexBuffer(const std::vector<float>& data, unsigned int stride);
~VertexBuffer();
void Bind() const;
void Unbind() const;
void AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset);
void BindVertexAttribs() const;
};
class VertexArray : private sp::NonCopyable {
private:
unsigned int m_ID = 0;
ElementBuffer m_ElementBuffer;
std::vector<VertexBuffer> m_VertexBuffers; // use to destroy vbos when become unused
public:
VertexArray(VertexArray&& other) : m_ElementBuffer(std::move(other.m_ElementBuffer)) {
std::swap(m_ID, other.m_ID);
m_VertexBuffers = std::move(other.m_VertexBuffers);
}
VertexArray(ElementBuffer&& indicies);
~VertexArray();
std::size_t GetVertexCount() const {
return m_ElementBuffer.GetTriangleCount();
}
void BindVertexBuffer(VertexBuffer&& vbo);
void Bind() const;
void Unbind() const;
private:
void BindElementArrayBuffer();
};
} // namespace GL
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <td/render/loader/GLLoader.h>
namespace td {
namespace render {
namespace WorldLoader {
struct RenderData {
std::vector<float> positions;
std::vector<float> colors;
};
GL::VertexArray LoadMobModel();
GL::VertexArray LoadWorldModel(const td::game::World* world);
GL::VertexArray LoadTileSelectModel();
RenderData LoadTowerModel(const game::TowerPtr& tower);
} // namespace WorldLoader
} // namespace render
} // namespace td

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#pragma once
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
namespace td {
namespace render {
class EntityRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~EntityRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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#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

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#pragma once
#include <td/render/Renderer.h>
#include <td/render/shader/EntityShader.h>
#include <td/game/World.h>
namespace td {
namespace render {
class TowerRenderer : public Renderer<shader::EntityShader> {
private:
game::WorldPtr m_World;
std::unique_ptr<GL::VertexArray> m_EntityVao;
public:
TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~TowerRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <td/render/Renderer.h>
#include <td/render/loader/GLLoader.h>
#include <td/render/shader/WorldShader.h>
namespace td {
namespace render {
class WorldRenderer : public Renderer<shader::WorldShader> {
private:
std::unique_ptr<GL::VertexArray> m_WorldVao;
public:
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override;
};
} // namespace render
} // namespace td

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#pragma once
#include <td/render/shader/ShaderProgram.h>
namespace td {
namespace shader {
class CameraShaderProgram : public ShaderProgram {
private:
unsigned int m_LocationProjection = 0, m_LocationView = 0;
public:
CameraShaderProgram() {}
void SetProjectionMatrix(const Mat4f& proj) const;
void SetViewMatrix(const Mat4f& view) const;
virtual void GetAllUniformLocation();
};
} // namespace shader
} // namespace td

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#pragma once
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
class EntityShader : public CameraShaderProgram {
private:
unsigned int m_LocationPosition = 0;
unsigned int m_LocationColorEffect = 0;
protected:
virtual void GetAllUniformLocation();
public:
EntityShader();
void SetColorEffect(const Vec3f& color);
void SetModelPos(const Vec3f& pos) const;
};
} // namespace shader
} // namespace td

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#pragma once
#include <string>
#include <td/Maths.h>
#include <td/render/OpenGL.h>
namespace td {
namespace shader {
class ShaderProgram {
public:
ShaderProgram();
virtual ~ShaderProgram();
void Start() const;
void Stop() const;
protected:
void LoadProgramFile(const std::string& vertexFile, const std::string& fragmentFile);
void LoadProgram(const std::string& vertexSource, const std::string& fragmentSource);
virtual void GetAllUniformLocation() = 0;
int GetUniformLocation(const std::string& uniformName) const;
void LoadFloat(unsigned int location, float value) const;
void LoadInt(unsigned int location, int value) const;
void LoadVector(unsigned int location, const Vec2f& vector) const;
void LoadVector(unsigned int location, const Vec3f& vector) const;
void LoadBoolean(unsigned int location, bool value) const;
void LoadMat4(unsigned int location, const Mat4f& mat) const;
void CleanUp() const;
private:
unsigned int m_ProgramID;
unsigned int m_VertexShaderID;
unsigned int m_FragmentShaderID;
unsigned int LoadShaderFromFile(const std::string& file, GLenum type);
unsigned int LoadShader(const std::string& source, GLenum type);
};
} // namespace shader
} // namespace td

