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4
.gitignore
vendored
4
.gitignore
vendored
@@ -8,4 +8,6 @@ build/
|
||||
|
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.vscode
|
||||
|
||||
imgui.ini
|
||||
imgui.ini
|
||||
|
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test/tdmap.tdmap3
|
||||
13
.vscode/c_cpp_properties.json
vendored
Normal file
13
.vscode/c_cpp_properties.json
vendored
Normal file
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "TD2",
|
||||
"cppStandard": "c++20",
|
||||
"includePath": [
|
||||
"include"
|
||||
],
|
||||
"compileCommands": ".vscode/compile_commands.json"
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||||
}
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||||
],
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"version": 4
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||||
}
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3
README.md
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3
README.md
Normal file
@@ -0,0 +1,3 @@
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||||
# (CubeCraft) Tower Defense
|
||||
|
||||
## Currently in contruction 🏗️👷⚙️
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5
assets/stats.json
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5
assets/stats.json
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||||
{
|
||||
"Zombie" : {
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||||
|
||||
}
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||||
}
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||||
1721
assets/zombie.fbx
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1721
assets/zombie.fbx
Normal file
File diff suppressed because it is too large
Load Diff
BIN
assets/zombie.png
Normal file
BIN
assets/zombie.png
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Binary file not shown.
|
After Width: | Height: | Size: 994 B |
41
include/client/Client.h
Normal file
41
include/client/Client.h
Normal file
@@ -0,0 +1,41 @@
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#pragma once
|
||||
|
||||
#include <client/IClientSocket.h>
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#include <client/PlayerManager.h>
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#include <td/common/StateMachine.h>
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#include <optional>
|
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namespace td {
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namespace client {
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class ClientState;
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class LoggingState;
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class Client : public StateMachine<Client, void, float> {
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private:
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std::shared_ptr<IClientSocket> m_Socket;
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PlayerManager m_Players;
|
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std::optional<PlayerID> m_Id;
|
||||
|
||||
public:
|
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Client(const std::shared_ptr<IClientSocket>& a_Socket);
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~Client();
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|
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void SendPacket(const protocol::PacketBase& a_Packet);
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||||
|
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void Disconnect();
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|
||||
const PlayerManager& GetPlayers() const {
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return m_Players;
|
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}
|
||||
|
||||
const std::optional<PlayerID> GetId() const {
|
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return m_Id;
|
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}
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|
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friend class ClientState;
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friend class LoggingState;
|
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};
|
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|
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} // namespace client
|
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} // namespace td
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19
include/client/ClientState.h
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19
include/client/ClientState.h
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@@ -0,0 +1,19 @@
|
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#pragma once
|
||||
|
||||
#include <client/Client.h>
|
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#include <td/misc/SlotGuard.h>
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namespace td {
|
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namespace client {
|
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|
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class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
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public:
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ClientState(Client& a_Client);
|
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virtual ~ClientState() {}
|
||||
|
||||
protected:
|
||||
void SendPacket(const protocol::PacketBase& a_Packet);
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||||
};
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
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24
include/client/IClientSocket.h
Normal file
24
include/client/IClientSocket.h
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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
|
||||
39
include/client/PlayerManager.h
Normal file
39
include/client/PlayerManager.h
Normal file
@@ -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
|
||||
34
include/client/socket/FakeSocket.h
Normal file
34
include/client/socket/FakeSocket.h
Normal file
@@ -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
|
||||
40
include/client/state/GameState.h
Normal file
40
include/client/state/GameState.h
Normal file
@@ -0,0 +1,40 @@
|
||||
#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;
|
||||
float m_ElapsedTime;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
float GetElapsedTime() const {
|
||||
return m_ElapsedTime;
|
||||
}
|
||||
|
||||
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
|
||||
25
include/client/state/LobbyState.h
Normal file
25
include/client/state/LobbyState.h
Normal file
@@ -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
|
||||
22
include/client/state/LoggingState.h
Normal file
22
include/client/state/LoggingState.h
Normal file
@@ -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
|
||||
42
include/server/IServerSocket.h
Normal file
42
include/server/IServerSocket.h
Normal file
@@ -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
|
||||
49
include/server/PlayerIds.h
Normal file
49
include/server/PlayerIds.h
Normal file
@@ -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
|
||||
44
include/server/PlayerManager.h
Normal file
44
include/server/PlayerManager.h
Normal file
@@ -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
31
include/server/Server.h
Normal file
@@ -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
|
||||
25
include/server/ServerState.h
Normal file
25
include/server/ServerState.h
Normal file
@@ -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
|
||||
35
include/server/socket/FakeSocket.h
Normal file
35
include/server/socket/FakeSocket.h
Normal file
@@ -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
|
||||
17
include/server/state/EndGameState.h
Normal file
17
include/server/state/EndGameState.h
Normal file
@@ -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
|
||||
31
include/server/state/GameState.h
Normal file
31
include/server/state/GameState.h
Normal file
@@ -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
|
||||
26
include/server/state/GameStateHandler.h
Normal file
26
include/server/state/GameStateHandler.h
Normal file
@@ -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
|
||||
23
include/server/state/LobbyState.h
Normal file
23
include/server/state/LobbyState.h
Normal file
@@ -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
|
||||
10
include/td/Constants.h
Normal file
10
include/td/Constants.h
Normal file
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
namespace td {
|
||||
|
||||
constexpr int TPS = 20;
|
||||
constexpr float STEP_PERIOD = 1.0f / static_cast<float>(TPS);
|
||||
|
||||
} // namespace td
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <sp/common/DataBufferOperators.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
@@ -183,6 +183,80 @@ T Lerp(T v0, T v1, T t) {
|
||||
|
||||
} // namespace maths
|
||||
|
||||
template<typename T>
|
||||
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
|
||||
return {vect.x + other.x, vect.y + other.y};
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec2<T> operator- (const Vec2<T>& vect) {
|
||||
return { -vect.x, -vect.y };
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
|
||||
return vect + (-other);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec3<T> operator- (const Vec3<T>& vect) {
|
||||
return { -vect.x, -vect.y, -vect.z };
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
|
||||
return { vect.x + other.x, vect.y + other.y, vect.z + other.z };
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
|
||||
return vect + (-other);
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec4<T> operator- (const Vec4<T>& vect) {
|
||||
return { -vect.x, -vect.y, -vect.z, -vect.w };
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
|
||||
return { vect.x + other.x, vect.y + other.y, vect.z + other.z, vect.w + other.w };
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
|
||||
return vect + (-other);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
@@ -12,6 +12,10 @@ namespace td {
|
||||
|
||||
using FpFloat = fpm::fixed_16_16;
|
||||
|
||||
using StepTime = std::uint16_t;
|
||||
|
||||
constexpr int STEP_TIME = 50;
|
||||
|
||||
enum class TeamColor : std::int8_t {
|
||||
None = -1,
|
||||
Blue,
|
||||
@@ -61,10 +65,7 @@ using TowerID = std::uint16_t;
|
||||
using PlayerID = std::uint8_t;
|
||||
using EntityID = std::uint16_t;
|
||||
|
||||
struct TowerCoords {
|
||||
std::int16_t x;
|
||||
std::int16_t y;
|
||||
};
|
||||
using TowerCoords = Vec2<std::int16_t>;
|
||||
|
||||
using EntityCoords = Vec2<FpFloat>;
|
||||
|
||||
@@ -77,6 +78,11 @@ enum class Direction : std::uint8_t {
|
||||
NegativeY = 1 << 3,
|
||||
};
|
||||
|
||||
struct PlayerInfo {
|
||||
PlayerID m_PlayerId;
|
||||
std::string m_PlayerName;
|
||||
};
|
||||
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
|
||||
|
||||
|
||||
54
include/td/common/StateMachine.h
Normal file
54
include/td/common/StateMachine.h
Normal file
@@ -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
|
||||
69
include/td/common/StateStack.h
Normal file
69
include/td/common/StateStack.h
Normal file
@@ -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
|
||||
@@ -2,39 +2,14 @@
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <SDL3/SDL_video.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
#include <td/common/StateMachine.h>
|
||||
#include <td/misc/Signal.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
class Display {
|
||||
public:
|
||||
utils::Signal<float> OnAspectRatioChange;
|
||||
utils::Signal<SDL_Keycode> OnKeyDown;
|
||||
|
||||
Display(int a_Width, int a_Height, const std::string& a_Title);
|
||||
~Display();
|
||||
|
||||
void PollEvents();
|
||||
void Update();
|
||||
|
||||
bool IsCloseRequested() {
|
||||
return m_ShouldClose;
|
||||
}
|
||||
|
||||
float GetAspectRatio() {
|
||||
return m_AspectRatio;
|
||||
}
|
||||
|
||||
int GetWindowWidth() {
|
||||
return m_LastWidth;
|
||||
}
|
||||
|
||||
int GetWindowHeight() {
|
||||
return m_LastHeight;
|
||||
}
|
||||
|
||||
class Display : public StateMachine<Display, void, float> {
|
||||
private:
|
||||
SDL_Window* m_Window;
|
||||
SDL_GLContext m_GLContext;
|
||||
@@ -43,6 +18,33 @@ class Display {
|
||||
float m_AspectRatio;
|
||||
|
||||
bool m_ShouldClose;
|
||||
|
||||
public:
|
||||
utils::Signal<float> OnAspectRatioChange;
|
||||
utils::Signal<SDL_Keycode> OnKeyDown;
|
||||
|
||||
Display(int a_Width, int a_Height, const std::string& a_Title);
|
||||
~Display();
|
||||
|
||||
void PollEvents();
|
||||
void Update(float a_Delta) override;
|
||||
void Close();
|
||||
|
||||
bool IsCloseRequested() {
|
||||
return m_ShouldClose;
|
||||
}
|
||||
|
||||
float GetAspectRatio() {
|
||||
return m_AspectRatio;
|
||||
}
|
||||
|
||||
int GetWindowWidth() {
|
||||
return m_LastWidth;
|
||||
}
|
||||
|
||||
int GetWindowHeight() {
|
||||
return m_LastHeight;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace td
|
||||
19
include/td/display/DisplayState.h
Normal file
19
include/td/display/DisplayState.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/display/Display.h>
|
||||
#include <td/misc/SlotGuard.h>
|
||||
#include <client/ClientState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
class DisplayState : public Display::State, private utils::SlotGuard {
|
||||
public:
|
||||
DisplayState(Display& a_Display);
|
||||
virtual ~DisplayState() {}
|
||||
|
||||
protected:
|
||||
virtual void OnAspectRatioChange(float a_Ratio) {}
|
||||
virtual void OnKeyDown(SDL_Keycode a_Key) {}
|
||||
};
|
||||
|
||||
} // namespace td
|
||||
7
include/td/display/ImGuiTheme.h
Normal file
7
include/td/display/ImGuiTheme.h
Normal file
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
namespace td {
|
||||
|
||||
void LoadTheme();
|
||||
|
||||
} // namespace td
|
||||
15
include/td/display/menu/CreatePartyMenu.h
Normal file
15
include/td/display/menu/CreatePartyMenu.h
Normal file
@@ -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
|
||||
15
include/td/display/menu/JoinPartyMenu.h
Normal file
15
include/td/display/menu/JoinPartyMenu.h
Normal file
@@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/display/state/MainMenuState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
class JoinPartyMenu : public MainMenuState::Menu {
|
||||
public:
|
||||
JoinPartyMenu(MainMenuState& a_MainMenu);
|
||||
~JoinPartyMenu();
|
||||
|
||||
virtual void Update() override;
|
||||
};
|
||||
|
||||
} // namespace td
|
||||
15
include/td/display/menu/MainMenu.h
Normal file
15
include/td/display/menu/MainMenu.h
Normal file
@@ -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
|
||||
15
include/td/display/menu/SettingsMenu.h
Normal file
15
include/td/display/menu/SettingsMenu.h
Normal file
@@ -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
|
||||
37
include/td/display/state/DebugWorldState.h
Normal file
37
include/td/display/state/DebugWorldState.h
Normal file
@@ -0,0 +1,37 @@
|
||||
#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;
|
||||
|
||||
unsigned int m_PlaySpeed = 1;
|
||||
|
||||
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
|
||||
27
include/td/display/state/MainMenuState.h
Normal file
27
include/td/display/state/MainMenuState.h
Normal file
@@ -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
|
||||
@@ -77,7 +77,7 @@ public:
|
||||
struct TeamList {
|
||||
std::array<Team, 2> m_Teams;
|
||||
|
||||
TeamList() : m_Teams{Team{TeamColor::Red}, Team{TeamColor::Blue}}{
|
||||
TeamList() : m_Teams{Team{TeamColor::Blue}, Team{TeamColor::Red}}{
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,25 +1,25 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/simulation/WorldTicker.h>
|
||||
#include <td/game/WorldTypes.h>
|
||||
#include <td/protocol/packet/Packets.h>
|
||||
#include <td/simulation/WorldTicker.h>
|
||||
|
||||
namespace td {
|
||||
namespace game {
|
||||
|
||||
class World {
|
||||
protected:
|
||||
// header
|
||||
TowerTileColorPalette m_TowerPlacePalette;
|
||||
Color m_WalkablePalette;
|
||||
std::vector<Color> m_DecorationPalette;
|
||||
Color m_Background;
|
||||
|
||||
ChunkList m_Chunks;
|
||||
|
||||
SpawnColorPalette m_SpawnColorPalette;
|
||||
|
||||
TilePalette m_TilePalette;
|
||||
|
||||
//data
|
||||
ChunkList m_Chunks;
|
||||
|
||||
std::shared_ptr<sim::WorldSnapshot> m_CurrentState;
|
||||
std::shared_ptr<sim::WorldSnapshot> m_NextState;
|
||||
|
||||
@@ -28,10 +28,14 @@ class World {
|
||||
|
||||
public:
|
||||
World();
|
||||
World(World&&) = default;
|
||||
|
||||
bool LoadMap(const protocol::pdata::WorldHeader& worldHeader);
|
||||
bool LoadMap(const protocol::pdata::WorldData& worldData);
|
||||
|
||||
protocol::packets::WorldHeaderPacket GetPacketHeader() const;
|
||||
protocol::packets::WorldDataPacket GetPacketData() const;
|
||||
|
||||
bool LoadMapFromFile(const std::string& fileName);
|
||||
bool SaveMap(const std::string& fileName) const;
|
||||
|
||||
@@ -61,7 +65,7 @@ class World {
|
||||
|
||||
TilePtr GetTilePtr(TileIndex index) const {
|
||||
if (index == 0)
|
||||
return nullptr;
|
||||
return TilePtr(nullptr);
|
||||
return m_TilePalette.at(index - 1);
|
||||
}
|
||||
|
||||
@@ -101,7 +105,7 @@ class World {
|
||||
return m_CurrentState->m_Teams[TeamColor::Blue];
|
||||
}
|
||||
const Team& GetBlueTeam() const {
|
||||
return m_CurrentState->m_Teams[TeamColor::Red];
|
||||
return m_CurrentState->m_Teams[TeamColor::Blue];
|
||||
}
|
||||
|
||||
Team& GetTeam(TeamColor team) {
|
||||
@@ -130,12 +134,9 @@ class World {
|
||||
private:
|
||||
void TickMobs(std::uint64_t delta);
|
||||
void CleanDeadMobs();
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
using WorldPtr = std::shared_ptr<World>;
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
} // namespace td
|
||||
@@ -67,7 +67,7 @@ using TileFactory = sp::MessageFactory<Tile, AllTiles>;
|
||||
|
||||
class TileHandler : public sp::GenericHandler<AllTiles> {};
|
||||
|
||||
using TilePtr = std::shared_ptr<sp::SerializableMessage<TileFactory>>;
|
||||
using TilePtr = sp::SerializableMessage<TileFactory>;
|
||||
|
||||
// typedef std::shared_ptr<Tile> TilePtr;
|
||||
typedef std::vector<std::uint16_t> ChunkPalette;
|
||||
|
||||
@@ -2,30 +2,104 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <td/common/NonCopyable.h>
|
||||
#include <vector>
|
||||
|
||||
namespace td {
|
||||
namespace utils {
|
||||
|
||||
/**
|
||||
* \brief Signal class
|
||||
*/
|
||||
template <typename... Args>
|
||||
class Signal : private NonCopyable {
|
||||
private:
|
||||
using CallBack = std::function<void(Args...)>;
|
||||
class SignalRaw : private NonCopyable {
|
||||
public:
|
||||
using FnType = void(Args...);
|
||||
using CallBack = std::shared_ptr<std::function<FnType>>;
|
||||
|
||||
private:
|
||||
std::vector<CallBack> m_Callbacks;
|
||||
|
||||
public:
|
||||
void Connect(CallBack&& a_Callback) {
|
||||
m_Callbacks.push_back(std::move(a_Callback));
|
||||
void Connect(const CallBack& a_Callback) {
|
||||
m_Callbacks.push_back(a_Callback);
|
||||
}
|
||||
|
||||
void Disconnect(const CallBack& a_Callback) {
|
||||
auto it = std::find(m_Callbacks.begin(), m_Callbacks.end(), a_Callback);
|
||||
m_Callbacks.erase(it);
|
||||
}
|
||||
|
||||
void operator()(Args... args) const {
|
||||
for (const CallBack& callback : m_Callbacks) {
|
||||
callback(args...);
|
||||
callback->operator()(args...);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* \brief Memory managed Signal class
|
||||
*/
|
||||
template <typename... Args>
|
||||
class Signal {
|
||||
public:
|
||||
using SignalBase = SignalRaw<Args...>;
|
||||
using CallBack = typename SignalBase::CallBack;
|
||||
using CallBackRaw = typename CallBack::element_type;
|
||||
using SignalPtr = std::shared_ptr<SignalBase>;
|
||||
class ConnectionGuard;
|
||||
|
||||
private:
|
||||
SignalPtr m_Signal;
|
||||
|
||||
public:
|
||||
Signal() : m_Signal(std::make_shared<SignalBase>()) {}
|
||||
Signal(const Signal&) = default;
|
||||
|
||||
/**
|
||||
* \warning The callback won't be disconnectable, use it wisely!
|
||||
*/
|
||||
void Connect(const CallBackRaw& a_Callback) {
|
||||
m_Signal->Connect(std::make_shared<CallBackRaw>(a_Callback));
|
||||
}
|
||||
|
||||
[[nodiscard]] std::unique_ptr<ConnectionGuard> ConnectSafe(const CallBack& a_Callback) {
|
||||
m_Signal->Connect(a_Callback);
|
||||
return std::make_unique<ConnectionGuard>(*this, a_Callback);
|
||||
}
|
||||
|
||||
void Disconnect(const CallBack& a_Callback) {
|
||||
m_Signal->Disconnect(a_Callback);
|
||||
}
|
||||
|
||||
void operator()(Args... args) const {
|
||||
m_Signal->operator()(args...);
|
||||
}
|
||||
};
|
||||
|
||||
class Connection {
|
||||
public:
|
||||
virtual ~Connection() {}
|
||||
};
|
||||
|
||||
template <typename... Args>
|
||||
class Signal<Args...>::ConnectionGuard : public Connection {
|
||||
private:
|
||||
using CallBack = typename Signal<Args...>::CallBack;
|
||||
|
||||
std::weak_ptr<SignalRaw<Args...>> m_Signal;
|
||||
CallBack m_Callback;
|
||||
|
||||
public:
|
||||
ConnectionGuard(const Signal<Args...>& a_Signal, const CallBack& a_Callback) :
|
||||
m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
|
||||
|
||||
~ConnectionGuard() {
|
||||
if (!m_Signal.expired())
|
||||
m_Signal.lock()->Disconnect(m_Callback);
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace utils
|
||||
} // namespace td
|
||||
|
||||
33
include/td/misc/SlotGuard.h
Normal file
33
include/td/misc/SlotGuard.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/misc/Signal.h>
|
||||
|
||||
namespace td {
|
||||
namespace utils {
|
||||
|
||||
/**
|
||||
* \brief Wrapper class to automatically disconnect from a Signal on object destruction
|
||||
* \note You should inherit this class privately
|
||||
* \sa Signal
|
||||
*/
|
||||
class SlotGuard {
|
||||
private:
|
||||
std::vector<std::unique_ptr<Connection>> m_Connections;
|
||||
|
||||
public:
|
||||
/**
|
||||
* \brief Connect a signal to a function (with the same signature)
|
||||
*/
|
||||
template <typename... Args>
|
||||
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack::element_type& a_Callback) {
|
||||
auto ptr = std::make_shared<typename Signal<Args...>::CallBack::element_type>(a_Callback);
|
||||
m_Connections.push_back(a_Signal.ConnectSafe(ptr));
|
||||
}
|
||||
|
||||
void Disconnect() {
|
||||
m_Connections.clear();
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace utils
|
||||
} // namespace td
|
||||
22
include/td/misc/Time.h
Normal file
22
include/td/misc/Time.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
#include <chrono>
|
||||
|
||||
namespace td {
|
||||
|
||||
class Timer {
|
||||
private:
|
||||
std::chrono::time_point<std::chrono::system_clock> m_LastTime;
|
||||
|
||||
public:
|
||||
Timer() : m_LastTime(std::chrono::system_clock::now()) {}
|
||||
|
||||
float GetDelta() {
|
||||
auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
|
||||
float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
|
||||
m_LastTime = std::chrono::system_clock::now();
|
||||
return timeSeconds;
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace td
|
||||
1
include/td/network/EnetClient.h
Normal file
1
include/td/network/EnetClient.h
Normal file
@@ -0,0 +1 @@
|
||||
#pragma once
|
||||
1
include/td/network/EnetConnection.h
Normal file
1
include/td/network/EnetConnection.h
Normal file
@@ -0,0 +1 @@
|
||||
#pragma once
|
||||
1
include/td/network/EnetServer.h
Normal file
1
include/td/network/EnetServer.h
Normal file
@@ -0,0 +1 @@
|
||||
#pragma once
|
||||
@@ -21,10 +21,8 @@ struct UpgradeTower {
|
||||
sp::BitField<std::uint8_t, 4> m_Upgrade;
|
||||
};
|
||||
|
||||
using EntityTypeInt = std::uint8_t;
|
||||
|
||||
struct SpawnTroop {
|
||||
sp::BitField<EntityTypeInt, 5> m_Type;
|
||||
sp::BitField<EntityType, 5> m_Type;
|
||||
sp::BitField<std::uint8_t, 3> m_Level;
|
||||
EntityCoords m_Position;
|
||||
PlayerID m_Sender;
|
||||
|
||||
@@ -7,7 +7,6 @@
|
||||
|
||||
#include <memory>
|
||||
#include <sp/common/GenericHandler.h>
|
||||
#include <sp/io/SerializableMessage.h>
|
||||
#include <sp/protocol/ConcreteMessage.h>
|
||||
#include <sp/protocol/MessageDispatcher.h>
|
||||
#include <sp/protocol/MessageFactory.h>
|
||||
@@ -15,6 +14,8 @@
|
||||
#include <td/common/NonCopyable.h>
|
||||
#include <td/protocol/command/CommandData.h>
|
||||
|
||||
#include <sp/io/SerializableMessage.h>
|
||||
|
||||
namespace td {
|
||||
namespace protocol {
|
||||
|
||||
@@ -58,9 +59,9 @@ using CommandDispatcher = sp::MessageDispatcher<CommandBase>;
|
||||
|
||||
using CommandFactory = sp::MessageFactory<CommandBase, AllCommands>;
|
||||
|
||||
using LockStep = std::vector<std::shared_ptr<CommandBase>>;
|
||||
using CommandPtr = sp::SerializableMessage<CommandFactory>;
|
||||
|
||||
using CommandPtr = std::unique_ptr<sp::SerializableMessage<CommandFactory>>;
|
||||
using LockStep = std::vector<CommandPtr>;
|
||||
|
||||
} // namespace protocol
|
||||
} // namespace td
|
||||
|
||||
@@ -7,32 +7,31 @@
|
||||
#include <td/game/WorldTypes.h>
|
||||
|
||||
// Make it dynamic ?