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#pragma once
#include <td/render/shader/CameraShaderProgram.h>
namespace td {
namespace shader {
class WorldShader : public CameraShaderProgram {
public:
WorldShader();
};
} // namespace shader
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <optional>
#include <td/misc/Signal.h>
namespace td {
namespace sim {
using GameHistory = std::vector<td::protocol::LockStep>;
using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
// TODO: OnEnd signal
class ClientSimulation : public protocol::PacketHandler {
private:
std::uint64_t m_StepTime;
std::shared_ptr<game::World> m_World;
GameBuffer m_History;
float m_CurrentTime;
StepTime m_CurrentStep;
std::shared_ptr<WorldSnapshot> m_LastSnapshot;
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(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(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 a_Delta);
virtual void Handle(const protocol::packets::LockStepsPacket& a_LockSteps) override;
virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockSteps) override;
private:
/**
* \returns false if the empty lockstep was used
*/
bool Step();
/**
* \brief Ticks a_Count times
*/
std::size_t FastForward(std::size_t a_Count);
/**
* \brief Tries to recompute simulation if needed (for example in late command receival)
*/
void FastReplay();
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/game/World.h>
#include <td/protocol/command/Commands.h>
namespace td {
namespace sim {
class CommandApply : public protocol::CommandHandler {
private:
const game::World& m_World;
WorldSnapshot& m_Snapshot;
public:
CommandApply(const game::World& a_World, WorldSnapshot& a_Snapshot);
virtual void Handle(const protocol::commands::EndCommand& a_End) override;
virtual void Handle(const protocol::commands::PlaceTowerCommand& a_PlaceTower) override;
virtual void Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJoin) override;
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
virtual void Handle(const protocol::commands::TeamChangeCommand& a_TeamChange) override;
virtual void Handle(const protocol::commands::UpgradeTowerCommand& a_UpgradeTower) override;
virtual void Handle(const protocol::commands::UseItemCommand& a_UseItem) override;
};
} // namespace sim
} // namespace td

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#pragma once
#include <mutex>
#include <td/game/World.h>
namespace td {
namespace sim {
// TODO: OnEnd signal
/**
* \note This class is thread safe
*/
class ServerSimulation : public protocol::CommandHandler {
private:
std::mutex m_Mutex;
game::World& m_World;
std::uint64_t m_StepTime;
std::uint64_t m_CurrentTime;
std::vector<protocol::LockStep> m_History;
using protocol::CommandHandler::Handle;
public:
ServerSimulation(game::World& a_World, std::uint64_t a_StepTime);
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
} // namespace td

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#pragma once
#include <td/game/WorldTypes.h>
#include <td/game/Mobs.h>
namespace td {
namespace sim {
struct WorldSnapshot {
game::MobList m_Mobs;
game::TowerList m_Towers;
game::TeamList m_Teams;
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/protocol/command/Commands.h>
#include <td/simulation/WorldSnapshot.h>
namespace td {
namespace game {
class World;
}
namespace sim {
class IWorldSystem {
public:
virtual void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) = 0;
virtual ~IWorldSystem() = default;
};
class WorldTicker {
private:
std::vector<std::unique_ptr<IWorldSystem>> m_Systems;
public:
WorldTicker();
WorldSnapshot NextStep(
const game::World& a_World, WorldSnapshot& a_PreviousState, const protocol::LockStep& a_LockStep, FpFloat a_Delta);
private:
void ApplySteps(const game::World& a_World, WorldSnapshot& a_State, const protocol::LockStep& a_LockStep);
void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta);
WorldSnapshot CreateNext(WorldSnapshot& a_PreviousState);
template <typename T>
void AddSystem() {
m_Systems.push_back(std::make_unique<T>());
}
};
} // namespace sim
} // namespace td

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#pragma once
#include <td/simulation/WorldTicker.h>
namespace td {
namespace sim {
class EntityMove : public IWorldSystem {
public:
virtual void Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) override;
};
} // namespace sim
} // namespace td

25
src/client/Client.cpp Normal file
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#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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#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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#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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#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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#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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#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

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#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

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@@ -1,21 +1,18 @@
#include <iostream>
// #include <td/protocol/packet/PacketVisitor.h>
#include <td/game/GameHistory.h>
#include <td/protocol/command/CommandDispatcher.h>
#include <td/protocol/command/CommandFactory.h>
#include <td/protocol/command/CommandSerializer.h>
#include <td/protocol/command/CommandVisitor.h>
class Test : public td::protocol::CommandVisitor {};
#include <chrono>
#include <td/display/state/MainMenuState.h>
#include <td/misc/Time.h>
int main(int argc, char** argv) {
// Test visitor;
// td::protocol::packets::ChatMessage chat{{"coucou"}};
// visitor.Check(chat);
// init GL context
td::Display display(1920, 1080, "Tower-Defense 2");
display.ChangeState<td::MainMenuState>();
td::Timer timer;
while (!display.IsCloseRequested()) {
display.PollEvents();
display.Update(timer.GetDelta());
}
td::protocol::commands::UpgradeTower com{{1, 2}};
std::cout << (unsigned)com.GetType() << std::endl;
td::protocol::CommandDispatcher disptacher;
return 0;
}

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#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

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#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
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#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

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#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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#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

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#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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