|
||||
#ifdef NDEBUG
|
||||
#define LOCKSTEP_BUFFER_SIZE 10
|
||||
#else
|
||||
#define LOCKSTEP_BUFFER_SIZE 1
|
||||
#endif
|
||||
|
||||
namespace td {
|
||||
namespace protocol {
|
||||
|
||||
struct PlayerInfo {
|
||||
PlayerID m_PlayerId;
|
||||
std::string m_PlayerName;
|
||||
};
|
||||
|
||||
struct MapData {
|
||||
|
||||
};
|
||||
|
||||
namespace pdata {
|
||||
|
||||
/** Client attempts to login (very basic) */
|
||||
struct PlayerLogin {
|
||||
std::string m_PlayerName;
|
||||
};
|
||||
|
||||
/** Server indicates success */
|
||||
struct LoggingSuccess {
|
||||
PlayerID m_PlayerId;
|
||||
};
|
||||
|
||||
/** Client attempts to login (very basic) */
|
||||
struct PlayerLogin {
|
||||
std::string m_PlayerName;
|
||||
};
|
||||
|
||||
/** Player joins the lobby */
|
||||
struct PlayerJoin {
|
||||
PlayerInfo m_Player;
|
||||
@@ -43,9 +42,14 @@ struct PlayerLeave {
|
||||
PlayerID m_PlayerId;
|
||||
};
|
||||
|
||||
/** List of players who joined before */
|
||||
struct PlayerList {
|
||||
std::vector<PlayerInfo> m_Players;
|
||||
};
|
||||
|
||||
struct PredictCommand {
|
||||
CommandPtr m_Command;
|
||||
std::uint16_t m_FrameNumber;
|
||||
StepTime m_FrameNumber;
|
||||
};
|
||||
|
||||
/** Keep alive */
|
||||
@@ -63,8 +67,6 @@ struct ChatMessage {
|
||||
std::string m_Text;
|
||||
};
|
||||
|
||||
// TODO: handle players joining in the first second
|
||||
|
||||
struct BeginGame {
|
||||
std::vector<PlayerInfo> m_BlueTeam;
|
||||
std::vector<PlayerInfo> m_RedTeam;
|
||||
@@ -73,8 +75,8 @@ struct BeginGame {
|
||||
};
|
||||
|
||||
struct LockSteps {
|
||||
std::uint16_t m_FirstFrameNumber;
|
||||
Array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
|
||||
StepTime m_FirstFrameNumber;
|
||||
std::array<LockStep, LOCKSTEP_BUFFER_SIZE> m_LockSteps;
|
||||
};
|
||||
|
||||
struct WorldHeader {
|
||||
@@ -95,6 +97,25 @@ 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
|
||||
|
||||
@@ -4,44 +4,15 @@
|
||||
|
||||
namespace td {
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec2<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec3<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec3<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z;
|
||||
}
|
||||
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec4<T>& a_Vec) {
|
||||
return a_Buffer << a_Vec.x << a_Vec.y << a_Vec.z << a_Vec.w;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Vec4<T>& a_Vec) {
|
||||
return a_Buffer >> a_Vec.x >> a_Vec.y >> a_Vec.z >> a_Vec.w;
|
||||
}
|
||||
|
||||
namespace game {
|
||||
|
||||
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 ChunkPtr& a_Chunk);
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, ChunkPtr& a_Chunk);
|
||||
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
|
||||
|
||||
@@ -8,11 +8,11 @@
|
||||
#include <td/common/NonCopyable.h>
|
||||
#include <td/protocol/packet/PacketData.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>
|
||||
#include <sp/common/GenericHandler.h>
|
||||
|
||||
namespace td {
|
||||
namespace protocol {
|
||||
@@ -22,12 +22,17 @@ enum class PacketID : std::uint8_t {
|
||||
BeginGame,
|
||||
Disconnect,
|
||||
KeepAlive,
|
||||
LockStepRequest,
|
||||
LockStepResponse,
|
||||
LockSteps,
|
||||
LoggingSuccess,
|
||||
PlaceTower,
|
||||
PlayerJoin,
|
||||
PlayerLeave,
|
||||
PlayerList,
|
||||
PlayerLogin,
|
||||
PredictCommand,
|
||||
SpawnTroop,
|
||||
WorldHeader,
|
||||
WorldData,
|
||||
};
|
||||
@@ -47,22 +52,34 @@ 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::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlayerJoinPacket,
|
||||
packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
|
||||
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket,
|
||||
packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket,
|
||||
packets::PlayerListPacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::SpawnTroopPacket,
|
||||
packets::WorldHeaderPacket, packets::WorldDataPacket>;
|
||||
|
||||
class PacketHandler : public sp::GenericHandler<AllPackets> {};
|
||||
class PacketHandler : public sp::GenericHandler<AllPackets> {
|
||||
public:
|
||||
void HandleBase(const PacketBase& a_Packet) {
|
||||
a_Packet.Dispatch(*this);
|
||||
}
|
||||
};
|
||||
|
||||
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
|
||||
|
||||
|
||||
@@ -35,6 +35,7 @@ class Camera {
|
||||
void UpdatePerspective(float a_AspectRatio);
|
||||
|
||||
void SetCamPos(const Vec3f& a_NewPos);
|
||||
const Vec3f& GetCamPos() const;
|
||||
};
|
||||
|
||||
} // namespace render
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <td/misc/SlotGuard.h>
|
||||
#include <td/render/Camera.h>
|
||||
#include <td/render/loader/FbxLoader.h>
|
||||
#include <td/render/loader/GLLoader.h>
|
||||
#include <td/render/shader/CameraShaderProgram.h>
|
||||
|
||||
@@ -14,10 +16,11 @@ class BasicRenderer {
|
||||
virtual ~BasicRenderer() {}
|
||||
|
||||
void Render(const GL::VertexArray& a_Vao);
|
||||
void Render(const Model& a_Model);
|
||||
};
|
||||
|
||||
template <typename TShader>
|
||||
class Renderer : public BasicRenderer {
|
||||
class Renderer : public BasicRenderer, private utils::SlotGuard {
|
||||
protected:
|
||||
std::unique_ptr<TShader> m_Shader;
|
||||
Camera& m_Camera;
|
||||
@@ -41,8 +44,11 @@ class RenderPipeline {
|
||||
virtual ~RenderPipeline() {}
|
||||
|
||||
template <typename T, typename... Args>
|
||||
void AddRenderer(Args&&... args) {
|
||||
m_Renderers.push_back(std::make_unique<T>(args...));
|
||||
T& AddRenderer(Args&&... args) {
|
||||
auto ptr = std::make_unique<T>(args...);
|
||||
auto rawPtr = ptr.get();
|
||||
m_Renderers.push_back(std::move(ptr));
|
||||
return *rawPtr;
|
||||
}
|
||||
|
||||
void Clear() {
|
||||
@@ -62,12 +68,12 @@ class RenderPipeline {
|
||||
|
||||
template <typename TShader>
|
||||
Renderer<TShader>::Renderer(Camera& a_Camera) : m_Shader(std::make_unique<TShader>()), m_Camera(a_Camera) {
|
||||
a_Camera.OnPerspectiveChange.Connect([this]() {
|
||||
Connect(a_Camera.OnPerspectiveChange, [this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetProjectionMatrix(m_Camera.GetProjectionMatrix());
|
||||
});
|
||||
|
||||
a_Camera.OnViewChange.Connect([this]() {
|
||||
Connect(a_Camera.OnViewChange, [this]() {
|
||||
m_Shader->Start();
|
||||
m_Shader->SetViewMatrix(m_Camera.GetViewMatrix());
|
||||
});
|
||||
|
||||
19
include/td/render/loader/FbxLoader.h
Normal file
19
include/td/render/loader/FbxLoader.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/render/loader/GLLoader.h>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
namespace td {
|
||||
|
||||
struct Model {
|
||||
std::vector<std::unique_ptr<GL::VertexArray>> m_Vaos;
|
||||
};
|
||||
|
||||
namespace ModelLoader {
|
||||
|
||||
Model LoadModel(const std::string& fileName);
|
||||
|
||||
}
|
||||
}
|
||||
31
include/td/render/loader/TextureLoader.h
Normal file
31
include/td/render/loader/TextureLoader.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
|
||||
#include <sp/common/NonCopyable.h>
|
||||
#include <string>
|
||||
|
||||
namespace td {
|
||||
namespace GL {
|
||||
|
||||
class Texture : private sp::NonCopyable {
|
||||
public:
|
||||
Texture(const char* a_Data, int a_Width, int a_Height, int a_Comp);
|
||||
Texture(Texture&& a_Other);
|
||||
|
||||
~Texture();
|
||||
|
||||
void Bind() const;
|
||||
void Unbind() const;
|
||||
|
||||
private:
|
||||
unsigned int m_ID;
|
||||
};
|
||||
|
||||
} // namespace GL
|
||||
|
||||
namespace TextureLoader {
|
||||
|
||||
GL::Texture LoadTexture(const std::string& fileName);
|
||||
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/render/loader/TextureLoader.h>
|
||||
#include <td/render/loader/FbxLoader.h>
|
||||
#include <td/render/Renderer.h>
|
||||
#include <td/render/shader/EntityShader.h>
|
||||
#include <td/game/World.h>
|
||||
@@ -9,11 +11,12 @@ namespace render {
|
||||
|
||||
class EntityRenderer : public Renderer<shader::EntityShader> {
|
||||
private:
|
||||
const game::World& m_World;
|
||||
std::unique_ptr<GL::VertexArray> m_EntityVao;
|
||||
game::WorldPtr m_World;
|
||||
Model m_EntityModel;
|
||||
std::unique_ptr<GL::Texture> m_EntityTexture;
|
||||
|
||||
public:
|
||||
EntityRenderer(Camera& a_Camera, const game::World& a_World);
|
||||
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||
virtual ~EntityRenderer();
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
27
include/td/render/renderer/PlayerListRenderer.h
Normal file
27
include/td/render/renderer/PlayerListRenderer.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/render/Renderer.h>
|
||||
#include <client/PlayerManager.h>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
/**
|
||||
* \brief This is a debug class
|
||||
*/
|
||||
class PlayerListRenderer : public BasicRenderer {
|
||||
private:
|
||||
const client::PlayerManager& m_Players;
|
||||
public:
|
||||
utils::Signal<> OnPlayerCreate;
|
||||
// utils::Signal<> OnRequestPOV;
|
||||
utils::Signal<PlayerID> OnPlayerKick;
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
PlayerListRenderer(const client::PlayerManager& a_Players);
|
||||
~PlayerListRenderer() {}
|
||||
};
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
21
include/td/render/renderer/TimerRenderer.h
Normal file
21
include/td/render/renderer/TimerRenderer.h
Normal file
@@ -0,0 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "client/state/GameState.h"
|
||||
#include <td/render/Renderer.h>
|
||||
#include <client/PlayerManager.h>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
class TimerRenderer : public BasicRenderer {
|
||||
private:
|
||||
const client::GameState& m_State;
|
||||
public:
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
TimerRenderer(const client::GameState& a_State);
|
||||
~TimerRenderer() {}
|
||||
};
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
@@ -9,11 +9,11 @@ namespace render {
|
||||
|
||||
class TowerRenderer : public Renderer<shader::EntityShader> {
|
||||
private:
|
||||
const game::World& m_World;
|
||||
game::WorldPtr m_World;
|
||||
std::unique_ptr<GL::VertexArray> m_EntityVao;
|
||||
|
||||
public:
|
||||
TowerRenderer(Camera& a_Camera, const game::World& a_World);
|
||||
TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||
virtual ~TowerRenderer();
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
@@ -13,10 +13,13 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
|
||||
std::unique_ptr<GL::VertexArray> m_WorldVao;
|
||||
|
||||
public:
|
||||
WorldRenderer(Camera& a_Camera, const game::World& a_World);
|
||||
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||
virtual ~WorldRenderer();
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
private:
|
||||
void UpdateControls();
|
||||
};
|
||||
|
||||
} // namespace render
|
||||
|
||||
70
include/td/simulation/ClientSimulation.h
Normal file
70
include/td/simulation/ClientSimulation.h
Normal file
@@ -0,0 +1,70 @@
|
||||
#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
|
||||
@@ -1,37 +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 = std::uint16_t;
|
||||
|
||||
std::vector<std::optional<protocol::LockStep>> m_History;
|
||||
|
||||
HistorySizeType m_Cursor;
|
||||
|
||||
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;
|
||||
|
||||
const protocol::LockStep& GetNextStep();
|
||||
|
||||
bool HasNextStep() const;
|
||||
|
||||
void FromPacket(td::protocol::pdata::LockSteps&& a_Steps);
|
||||
|
||||
td::protocol::packets::LockStepsPacket ToPacket(HistorySizeType a_StartIndex);
|
||||
};
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
@@ -1,62 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <td/game/World.h>
|
||||
#include <optional>
|
||||
|
||||
namespace td {
|
||||
namespace sim {
|
||||
|
||||
using GameHistory = std::vector<td::protocol::LockStep>;
|
||||
using GameBuffer = std::vector<std::optional<td::protocol::LockStep>>;
|
||||
|
||||
class RealTimeSimulation {
|
||||
private:
|
||||
std::uint64_t m_StepTime;
|
||||
game::World& m_World;
|
||||
GameBuffer m_History;
|
||||
std::uint64_t m_CurrentTime;
|
||||
std::uint64_t m_LastTime;
|
||||
std::size_t m_CurrentStep;
|
||||
|
||||
std::shared_ptr<WorldSnapshot> m_LastSnapshot;
|
||||
std::uint64_t m_LastValidStep;
|
||||
|
||||
static const protocol::LockStep EMPTY_LOCKSTEP;
|
||||
|
||||
public:
|
||||
/**
|
||||
* \brief Replay constructor
|
||||
* \param a_StepTime in ms
|
||||
*/
|
||||
RealTimeSimulation(game::World& a_World, const GameHistory& a_History, std::uint64_t a_StepTime);
|
||||
|
||||
/**
|
||||
* \brief Live update constructor (continuous game updates)
|
||||
* \param a_StepTime in ms
|
||||
*/
|
||||
RealTimeSimulation(game::World& a_World, std::uint64_t a_StepTime);
|
||||
|
||||
/**
|
||||
* \return the progress [0-1] between two steps
|
||||
*/
|
||||
float Update();
|
||||
|
||||
void HandlePacket(const protocol::packets::LockStepsPacket& a_LockSteps);
|
||||
void HandlePacket(const protocol::packets::PredictCommandPacket& a_Predict);
|
||||
|
||||
private:
|
||||
void Step();
|
||||
|
||||
/**
|
||||
* \brief Ticks a_Count times
|
||||
*/
|
||||
void 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
|
||||
41
include/td/simulation/ServerSimulation.h
Normal file
41
include/td/simulation/ServerSimulation.h
Normal file
@@ -0,0 +1,41 @@
|
||||
#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
|
||||
25
src/client/Client.cpp
Normal file
25
src/client/Client.cpp
Normal file
@@ -0,0 +1,25 @@
|
||||
#include <client/Client.h>
|
||||
|
||||
#include <client/state/LoggingState.h>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
Client::Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket) {
|
||||
// ChangeState<LoggingState>(a_PlayerName);
|
||||
}
|
||||
|
||||
Client::~Client() {
|
||||
Disconnect();
|
||||
}
|
||||
|
||||
void Client::SendPacket(const protocol::PacketBase& a_Packet) {
|
||||
m_Socket->Send(a_Packet);
|
||||
}
|
||||
|
||||
void Client::Disconnect() {
|
||||
m_Socket->Disconnect();
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
16
src/client/ClientState.cpp
Normal file
16
src/client/ClientState.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include <client/ClientState.h>
|
||||
#include <client/Client.h>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
|
||||
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandleBase, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
|
||||
m_StateMachine.m_Socket->Send(a_Packet);
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
44
src/client/PlayerManager.cpp
Normal file
44
src/client/PlayerManager.cpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#include <client/PlayerManager.h>
|
||||
|
||||
#include <client/IClientSocket.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
PlayerManager::PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {
|
||||
a_Socket->OnReceive.Connect(std::bind(&PlayerManager::HandleBase, this, std::placeholders::_1));
|
||||
OnPlayerJoin.Connect([this](const PlayerInfo& a_Player){
|
||||
std::cout << "[Client " << this << "] " << a_Player.m_PlayerName << " joined !\n";
|
||||
});
|
||||
OnPlayerLeave.Connect([this](const PlayerID a_Player){
|
||||
std::cout << "[Client " << this << "] " << GetPlayer(a_Player).m_PlayerName << "(" << +a_Player << ") left !\n";
|
||||
});
|
||||
}
|
||||
|
||||
PlayerManager::~PlayerManager() {}
|
||||
|
||||
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
|
||||
return m_Players.at(a_Player);
|
||||
}
|
||||
|
||||
void PlayerManager::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
||||
m_Players.emplace(a_Packet->m_Player.m_PlayerId, a_Packet->m_Player);
|
||||
OnPlayerJoin(a_Packet->m_Player);
|
||||
}
|
||||
|
||||
void PlayerManager::Handle(const protocol::packets::PlayerListPacket& a_Packet) {
|
||||
for (auto pInfo : a_Packet->m_Players) {
|
||||
m_Players.emplace(pInfo.m_PlayerId, pInfo);
|
||||
OnPlayerJoin(pInfo);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerManager::Handle(const protocol::packets::PlayerLeavePacket& a_Packet) {
|
||||
OnPlayerLeave(a_Packet->m_PlayerId);
|
||||
m_Players.erase(a_Packet->m_PlayerId);
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
23
src/client/socket/FakeSocket.cpp
Normal file
23
src/client/socket/FakeSocket.cpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#include <client/socket/FakeSocket.h>
|
||||
#include <server/socket/FakeSocket.h>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
void FakeSocket::Send(const protocol::PacketBase& a_Packet) {
|
||||
m_Server->OnReceivePeer(m_PeerId, a_Packet);
|
||||
}
|
||||
|
||||
std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::FakeSocket>& a_Server) {
|
||||
auto socket = std::make_shared<FakeSocket>(Private());
|
||||
socket->m_Server = a_Server;
|
||||
socket->m_PeerId = a_Server->ConnectFakePeer(socket);
|
||||
return socket;
|
||||
}
|
||||
|
||||
void FakeSocket::Disconnect() {
|
||||
m_Server->DisconnectFakePeer(m_PeerId);
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
27
src/client/state/GameState.cpp
Normal file
27
src/client/state/GameState.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#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);
|
||||
m_ElapsedTime += a_Delta;
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
27
src/client/state/LobbyState.cpp
Normal file
27
src/client/state/LobbyState.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#include <client/state/LobbyState.h>
|
||||
|
||||
#include <client/state/GameState.h>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
LobbyState::LobbyState(Client& a_Client) : ClientState(a_Client), m_World(std::make_shared<game::World>()) {}
|
||||
|
||||
LobbyState::~LobbyState() {}
|
||||
|
||||
void LobbyState::Handle(const protocol::packets::WorldHeaderPacket& a_Packet) {
|
||||
m_World->LoadMap(*a_Packet);
|
||||
}
|
||||
|
||||
void LobbyState::Handle(const protocol::packets::WorldDataPacket& a_Packet) {
|
||||
m_World->LoadMap(*a_Packet);
|
||||
}
|
||||
|
||||
void LobbyState::Handle(const protocol::packets::BeginGamePacket& a_Packet) {
|
||||
ChangeState<GameState>(m_World, STEP_TIME, a_Packet->m_FirstLocksteps);
|
||||
}
|
||||
|
||||
void LobbyState::Update(float a_Delta) {}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
27
src/client/state/LoggingState.cpp
Normal file
27
src/client/state/LoggingState.cpp
Normal file
@@ -0,0 +1,27 @@
|
||||
#include <client/state/LoggingState.h>
|
||||
|
||||
#include <client/state/LobbyState.h>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) : ClientState(a_Client) {
|
||||
SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
|
||||
}
|
||||
|
||||
void LoggingState::Update(float a_Delta) {
|
||||
}
|
||||
|
||||
LoggingState::~LoggingState() {}
|
||||
|
||||
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
||||
// TODO: check if id matches client id
|
||||
}
|
||||
|
||||
void LoggingState::Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) {
|
||||
m_StateMachine.m_Id = a_Packet->m_PlayerId;
|
||||
ChangeState<LobbyState>();
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
130
src/main.cpp
130
src/main.cpp
@@ -1,135 +1,17 @@
|
||||
#include <iostream>
|
||||
|
||||
#include <fstream>
|
||||
#include <td/game/World.h>
|
||||
#include <td/input/Display.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
#include <td/protocol/packet/Packets.h>
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
#include <td/render/renderer/TowerRenderer.h>
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
#include <td/simulation/RealTimeSimulation.h>
|
||||
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <sp/extensions/Compress.h>
|
||||
#include <sp/io/MessageStream.h>
|
||||
#include <sp/io/StdIo.h>
|
||||
|
||||
class WorldApply : public td::protocol::PacketHandler {
|
||||
private:
|
||||
td::game::World& m_World;
|
||||
using td::protocol::PacketHandler::Handle;
|
||||
|
||||
public:
|
||||
WorldApply(td::game::World& a_World) : m_World(a_World) {}
|
||||
|
||||
void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
|
||||
m_World.LoadMap(*a_Header);
|
||||
}
|
||||
|
||||
void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
|
||||
m_World.LoadMap(*a_Data);
|
||||
}
|
||||
};
|
||||
|
||||
void Save(const td::protocol::PacketBase& header, const td::protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ofstream fStream("test/tdmap.tdmap3");
|
||||
auto out = std::make_shared<sp::StdOuput>(fStream);
|
||||
|
||||
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
stream.WriteMessage(header);
|
||||
stream.WriteMessage(data);
|
||||
}
|
||||
|
||||
td::game::World GetWorld() {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ifstream fStream("test/tdmap.tdmap2");
|
||||
auto out = std::make_shared<sp::StdInput>(fStream);
|
||||
|
||||
sp::MessageStream<td::protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadMessage();
|
||||
auto data = stream.ReadMessage();
|
||||
|
||||
td::game::World w;
|
||||
WorldApply wa(w);
|
||||
|
||||
td::protocol::PacketDispatcher d;
|
||||
d.RegisterHandler(td::protocol::PacketID::WorldData, &wa);
|
||||
d.RegisterHandler(td::protocol::PacketID::WorldHeader, &wa);
|
||||
|
||||
d.Dispatch(*header);
|
||||
d.Dispatch(*data);
|
||||
|
||||
Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
|
||||
const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
|
||||
for (const auto& lockstep : a_LockSteps) {
|
||||
a_World.Tick(lockstep, delta);
|
||||
}
|
||||
}
|
||||
|
||||
td::sim::GameHistory GetCustomHistory() {
|
||||
constexpr std::size_t MAX_COUNT = 20 * 60 * 40;
|
||||
|
||||
td::sim::GameHistory gh(MAX_COUNT);
|
||||
|
||||
auto spawn = std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
|
||||
gh[0].push_back(spawn);
|
||||
|
||||
auto tower = std::make_shared<td::protocol::commands::PlaceTowerCommand>(td::TowerType::Archer, 0, td::TowerCoords{77, 13});
|
||||
gh[0].push_back(tower);
|
||||
|
||||
return gh;
|
||||
}
|
||||
|
||||
#include <chrono>
|
||||
#include <td/display/state/MainMenuState.h>
|
||||
#include <td/misc/Time.h>
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
td::game::World w = GetWorld();
|
||||
|
||||
// init GL context
|
||||
td::Display display(1920, 1080, "Tower-Defense 2");
|
||||
|
||||
td::render::Camera cam;
|
||||
|
||||
display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio) { cam.UpdatePerspective(a_AspectRatio); });
|
||||
|
||||
td::sim::GameHistory gh = GetCustomHistory();
|
||||
|
||||
td::render::RenderPipeline renderer;
|
||||
renderer.AddRenderer<td::render::WorldRenderer>(cam, w);
|
||||
renderer.AddRenderer<td::render::EntityRenderer>(cam, w);
|
||||
renderer.AddRenderer<td::render::TowerRenderer>(cam, w);
|
||||
|
||||
cam.SetCamPos({77, 5, 13});
|
||||
cam.UpdatePerspective(display.GetAspectRatio());
|
||||
|
||||
td::sim::RealTimeSimulation simulation(w, 500);
|
||||
|
||||
display.OnKeyDown.Connect([&simulation](SDL_Keycode key) {
|
||||
if (key == SDLK_A) {
|
||||
auto spawn =
|
||||
std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
|
||||
td::Array<td::protocol::LockStep, LOCKSTEP_BUFFER_SIZE> steps{};
|
||||
steps[0].push_back(spawn);
|
||||
td::protocol::packets::LockStepsPacket packet{0, steps};
|
||||
simulation.HandlePacket(packet);
|
||||
}
|
||||
});
|
||||
display.ChangeState<td::MainMenuState>();
|
||||
|
||||
td::Timer timer;
|
||||
while (!display.IsCloseRequested()) {
|
||||
display.PollEvents();
|
||||
float lerp = simulation.Update();
|
||||
renderer.Render(lerp);
|
||||
display.Update();
|
||||
display.Update(timer.GetDelta());
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
56
src/server/IServerSocket.cpp
Normal file
56
src/server/IServerSocket.cpp
Normal file
@@ -0,0 +1,56 @@
|
||||
#include <server/IServerSocket.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
IServerSocket::IServerSocket() {
|
||||
}
|
||||
|
||||
void IServerSocket::RegisterHandler(const PlayerPacketHandler& a_Handler) {
|
||||
m_Handlers.push_back(a_Handler);
|
||||
}
|
||||
|
||||
void IServerSocket::UnregisterHandler(const PlayerPacketHandler& a_Handler) {
|
||||
auto it = std::find_if(m_Handlers.begin(), m_Handlers.end(),
|
||||
[&a_Handler](PlayerPacketHandler& handler) { return a_Handler.template target<PlayerPacketHandlerType>() == handler.template target<PlayerPacketHandlerType>(); });
|
||||
m_Handlers.erase(it);
|
||||
}
|
||||
|
||||
void IServerSocket::OnConnectPeer(PeerID a_PeerId) {
|
||||
// here, the client is not a player yet (we need to wait for auth)
|
||||
m_Ids.AddConnection(a_PeerId);
|
||||
OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
}
|
||||
|
||||
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
|
||||
OnPlayerDisconnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
m_Ids.RemovePeer(a_PeerId);
|
||||
}
|
||||
|
||||
void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
|
||||
auto playerId = m_Ids.GetPlayerId(a_PeerId);
|
||||
|
||||
for (const auto& factory : m_Handlers) {
|
||||
auto handler = factory(playerId);
|
||||
a_Packet.Dispatch(*handler);
|
||||
}
|
||||
|
||||
OnReceive(playerId, a_Packet);
|
||||
}
|
||||
|
||||
void IServerSocket::Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet) {
|
||||
SendPeer(m_Ids.GetPeerId(a_PlayerId), a_Packet);
|
||||
}
|
||||
|
||||
void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
|
||||
for (auto [peerId, playerId] : m_Ids) {
|
||||
SendPeer(peerId, a_Packet);
|
||||
}
|
||||
}
|
||||
|
||||
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
|
||||
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
62
src/server/PlayerManager.cpp
Normal file
62
src/server/PlayerManager.cpp
Normal file
@@ -0,0 +1,62 @@
|
||||
#include <server/PlayerManager.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <server/IServerSocket.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
PlayerManager::ConnectionHandler::ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player) :
|
||||
m_PlayerManager(a_PlayerManager), m_Player(a_Player) {}
|
||||
|
||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
|
||||
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
|
||||
|
||||
auto& socket = *m_PlayerManager.m_Socket;
|
||||
auto& players = m_PlayerManager.m_Players;
|
||||
|
||||
std::vector<PlayerInfo> playerInfos;
|
||||
playerInfos.reserve(players.size());
|
||||
for (auto& [id, player] : players) {
|
||||
playerInfos.push_back(player);
|
||||
}
|
||||
|
||||
socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
|
||||
socket.Send(m_Player, protocol::packets::PlayerListPacket(playerInfos));
|
||||
socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
|
||||
|
||||
players.emplace(m_Player, pInfo);
|
||||
m_PlayerManager.OnPlayerJoin(m_Player, pInfo);
|
||||
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
|
||||
}
|
||||
|
||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
|
||||
m_PlayerManager.Disconnect(m_Player);
|
||||
}
|
||||
|
||||
PlayerManager::PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {
|
||||
a_Socket->RegisterHandler([this](PlayerID a_PlayerId) { return std::make_unique<ConnectionHandler>(*this, a_PlayerId); });
|
||||
a_Socket->OnPlayerDisconnect.Connect(std::bind(&PlayerManager::Disconnect, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
void PlayerManager::Disconnect(PlayerID a_Player) {
|
||||
if (!m_Players.contains(a_Player))
|
||||
return;
|
||||
std::cout << "[Server] " << +a_Player << " wants to disconnect !\n";
|
||||
m_Socket->Broadcast(protocol::packets::PlayerLeavePacket(a_Player));
|
||||
m_Players.erase(a_Player);
|
||||
}
|
||||
|
||||
PlayerManager::~PlayerManager() {}
|
||||
|
||||
void PlayerManager::RemovePlayer(PlayerID a_Player) {
|
||||
m_Socket->Disconnect(a_Player);
|
||||
Disconnect(a_Player);
|
||||
}
|
||||
|
||||
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
|
||||
return m_Players.at(a_Player);
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
22
src/server/Server.cpp
Normal file
22
src/server/Server.cpp
Normal file
@@ -0,0 +1,22 @@
|
||||
#include <server/Server.h>
|
||||
|
||||
#include <chrono>
|
||||
|
||||
#include <server/state/LobbyState.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {
|
||||
ChangeState<LobbyState>();
|
||||
}
|
||||
|
||||
void Server::Update(float a_Delta) {
|
||||
auto before = std::chrono::system_clock::now();
|
||||
StateMachine<Server, void, float>::Update(a_Delta);
|
||||
m_LastMspt = std::chrono::duration<float, std::chrono::milliseconds::period>(std::chrono::system_clock::now() - before).count();
|
||||
// std::cout << "Tick : " << m_LastMspt << "ms\n";
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
26
src/server/ServerState.cpp
Normal file
26
src/server/ServerState.cpp
Normal file
@@ -0,0 +1,26 @@
|
||||
#include <server/Server.h>
|
||||
#include <server/ServerState.h>
|
||||
|
||||
#include <td/common/StateMachine.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
ServerState::ServerState(Server& a_Server) : Server::State(a_Server) {
|
||||
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ServerState::HandlePacket, this, std::placeholders::_1, std::placeholders::_2));
|
||||
Connect(m_StateMachine.m_Players.OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
|
||||
Connect(m_StateMachine.m_Players.OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
ServerState::~ServerState() {}
|
||||
|
||||
void ServerState::SendPacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
|
||||
m_StateMachine.m_Socket->Send(a_Id, a_Packet);
|
||||
}
|
||||
|
||||
void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
|
||||
m_StateMachine.m_Socket->Broadcast(a_Packet);
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
48
src/server/socket/FakeSocket.cpp
Normal file
48
src/server/socket/FakeSocket.cpp
Normal file
@@ -0,0 +1,48 @@
|
||||
#include <server/socket/FakeSocket.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
void FakeSocket::SendPeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
|
||||
auto socket = m_Clients.at(a_Peer);
|
||||
assert(socket.has_value());
|
||||
assert(!socket.value().expired());
|
||||
socket.value().lock()->OnReceive(a_Packet);
|
||||
}
|
||||
|
||||
void FakeSocket::ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet) {
|
||||
OnReceivePeer(a_Peer, a_Packet);
|
||||
}
|
||||
|
||||
PeerID FakeSocket::ConnectFakePeer(const std::shared_ptr<client::FakeSocket>& a_Socket) {
|
||||
int peerId = GetNextFreeId();
|
||||
if (peerId == -1) {
|
||||
peerId = m_Clients.size();
|
||||
m_Clients.push_back(a_Socket);
|
||||
} else {
|
||||
m_Clients.emplace(m_Clients.begin() + peerId, a_Socket);
|
||||
}
|
||||
a_Socket->OnConnect();
|
||||
OnConnectPeer(peerId);
|
||||
return peerId;
|
||||
}
|
||||
|
||||
void FakeSocket::DisconnectFakePeer(PeerID a_Peer) {
|
||||
auto socket = m_Clients.at(a_Peer);
|
||||
assert(socket.has_value());
|
||||
assert(!socket.value().expired());
|
||||
socket.value().lock()->OnDisconnect();
|
||||
OnDisconnectPeer(a_Peer);
|
||||
}
|
||||
|
||||
int FakeSocket::GetNextFreeId() {
|
||||
auto it = std::find_if(m_Clients.begin(), m_Clients.end(), [](const auto& a_Value) { return !a_Value.has_value(); });
|
||||
|
||||
if (it == m_Clients.end())
|
||||
return -1;
|
||||
|
||||
return std::distance(m_Clients.begin(), it);
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
47
src/server/state/GameState.cpp
Normal file
47
src/server/state/GameState.cpp
Normal file
@@ -0,0 +1,47 @@
|
||||
#include <server/state/GameState.h>
|
||||
#include <server/state/GameStateHandler.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
GameState::GameState(Server& a_Server, const std::shared_ptr<game::World>& a_World) :
|
||||
ServerState(a_Server), m_World(a_World), m_Simulation(*m_World, STEP_TIME), m_Time(0) {
|
||||
std::cout << "[Server] Switched to Game state !\n";
|
||||
BroadcastPacket(a_World->GetPacketHeader());
|
||||
BroadcastPacket(a_World->GetPacketData());
|
||||
BroadcastPacket(protocol::packets::BeginGamePacket());
|
||||
BroadcastPacket(m_Simulation.MakePacket());
|
||||
}
|
||||
|
||||
void GameState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
|
||||
GameStateHandler handler(*this, a_Id);
|
||||
a_Packet.Dispatch(handler);
|
||||
}
|
||||
|
||||
void GameState::Update(float a_Delta) {
|
||||
// TODO: don't make STEP_TIME constant
|
||||
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
|
||||
m_Time += a_Delta;
|
||||
while (m_Time > stepTimeSecond) {
|
||||
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
|
||||
28
src/server/state/GameStateHandler.cpp
Normal file
28
src/server/state/GameStateHandler.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#include <server/state/GameState.h>
|
||||
#include <server/state/GameStateHandler.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
GameStateHandler::GameStateHandler(GameState& a_GameState, PlayerID a_PlayerId) : m_GameState(a_GameState), m_PlayerId(a_PlayerId) {}
|
||||
|
||||
// TODO: redo this
|
||||
void GameStateHandler::Handle(const protocol::packets::SpawnTroopPacket& a_Packet) {
|
||||
static const EntityCoords DEFAULT_POS(td::FpFloat(77), td::FpFloat(13));
|
||||
|
||||
td::protocol::commands::SpawnTroopCommand spawn(*a_Packet->m_Type, *a_Packet->m_Level, DEFAULT_POS, m_PlayerId);
|
||||
m_GameState.m_Simulation.Handle(spawn);
|
||||
}
|
||||
|
||||
// TODO: and this
|
||||
void GameStateHandler::Handle(const protocol::packets::PlaceTowerPacket& a_Packet) {
|
||||
td::protocol::commands::PlaceTowerCommand place(a_Packet->m_Type, m_PlayerId, a_Packet->m_Position);
|
||||
m_GameState.m_Simulation.Handle(place);
|
||||
}
|
||||
|
||||
void GameStateHandler::Handle(const protocol::packets::LockStepRequestPacket& a_Packet) {
|
||||
m_GameState.SendPacket(m_PlayerId, m_GameState.m_Simulation.GetResponse(a_Packet));
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
60
src/server/state/LobbyState.cpp
Normal file
60
src/server/state/LobbyState.cpp
Normal file
@@ -0,0 +1,60 @@
|
||||
#include <server/state/GameState.h>
|
||||
#include <server/state/LobbyState.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <sp/extensions/Compress.h>
|
||||
#include <sp/io/MessageStream.h>
|
||||
#include <sp/io/StdIo.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ofstream fStream("test/tdmap.tdmap3");
|
||||
auto out = std::make_shared<sp::StdOuput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
stream.WriteMessage(header, false);
|
||||
stream.WriteMessage(data, false);
|
||||
}
|
||||
|
||||
game::WorldPtr GetWorld() {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ifstream fStream("test/tdmap.tdmap2");
|
||||
auto out = std::make_shared<sp::StdInput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
|
||||
auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
|
||||
|
||||
auto w = std::make_shared<game::World>();
|
||||
|
||||
w->LoadMap(**header);
|
||||
w->LoadMap(**data);
|
||||
|
||||
// Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
LobbyState::LobbyState(Server& a_Server) : ServerState(a_Server) {}
|
||||
|
||||
void LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {}
|
||||
|
||||
void LobbyState::OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {
|
||||
m_StateMachine.ChangeState<GameState>(GetWorld());
|
||||
}
|
||||
|
||||
void LobbyState::Update(float a_Delta) {}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <sp/common/ByteSwapping.h>
|
||||
#include <sp/common/DataBufferOperators.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#include <td/input/Display.h>
|
||||
#include <td/display/Display.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
@@ -8,11 +8,15 @@
|
||||
|
||||
#include <td/misc/Format.h>
|
||||
#include <td/misc/Log.h>
|
||||
#include <td/display/ImGuiTheme.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
m_LastWidth(0), m_LastHeight(0), m_AspectRatio(1), m_ShouldClose(false) {
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
utils::LOGE(utils::Format("Could not initialize SDL! SDL error: %s", SDL_GetError()));
|
||||
}
|
||||
|
||||
m_Window = SDL_CreateWindow(a_Title.c_str(), a_Width, a_Height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
|
||||
@@ -38,6 +42,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);
|
||||
|
||||
m_GLContext = SDL_GL_CreateContext(m_Window);
|
||||
|
||||
if (!m_GLContext) {
|
||||
@@ -46,6 +53,8 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
|
||||
int major, minor, mask;
|
||||
int r, g, b, a, depth;
|
||||
int mBuffers, mSamples;
|
||||
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &mask);
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
|
||||
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
|
||||
@@ -57,6 +66,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
|
||||
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
|
||||
|
||||
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &mBuffers);
|
||||
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &mSamples);
|
||||
|
||||
const char* mask_desc;
|
||||
|
||||
if (mask & SDL_GL_CONTEXT_PROFILE_CORE) {
|
||||
@@ -72,6 +84,8 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
utils::LOG(utils::Format(
|
||||
"GL Context : %i.%i %s, Color : R:%i G:%i B:%i A:%i, Depth bits : %i", major, minor, mask_desc, r, g, b, a, depth));
|
||||
|
||||
utils::LOG(utils::Format("MultiSamples : Buffers : %i, Samples : %i", mBuffers, mSamples));
|
||||
|
||||
SDL_GL_MakeCurrent(m_Window, m_GLContext);
|
||||
|
||||
GLenum error = glewInit();
|
||||
@@ -81,6 +95,9 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
|
||||
// WindowResizeEvent(WindowWidth, WindowHeight);
|
||||
|
||||
// vsync
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
@@ -96,9 +113,11 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
// Setup scaling
|
||||
float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay());
|
||||
// ImGuiStyle& style = ImGui::GetStyle();
|
||||
// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this
|
||||
// style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing
|
||||
// this
|
||||
// // requires resetting Style + calling this again)
|
||||
// style.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave
|
||||
// style.FontSizeBase = 13 * main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We
|
||||
// leave
|
||||
// // both here for documentation purpose)
|
||||
|
||||
|
||||
@@ -109,8 +128,12 @@ Display::Display(int a_Width, int a_Height, const std::string& a_Title) :
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplSDL3_InitForOpenGL(m_Window, m_GLContext);
|
||||
ImGui_ImplOpenGL3_Init("#version 330");
|
||||
LoadTheme();
|
||||
}
|
||||
|
||||
void Display::Close() {
|
||||
m_ShouldClose = true;
|
||||
}
|
||||
|
||||
void Display::PollEvents() {
|
||||
SDL_Event event;
|
||||
@@ -131,7 +154,7 @@ void Display::PollEvents() {
|
||||
}
|
||||
|
||||
case SDL_EVENT_KEY_DOWN: {
|
||||
if(!event.key.repeat)
|
||||
if (!event.key.repeat)
|
||||
OnKeyDown(event.key.key);
|
||||
break;
|
||||
}
|
||||
@@ -147,7 +170,11 @@ void Display::PollEvents() {
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
void Display::Update() {
|
||||
void Display::Update(float a_Delta) {
|
||||
StateMachine::Update(a_Delta);
|
||||
#ifndef NDEBUG
|
||||
ImGui::ShowDemoWindow();
|
||||
#endif
|
||||
ImGui::Render();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
10
src/td/display/DisplayState.cpp
Normal file
10
src/td/display/DisplayState.cpp
Normal file
@@ -0,0 +1,10 @@
|
||||
#include <td/display/DisplayState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
DisplayState::DisplayState(Display& a_Display) : Display::State(a_Display) {
|
||||
Connect(m_StateMachine.OnKeyDown, std::bind(&DisplayState::OnKeyDown, this, std::placeholders::_1));
|
||||
Connect(m_StateMachine.OnAspectRatioChange, std::bind(&DisplayState::OnAspectRatioChange, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
88
src/td/display/ImGuiTheme.cpp
Normal file
88
src/td/display/ImGuiTheme.cpp
Normal file
@@ -0,0 +1,88 @@
|
||||
#include <td/display/ImGuiTheme.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
void LoadTheme() {
|
||||
|
||||
static const bool bStyleDark_ = true;
|
||||
static const float alpha_ = 0.8f;
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
|
||||
// light style from Pacôme Danhiez (user itamago) https://github.com/ocornut/imgui/pull/511#issuecomment-175719267
|
||||
style.Alpha = 1.0f;
|
||||
style.FrameRounding = 3.0f;
|
||||
style.Colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
|
||||
style.Colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
|
||||
style.Colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 0.94f);
|
||||
// style.Colors[ImGuiCol_ChildWindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
|
||||
style.Colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
|
||||
style.Colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.39f);
|
||||
style.Colors[ImGuiCol_BorderShadow] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
|
||||
style.Colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.94f);
|
||||
style.Colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
|
||||
style.Colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
style.Colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
|
||||
style.Colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
|
||||
style.Colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
|
||||
style.Colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.59f, 0.59f, 0.59f, 1.00f);
|
||||
style.Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
|
||||
// style.Colors[ImGuiCol_ComboBg] = ImVec4(0.86f, 0.86f, 0.86f, 0.99f);
|
||||
style.Colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
style.Colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
|
||||
style.Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
style.Colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
|
||||
style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
|
||||
style.Colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
|
||||
style.Colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
|
||||
style.Colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
// style.Colors[ImGuiCol_Column] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
// style.Colors[ImGuiCol_ColumnHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
|
||||
// style.Colors[ImGuiCol_ColumnActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
style.Colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.50f);
|
||||
style.Colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
|
||||
style.Colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
|
||||
// style.Colors[ImGuiCol_CloseButton] = ImVec4(0.59f, 0.59f, 0.59f, 0.50f);
|
||||
// style.Colors[ImGuiCol_CloseButtonHovered] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
|
||||
// style.Colors[ImGuiCol_CloseButtonActive] = ImVec4(0.98f, 0.39f, 0.36f, 1.00f);
|
||||
style.Colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
style.Colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
|
||||
style.Colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
|
||||
style.Colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
|
||||
style.Colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
|
||||
// style.Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
|
||||
|
||||
if (bStyleDark_) {
|
||||
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
|
||||
ImVec4& col = style.Colors[i];
|
||||
float H, S, V;
|
||||
ImGui::ColorConvertRGBtoHSV(col.x, col.y, col.z, H, S, V);
|
||||
|
||||
if (S < 0.1f) {
|
||||
V = 1.0f - V;
|
||||
}
|
||||
ImGui::ColorConvertHSVtoRGB(H, S, V, col.x, col.y, col.z);
|
||||
if (col.w < 1.00f) {
|
||||
col.w *= alpha_;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i <= ImGuiCol_COUNT; i++) {
|
||||
ImVec4& col = style.Colors[i];
|
||||
if (col.w < 1.00f) {
|
||||
col.x *= alpha_;
|
||||
col.y *= alpha_;
|
||||
col.z *= alpha_;
|
||||
col.w *= alpha_;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
16
src/td/display/menu/CreatePartyMenu.cpp
Normal file
16
src/td/display/menu/CreatePartyMenu.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include <td/display/menu/CreatePartyMenu.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
CreatePartyMenu::CreatePartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
|
||||
|
||||
CreatePartyMenu::~CreatePartyMenu() {}
|
||||
|
||||
void CreatePartyMenu::Update() {
|
||||
ImGui::Text("CreatePartyMenu");
|
||||
m_StateStack.RenderBackButton();
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
16
src/td/display/menu/JoinPartyMenu.cpp
Normal file
16
src/td/display/menu/JoinPartyMenu.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include <td/display/menu/JoinPartyMenu.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
JoinPartyMenu::JoinPartyMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
|
||||
|
||||
JoinPartyMenu::~JoinPartyMenu() {}
|
||||
|
||||
void JoinPartyMenu::Update() {
|
||||
ImGui::Text("JoinPartyMenu");
|
||||
m_StateStack.RenderBackButton();
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
28
src/td/display/menu/MainMenu.cpp
Normal file
28
src/td/display/menu/MainMenu.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#include <td/display/menu/MainMenu.h>
|
||||
|
||||
#include <imgui.h>
|
||||
#include <td/display/menu/CreatePartyMenu.h>
|
||||
#include <td/display/menu/JoinPartyMenu.h>
|
||||
#include <td/display/menu/SettingsMenu.h>
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
MainMenu::MainMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
|
||||
|
||||
MainMenu::~MainMenu() {}
|
||||
|
||||
void MainMenu::Update() {
|
||||
if (ImGui::Button("Create Party"))
|
||||
m_StateStack.PushState<CreatePartyMenu>();
|
||||
if (ImGui::Button("Join Party"))
|
||||
m_StateStack.PushState<JoinPartyMenu>();
|
||||
if (ImGui::Button("Settings"))
|
||||
m_StateStack.PushState<SettingsMenu>();
|
||||
#ifndef NDEBUG
|
||||
if (ImGui::Button("Debug world"))
|
||||
m_StateStack.ChangeState<DebugWorldState>();
|
||||
#endif
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
16
src/td/display/menu/SettingsMenu.cpp
Normal file
16
src/td/display/menu/SettingsMenu.cpp
Normal file
@@ -0,0 +1,16 @@
|
||||
#include <td/display/menu/SettingsMenu.h>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
SettingsMenu::SettingsMenu(MainMenuState& a_MainMenu) : MainMenuState::Menu(a_MainMenu) {}
|
||||
|
||||
SettingsMenu::~SettingsMenu() {}
|
||||
|
||||
void SettingsMenu::Update() {
|
||||
ImGui::Text("SettingsMenu");
|
||||
m_StateStack.RenderBackButton();
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
116
src/td/display/state/DebugWorldState.cpp
Normal file
116
src/td/display/state/DebugWorldState.cpp
Normal file
@@ -0,0 +1,116 @@
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
|
||||
#include <td/game/World.h>
|
||||
#include <td/protocol/packet/Packets.h>
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
#include <td/render/renderer/PlayerListRenderer.h>
|
||||
#include <td/render/renderer/TimerRenderer.h>
|
||||
#include <td/render/renderer/TowerRenderer.h>
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
|
||||
#include <server/Server.h>
|
||||
#include <server/socket/FakeSocket.h>
|
||||
#include <server/state/LobbyState.h>
|
||||
|
||||
#include <client/Client.h>
|
||||
#include <client/socket/FakeSocket.h>
|
||||
#include <client/state/GameState.h>
|
||||
#include <client/state/LoggingState.h>
|
||||
|
||||
#include <td/display/Display.h>
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
||||
// server
|
||||
m_ServerSocket = std::make_shared<server::FakeSocket>();
|
||||
m_Server = std::make_unique<server::Server>(m_ServerSocket);
|
||||
|
||||
// client
|
||||
auto clientFakeSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||
m_Client = std::make_unique<client::Client>(clientFakeSocket);
|
||||
|
||||
// TODO: make it better
|
||||
m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
|
||||
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
|
||||
// render
|
||||
auto clientWorld = gameState->GetWorld();
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
|
||||
|
||||
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
|
||||
|
||||
list.OnPlayerCreate.Connect([this]() {
|
||||
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||
auto newClient = std::make_unique<client::Client>(newSocket);
|
||||
newClient->ChangeState<client::LoggingState>("Bot");
|
||||
m_FakeClients.push_back(std::move(newClient));
|
||||
});
|
||||
|
||||
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
|
||||
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr) {
|
||||
if (!clientPtr->GetId().has_value())
|
||||
return false;
|
||||
return clientPtr->GetId().value() == a_Player;
|
||||
});
|
||||
m_FakeClients.erase(it);
|
||||
});
|
||||
|
||||
// update state
|
||||
m_ClientState = gameState;
|
||||
}
|
||||
});
|
||||
|
||||
m_Client->ChangeState<client::LoggingState>("Player0");
|
||||
|
||||
// camera
|
||||
m_Camera.SetCamPos({77, 7, 13});
|
||||
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
|
||||
}
|
||||
|
||||
void DebugWorldState::Update(float a_Delta) {
|
||||
m_Server->Update(a_Delta * m_PlaySpeed);
|
||||
m_Client->Update(a_Delta * m_PlaySpeed);
|
||||
if (m_ClientState)
|
||||
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
||||
}
|
||||
|
||||
void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
|
||||
m_Camera.UpdatePerspective(a_Ratio);
|
||||
}
|
||||
|
||||
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
|
||||
// temporary tests
|
||||
constexpr int SECONDS = 10;
|
||||
switch (a_Key) {
|
||||
case SDLK_A:
|
||||
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
|
||||
break;
|
||||
|
||||
case SDLK_Z:
|
||||
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
|
||||
break;
|
||||
|
||||
case SDLK_F:
|
||||
m_Server->Update(SECONDS);
|
||||
m_Client->Update(SECONDS);
|
||||
break;
|
||||
|
||||
case SDLK_P:
|
||||
m_PlaySpeed = 1 - m_PlaySpeed;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
DebugWorldState::~DebugWorldState() {}
|
||||
|
||||
} // namespace td
|
||||
42
src/td/display/state/MainMenuState.cpp
Normal file
42
src/td/display/state/MainMenuState.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
#include <td/display/state/MainMenuState.h>
|
||||
|
||||
#include <imgui.h>
|
||||
#include <td/display/menu/MainMenu.h>
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
MainMenuState::MainMenuState(Display& a_Display) : DisplayState(a_Display) {
|
||||
PushState<MainMenu>();
|
||||
}
|
||||
|
||||
MainMenuState::~MainMenuState() {}
|
||||
|
||||
static int GetWindowFullScreenFlags() {
|
||||
return ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBackground;
|
||||
}
|
||||
|
||||
static void SetNextWindowFullScreen() {
|
||||
const ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImGui::SetNextWindowPos(viewport->WorkPos);
|
||||
ImGui::SetNextWindowSize(viewport->WorkSize);
|
||||
}
|
||||
|
||||
void MainMenuState::Update(float a_Delta) {
|
||||
SetNextWindowFullScreen();
|
||||
ImGui::Begin("MainWindow", nullptr, GetWindowFullScreenFlags());
|
||||
MainMenuStateStack::Update();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void MainMenuState::RenderBackButton() {
|
||||
if (ImGui::Button("Back"))
|
||||
PopState();
|
||||
}
|
||||
|
||||
void MainMenuState::OnKeyDown(SDL_Keycode a_Key) {
|
||||
if (a_Key == SDLK_ESCAPE)
|
||||
PopState();
|
||||
}
|
||||
|
||||
} // namespace td
|
||||
@@ -1,5 +1,9 @@
|
||||
#include <cassert>
|
||||
#include <td/Maths.h>
|
||||
#include <td/game/World.h>
|
||||
#include <td/game/WorldTypes.h>
|
||||
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
#include <td/simulation/WorldTicker.h>
|
||||
|
||||
namespace td {
|
||||
@@ -14,7 +18,7 @@ class ColorTileVisitor : public TileHandler {
|
||||
ColorTileVisitor(const World& a_World) : m_World(a_World), m_Result(nullptr) {}
|
||||
|
||||
virtual void Handle(const EmptyTile& a_Tile) override {}
|
||||
|
||||
|
||||
virtual void Handle(const TowerTile& a_Tile) override {
|
||||
m_Result = &m_World.GetTowerTileColorPalette()[a_Tile->m_ColorPaletteRef];
|
||||
}
|
||||
@@ -62,6 +66,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
|
||||
return true;
|
||||
}
|
||||
|
||||
protocol::packets::WorldHeaderPacket World::GetPacketHeader() const {
|
||||
return protocol::packets::WorldHeaderPacket(m_TowerPlacePalette, m_WalkablePalette, m_DecorationPalette, m_Background,
|
||||
m_SpawnColorPalette, m_TilePalette, GetRedTeam().GetSpawn(), GetBlueTeam().GetSpawn(), GetRedTeam().GetCastle(),
|
||||
GetBlueTeam().GetCastle());
|
||||
}
|
||||
|
||||
protocol::packets::WorldDataPacket World::GetPacketData() const {
|
||||
return protocol::packets::WorldDataPacket(m_Chunks);
|
||||
}
|
||||
|
||||
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
|
||||
m_Chunks = a_WorldData.m_Chunks;
|
||||
return true;
|
||||
@@ -78,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
|
||||
m_NextState = a_Next;
|
||||
}
|
||||
|
||||
TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
|
||||
ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
|
||||
auto it = m_Chunks.find(coords);
|
||||
assert(it != m_Chunks.end());
|
||||
auto chunk = it->second;
|
||||
Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
|
||||
return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
|
||||
}
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
|
||||
@@ -3,17 +3,7 @@
|
||||
namespace td {
|
||||
namespace game {
|
||||
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const ChunkPtr& a_Chunk) {
|
||||
a_Buffer << a_Chunk->m_Palette;
|
||||
a_Buffer << a_Chunk->m_Data;
|
||||
return a_Buffer;
|
||||
}
|
||||
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, ChunkPtr& a_Chunk) {
|
||||
a_Chunk = std::make_shared<td::game::Chunk>();
|
||||
a_Buffer >> a_Chunk->m_Palette;
|
||||
return a_Buffer >> a_Chunk->m_Data;
|
||||
}
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
@@ -1,6 +1,8 @@
|
||||
#include <td/protocol/packet/PacketData.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
|
||||
#include <sp/common/DataBufferOperators.h>
|
||||
|
||||
namespace td {
|
||||
namespace game {
|
||||
|
||||
@@ -15,5 +17,17 @@ sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, TeamCastle& a_Castle) {
|
||||
return a_Buffer;
|
||||
}
|
||||
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Spawn& a_Spawn) {
|
||||
return a_Buffer << a_Spawn.GetCenterX() << a_Spawn.GetCenterY();
|
||||
}
|
||||
|
||||
sp::DataBuffer& operator>>(sp::DataBuffer& a_Buffer, Spawn& a_Spawn) {
|
||||
float x, y;
|
||||
a_Buffer >> x >> y;
|
||||
a_Spawn.SetCenter({x, y});
|
||||
return a_Buffer;
|
||||
}
|
||||
|
||||
|
||||
} // namespace game
|
||||
} // namespace td
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include "td/Maths.h"
|
||||
#include <td/render/Camera.h>
|
||||
|
||||
#include <cmath>
|
||||
@@ -24,5 +25,9 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
|
||||
OnViewChange();
|
||||
}
|
||||
|
||||
const Vec3f& Camera::GetCamPos() const {
|
||||
return m_CamPos;
|
||||
}
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
|
||||
@@ -8,10 +8,17 @@ namespace render {
|
||||
void BasicRenderer::Render(const GL::VertexArray& a_Vao) {
|
||||
a_Vao.Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, a_Vao.GetVertexCount());
|
||||
// glDrawElements(GL_TRIANGLES, a_Vao.GetVertexCount(), GL_UNSIGNED_INT, nullptr);
|
||||
a_Vao.Unbind();
|
||||
}
|
||||
|
||||
void BasicRenderer::Render(const Model& a_Model) {
|
||||
for (const auto& vao : a_Model.m_Vaos) {
|
||||
vao->Bind();
|
||||
glDrawElements(GL_TRIANGLES, vao->GetVertexCount(), GL_UNSIGNED_INT, nullptr);
|
||||
vao->Unbind();
|
||||
}
|
||||
}
|
||||
|
||||
RenderPipeline::RenderPipeline() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
128
src/td/render/loader/FbxLoader.cpp
Normal file
128
src/td/render/loader/FbxLoader.cpp
Normal file
@@ -0,0 +1,128 @@
|
||||
#include <td/render/loader/FbxLoader.h>
|
||||
|
||||
#include <assimp/Importer.hpp> // C++ importer interface
|
||||
#include <assimp/postprocess.h> // Post processing flags
|
||||
#include <assimp/scene.h> // Output data structure
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <td/render/loader/GLLoader.h>
|
||||
#include <vector>
|
||||
|
||||
#define VERTEX_SIZE 3
|
||||
#define UV_SIZE 2
|
||||
|
||||
#define VERTEX_POSITION_INDEX 0
|
||||
#define VERTEX_UV_INDEX 1
|
||||
#define VERTEX_NORMAL_INDEX 2
|
||||
|
||||
namespace td {
|
||||
namespace ModelLoader {
|
||||
|
||||
static std::unique_ptr<GL::VertexArray> ProcessMesh(aiMesh* mesh, const aiScene* scene, const aiMatrix4x4& transform) {
|
||||
std::vector<float> positions;
|
||||
std::vector<float> textureCoords;
|
||||
std::vector<float> normals;
|
||||
|
||||
std::vector<unsigned int> indicies;
|
||||
|
||||
aiFace* faces = mesh->mFaces;
|
||||
std::size_t faceNumber = mesh->mNumFaces;
|
||||
|
||||
for (std::size_t j = 0; j < faceNumber; j++) {
|
||||
std::size_t offset = indicies.size();
|
||||
std::size_t numIndices = faces[j].mNumIndices;
|
||||
|
||||
indicies.resize(indicies.size() + numIndices);
|
||||
std::memcpy(indicies.data() + offset, faces[j].mIndices, numIndices * sizeof(unsigned int));
|
||||
}
|
||||
|
||||
std::size_t vertNumber = mesh->mNumVertices;
|
||||
aiVector3D* vertecies = mesh->mVertices;
|
||||
|
||||
for (std::size_t j = 0; j < vertNumber; j++) {
|
||||
aiVector3D vertex = transform * vertecies[j];
|
||||
|
||||
positions.push_back(vertex.x);
|
||||
positions.push_back(vertex.y);
|
||||
positions.push_back(vertex.z);
|
||||
}
|
||||
|
||||
if (mesh->HasNormals()) {
|
||||
aiVector3D* vertexNormals = mesh->mNormals;
|
||||
|
||||
for (std::size_t j = 0; j < vertNumber; j++) {
|
||||
aiVector3D normal = transform * vertexNormals[j];
|
||||
|
||||
normals.push_back(normal.x);
|
||||
normals.push_back(normal.y);
|
||||
normals.push_back(normal.z);
|
||||
}
|
||||
}
|
||||
|
||||
aiVector3D** vertexTexture = mesh->mTextureCoords;
|
||||
|
||||
for (std::size_t j = 0; j < vertNumber; j++) {
|
||||
textureCoords.push_back(vertexTexture[0][j].x);
|
||||
textureCoords.push_back(vertexTexture[0][j].y);
|
||||
}
|
||||
|
||||
GL::VertexBuffer positionVBO(positions, VERTEX_SIZE);
|
||||
positionVBO.AddVertexAttribPointer(VERTEX_POSITION_INDEX, VERTEX_SIZE, 0);
|
||||
|
||||
GL::VertexBuffer textureVBO(textureCoords, UV_SIZE);
|
||||
textureVBO.AddVertexAttribPointer(VERTEX_UV_INDEX, UV_SIZE, 0);
|
||||
|
||||
GL::VertexBuffer normalVBO(normals, VERTEX_SIZE);
|
||||
normalVBO.AddVertexAttribPointer(VERTEX_NORMAL_INDEX, VERTEX_SIZE, 0);
|
||||
|
||||
auto Vao = std::make_unique<GL::VertexArray>(GL::ElementBuffer{indicies});
|
||||
Vao->Bind();
|
||||
Vao->BindVertexBuffer(std::move(positionVBO));
|
||||
Vao->BindVertexBuffer(std::move(textureVBO));
|
||||
Vao->BindVertexBuffer(std::move(normalVBO));
|
||||
Vao->Unbind();
|
||||
|
||||
return Vao;
|
||||
}
|
||||
|
||||
static void ProcessNode(
|
||||
aiNode* node, const aiScene* scene, std::vector<std::unique_ptr<GL::VertexArray>>& meshes, const aiMatrix4x4& transform) {
|
||||
// recursive
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
ProcessNode(node->mChildren[i], scene, meshes, transform * node->mTransformation);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(ProcessMesh(mesh, scene, transform * node->mTransformation));
|
||||
}
|
||||
}
|
||||
|
||||
Model LoadModel(const std::string& fileName) {
|
||||
// DataBuffer fileData = utils::AssetsManager::GetAsset(fileName);
|
||||
sp::DataBuffer fileData;
|
||||
fileData.ReadFile(fileName);
|
||||
|
||||
Assimp::Importer importer;
|
||||
|
||||
const aiScene* scene = importer.ReadFile(fileName, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_SortByPType |
|
||||
aiProcess_OptimizeGraph | aiProcess_OptimizeMeshes | aiProcess_GlobalScale | aiProcess_FlipUVs);
|
||||
|
||||
if (!scene) {
|
||||
std::cerr << "[ModelLoader] Failed to load model !\n";
|
||||
return {};
|
||||
}
|
||||
|
||||
// utils::LOGD(utils::Format("[ModelLoader]\tModel nodes : %i", scene->mRootNode->mNumMeshes));
|
||||
|
||||
Model model;
|
||||
ProcessNode(scene->mRootNode, scene, model.m_Vaos, {});
|
||||
|
||||
std::cout << "Loaded " << model.m_Vaos.size() << " vaos !\n";
|
||||
|
||||
return model;
|
||||
}
|
||||
|
||||
} // namespace ModelLoader
|
||||
} // namespace td
|
||||
89
src/td/render/loader/TextureLoader.cpp
Normal file
89
src/td/render/loader/TextureLoader.cpp
Normal file
@@ -0,0 +1,89 @@
|
||||
/*
|
||||
* TextureLoader.cpp
|
||||
*
|
||||
* Created on: 15 nov. 2020
|
||||
* Author: simon
|
||||
*/
|
||||
|
||||
// #include "render/loader/TextureLoader.h"
|
||||
// #include "render/loader/stb_image.h"
|
||||
// #include "render/GL.h"
|
||||
// #include "misc/Log.h"
|
||||
// #include "misc/Format.h"
|
||||
|
||||
#include <td/render/loader/TextureLoader.h>
|
||||
|
||||
#include <stdexcept>
|
||||
#include <td/misc/Log.h>
|
||||
#include <utility>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
|
||||
#include <td/render/OpenGL.h>
|
||||
|
||||
namespace td {
|
||||
namespace TextureLoader {
|
||||
|
||||
GL::Texture LoadTexture(const std::string& fileName) {
|
||||
|
||||
int width, height, comp;
|
||||
|
||||
unsigned char* image = stbi_load(fileName.c_str(), &width, &height, &comp, STBI_rgb_alpha);
|
||||
|
||||
if (image == nullptr) {
|
||||
utils::LOGE("Erreur lors du chargement de la texture !");
|
||||
throw std::runtime_error("Failed to load texture");
|
||||
}
|
||||
|
||||
GL::Texture texture(reinterpret_cast<const char*>(image), width, height, comp);
|
||||
|
||||
stbi_image_free(image);
|
||||
|
||||
// utils::LOGD(utils::format("Texture %s chargée !", fileName.c_str()));
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
} // namespace TextureLoader
|
||||
|
||||
namespace GL {
|
||||
|
||||
Texture::Texture(const char* textureData, int width, int height, int comp) {
|
||||
glGenTextures(1, &m_ID);
|
||||
|
||||
Bind();
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
assert(comp == 3 || comp == 4);
|
||||
|
||||
if (comp == 3)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, textureData);
|
||||
else
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
|
||||
|
||||
Unbind();
|
||||
}
|
||||
|
||||
Texture::Texture(Texture&& a_Other) {
|
||||
std::swap(m_ID, a_Other.m_ID);
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
glDeleteTextures(1, &m_ID);
|
||||
}
|
||||
|
||||
void Texture::Bind() const {
|
||||
glBindTexture(GL_TEXTURE_2D, m_ID);
|
||||
}
|
||||
|
||||
void Texture::Unbind() const {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
|
||||
} // namespace GL
|
||||
|
||||
} // namespace td
|
||||
@@ -27,7 +27,7 @@ GL::VertexArray LoadWorldModel(const td::game::World* world) {
|
||||
td::game::TileIndex tileIndex = chunk->GetTileIndex(tileNumber);
|
||||
td::game::TilePtr tile = world->GetTilePtr(tileIndex);
|
||||
|
||||
if (tile == nullptr)
|
||||
if (!tile)
|
||||
continue;
|
||||
|
||||
positions.insert(
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
#include "td/render/Renderer.h"
|
||||
#include "td/render/loader/TextureLoader.h"
|
||||
#include <memory>
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
|
||||
#include <td/render/loader/WorldLoader.h>
|
||||
@@ -5,10 +8,11 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
|
||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_EntityModel = ModelLoader::LoadModel("assets/zombie.fbx");
|
||||
m_EntityTexture = std::make_unique<GL::Texture>(TextureLoader::LoadTexture("assets/zombie.png"));
|
||||
m_Shader->Start();
|
||||
m_Shader->SetColorEffect({1, 0, 1});
|
||||
m_Shader->SetColorEffect({1, 1, 1});
|
||||
}
|
||||
|
||||
EntityRenderer::~EntityRenderer() {}
|
||||
@@ -17,13 +21,14 @@ EntityRenderer::~EntityRenderer() {}
|
||||
|
||||
void EntityRenderer::Render(float a_Lerp) {
|
||||
m_Shader->Start();
|
||||
for (const auto& mob : m_World.GetMobList()) {
|
||||
for (const auto& mob : m_World->GetMobList()) {
|
||||
|
||||
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
|
||||
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
|
||||
|
||||
m_Shader->SetModelPos({x, 1, z});
|
||||
Renderer::Render(*m_EntityVao);
|
||||
m_Shader->SetModelPos({x, .001, z});
|
||||
m_EntityTexture->Bind();
|
||||
Renderer::Render(m_EntityModel);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user