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13
.vscode/c_cpp_properties.json
vendored
Normal file
13
.vscode/c_cpp_properties.json
vendored
Normal file
@@ -0,0 +1,13 @@
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{
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"configurations": [
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{
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"name": "TD2",
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"cppStandard": "c++17",
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"includePath": [
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"include"
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],
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"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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@@ -13,7 +13,7 @@ class Client : public StateMachine<Client, void, float> {
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std::shared_ptr<IClientSocket> m_Socket;
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public:
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Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
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Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName);
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void SendPacket(const protocol::PacketBase& a_Packet);
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@@ -6,14 +6,13 @@
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namespace td {
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namespace client {
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class ClientState : public Client::State, private utils::SlotGuard {
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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() {}
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protected:
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void SendPacket(const protocol::PacketBase& a_Packet);
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
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};
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} // namespace server
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@@ -23,8 +23,8 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
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protected:
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
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virtual void Handle(const protocol::packets::LockStepsPacket& a_LockStep) override;
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virtual void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) override;
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};
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} // namespace client
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21
include/client/state/LoggingState.h
Normal file
21
include/client/state/LoggingState.h
Normal file
@@ -0,0 +1,21 @@
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#pragma once
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#include <client/ClientState.h>
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#include <td/game/World.h>
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#include <td/simulation/ClientSimulation.h>
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namespace td {
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namespace client {
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class LoggingState : public ClientState {
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public:
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LoggingState(Client& a_Client, const std::string& a_PlayerName);
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~LoggingState();
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virtual void Update(float a_Delta) override {}
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virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
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};
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} // namespace client
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} // namespace td
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@@ -9,18 +9,27 @@ namespace server {
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class IServerSocket {
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public:
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utils::Signal<PlayerID> OnConnect;
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utils::Signal<PlayerID> OnDisconnect;
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using PlayerPacketHandlerType = std::unique_ptr<protocol::PacketHandler>(PlayerID);
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using PlayerPacketHandler = std::function<PlayerPacketHandlerType>;
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utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
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utils::Signal<PlayerID> OnPlayerLeave;
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utils::Signal<PlayerID, const protocol::PacketBase&> OnReceive;
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void Send(PlayerID a_PlayerId, const protocol::PacketBase& a_Packet);
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void Broadcast(const protocol::PacketBase& a_Packet);
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IServerSocket() {}
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void Disconnect(PlayerID a_PlayerId);
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void RegisterHandler(const PlayerPacketHandler& a_Handler);
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void UnregisterHandler(const PlayerPacketHandler& a_Handler);
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IServerSocket();
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virtual ~IServerSocket() {}
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private:
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PlayerIds m_Ids;
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std::vector<PlayerPacketHandler> m_Handlers;
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protected:
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void OnConnectPeer(PeerID a_PeerId);
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39
include/server/PlayerManager.h
Normal file
39
include/server/PlayerManager.h
Normal file
@@ -0,0 +1,39 @@
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#pragma once
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#include <td/protocol/packet/Packets.h>
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namespace td {
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namespace server {
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class IServerSocket;
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class PlayerManager {
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private:
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std::map<PlayerID, PlayerInfo> m_Players;
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std::shared_ptr<IServerSocket> m_Socket;
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public:
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PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
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~PlayerManager();
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void RemovePlayer(PlayerID a_Player);
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PlayerInfo GetPlayer(PlayerID a_Player);
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private:
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class ConnectionHandler : public protocol::PacketHandler {
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private:
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std::map<PlayerID, PlayerInfo>& m_Players;
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IServerSocket& m_Socket;
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PlayerID m_Player;
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public:
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ConnectionHandler(std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player);
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~ConnectionHandler() = default;
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virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
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virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
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};
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};
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} // namespace server
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} // namespace td
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@@ -2,6 +2,7 @@
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#include <server/IServerSocket.h>
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#include <td/common/StateMachine.h>
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#include <server/PlayerManager.h>
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namespace td {
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namespace server {
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@@ -11,9 +12,13 @@ class ServerState;
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class Server : public StateMachine<Server, void, float> {
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private:
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std::shared_ptr<IServerSocket> m_Socket;
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PlayerManager m_Players;
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float m_LastMspt;
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public:
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Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket) {}
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Server(const std::shared_ptr<IServerSocket>& a_Socket);
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virtual void Update(float a_Delta);
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friend class ServerState;
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};
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@@ -10,6 +10,8 @@ class ServerState : public Server::State, private utils::SlotGuard {
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public:
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virtual void HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) = 0;
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virtual void Update(float a_Delta) = 0;
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virtual void OnPlayerJoin(PlayerID a_Id, const td::PlayerInfo& a_Info) {}
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virtual void OnPlayerLeave(PlayerID a_Id) {}
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ServerState(Server& a_Server);
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virtual ~ServerState();
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@@ -78,6 +78,11 @@ enum class Direction : std::uint8_t {
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NegativeY = 1 << 3,
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};
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struct PlayerInfo {
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PlayerID m_PlayerId;
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std::string m_PlayerName;
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};
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
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7
include/td/display/ImGuiTheme.h
Normal file
7
include/td/display/ImGuiTheme.h
Normal file
@@ -0,0 +1,7 @@
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#pragma once
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namespace td {
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void LoadTheme();
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} // namespace td
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22
include/td/misc/Time.h
Normal file
22
include/td/misc/Time.h
Normal file
@@ -0,0 +1,22 @@
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#pragma once
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#include <chrono>
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namespace td {
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class Timer {
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private:
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std::chrono::time_point<std::chrono::system_clock> m_LastTime;
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public:
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Timer() : m_LastTime(std::chrono::system_clock::now()) {}
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float GetDelta() {
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auto timeElapsed = std::chrono::system_clock::now() - m_LastTime;
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float timeSeconds = std::chrono::duration<float, std::chrono::seconds::period>(timeElapsed).count();
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m_LastTime = std::chrono::system_clock::now();
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return timeSeconds;
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}
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};
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} // namespace td
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@@ -16,27 +16,22 @@
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namespace td {
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namespace protocol {
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struct PlayerInfo {
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PlayerID m_PlayerId;
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std::string m_PlayerName;
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};
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struct MapData {
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};
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namespace pdata {
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/** Client attempts to login (very basic) */
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struct PlayerLogin {
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std::string m_PlayerName;
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};
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/** Server indicates success */
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struct LoggingSuccess {
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PlayerID m_PlayerId;
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};
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/** Client attempts to login (very basic) */
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struct PlayerLogin {
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std::string m_PlayerName;
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};
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/** Player joins the lobby */
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struct PlayerJoin {
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PlayerInfo m_Player;
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@@ -47,6 +42,11 @@ struct PlayerLeave {
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PlayerID m_PlayerId;
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};
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/** List of players who joined before */
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struct PlayerList {
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std::vector<PlayerInfo> m_Players;
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};
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struct PredictCommand {
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CommandPtr m_Command;
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StepTime m_FrameNumber;
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@@ -29,6 +29,7 @@ enum class PacketID : std::uint8_t {
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PlaceTower,
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PlayerJoin,
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PlayerLeave,
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PlayerList,
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PlayerLogin,
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PredictCommand,
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SpawnTroop,
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@@ -58,6 +59,7 @@ using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::Logg
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using PlaceTowerPacket = PacketMessage<pdata::PlaceTower, PacketID::PlaceTower>;
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using PlayerJoinPacket = PacketMessage<pdata::PlayerJoin, PacketID::PlayerJoin>;
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using PlayerLeavePacket = PacketMessage<pdata::PlayerLeave, PacketID::PlayerLeave>;
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using PlayerListPacket = PacketMessage<pdata::PlayerList, PacketID::PlayerList>;
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using PlayerLoginPacket = PacketMessage<pdata::PlayerLogin, PacketID::PlayerLogin>;
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using PredictCommandPacket = PacketMessage<pdata::PredictCommand, PacketID::PredictCommand>;
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using SpawnTroopPacket = PacketMessage<pdata::SpawnTroop, PacketID::SpawnTroop>;
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@@ -67,11 +69,17 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
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} // namespace packets
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using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
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packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket,
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packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket,
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packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
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packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket,
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packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket,
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packets::PlayerListPacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::SpawnTroopPacket,
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packets::WorldHeaderPacket, packets::WorldDataPacket>;
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class PacketHandler : public sp::GenericHandler<AllPackets> {};
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class PacketHandler : public sp::GenericHandler<AllPackets> {
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public:
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void HandleBase(const PacketBase& a_Packet) {
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a_Packet.Dispatch(*this);
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}
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};
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using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
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@@ -9,11 +9,11 @@ namespace render {
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class EntityRenderer : public Renderer<shader::EntityShader> {
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private:
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const game::World& m_World;
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game::WorldPtr m_World;
|
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std::unique_ptr<GL::VertexArray> m_EntityVao;
|
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public:
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EntityRenderer(Camera& a_Camera, const game::World& a_World);
|
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EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~EntityRenderer();
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|
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virtual void Render(float a_Lerp) override;
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|
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@@ -9,11 +9,11 @@ namespace render {
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|
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class TowerRenderer : public Renderer<shader::EntityShader> {
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private:
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const game::World& m_World;
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game::WorldPtr m_World;
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std::unique_ptr<GL::VertexArray> m_EntityVao;
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|
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public:
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TowerRenderer(Camera& a_Camera, const game::World& a_World);
|
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TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~TowerRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -13,7 +13,7 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
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std::unique_ptr<GL::VertexArray> m_WorldVao;
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|
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public:
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WorldRenderer(Camera& a_Camera, const game::World& a_World);
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WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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@@ -1,8 +1,14 @@
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#include <client/Client.h>
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#include <client/state/LoggingState.h>
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|
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namespace td {
|
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namespace client {
|
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|
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Client::Client(const std::shared_ptr<IClientSocket>& a_Socket, const std::string& a_PlayerName) : m_Socket(a_Socket) {
|
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ChangeState<LoggingState>(a_PlayerName);
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}
|
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|
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void Client::SendPacket(const protocol::PacketBase& a_Packet) {
|
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m_Socket->Send(a_Packet);
|
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}
|
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|
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@@ -5,7 +5,7 @@ namespace td {
|
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namespace client {
|
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|
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ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
|
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandlePacket, this, std::placeholders::_1));
|
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Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandleBase, this, std::placeholders::_1));
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}
|
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|
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void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
|
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|
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@@ -3,24 +3,6 @@
|
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namespace td {
|
||||
namespace client {
|
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|
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class ClientHandler : public protocol::PacketHandler {
|
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private:
|
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sim::ClientSimulation& m_Simulation;
|
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|
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using protocol::PacketHandler::Handle;
|
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|
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public:
|
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ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
|
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|
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void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
|
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m_Simulation.Handle(a_LockStep);
|
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}
|
||||
|
||||
void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
|
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m_Simulation.Handle(a_LockStep);
|
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}
|
||||
};
|
||||
|
||||
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
|
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ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
|
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m_Simulation.OnMissingLockSteps.Connect([this](const std::vector<td::StepTime>& a_MissingSteps) {
|
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@@ -28,9 +10,12 @@ GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_Wor
|
||||
});
|
||||
}
|
||||
|
||||
void GameState::HandlePacket(const protocol::PacketBase& a_Packet) {
|
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ClientHandler handler(m_Simulation);
|
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a_Packet.Dispatch(handler);
|
||||
void GameState::Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
|
||||
m_Simulation.Handle(a_LockStep);
|
||||
}
|
||||
|
||||
void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
|
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m_Simulation.Handle(a_LockStep);
|
||||
}
|
||||
|
||||
void GameState::Update(float a_Delta) {
|
||||
|
||||
19
src/client/state/LoggingState.cpp
Normal file
19
src/client/state/LoggingState.cpp
Normal file
@@ -0,0 +1,19 @@
|
||||
#include <client/state/LoggingState.h>
|
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|
||||
#include <iostream>
|
||||
|
||||
namespace td {
|
||||
namespace client {
|
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|
||||
LoggingState::LoggingState(Client& a_Client, const std::string& a_PlayerName) : ClientState(a_Client) {
|
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SendPacket(td::protocol::packets::PlayerLoginPacket(a_PlayerName));
|
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}
|
||||
|
||||
LoggingState::~LoggingState() {}
|
||||
|
||||
void LoggingState::Handle(const protocol::packets::PlayerJoinPacket& a_Packet) {
|
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std::cout << "[Client] " << a_Packet->m_Player.m_PlayerName << "(" << +a_Packet->m_Player.m_PlayerId << ") joined !\n";
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
13
src/main.cpp
13
src/main.cpp
@@ -1,13 +1,6 @@
|
||||
#include <chrono>
|
||||
#include <td/display/state/MainMenuState.h>
|
||||
|
||||
float GetDelta() {
|
||||
static std::chrono::time_point<std::chrono::system_clock> m_LastTime = std::chrono::system_clock::now();
|
||||
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;
|
||||
}
|
||||
#include <td/misc/Time.h>
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
// init GL context
|
||||
@@ -15,10 +8,10 @@ int main(int argc, char** argv) {
|
||||
|
||||
display.ChangeState<td::MainMenuState>();
|
||||
|
||||
td::Timer timer;
|
||||
while (!display.IsCloseRequested()) {
|
||||
display.PollEvents();
|
||||
float delta = GetDelta();
|
||||
display.Update(delta);
|
||||
display.Update(timer.GetDelta());
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
||||
@@ -3,18 +3,38 @@
|
||||
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);
|
||||
OnConnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
}
|
||||
|
||||
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
|
||||
OnDisconnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
OnPlayerLeave(m_Ids.GetPlayerId(a_PeerId));
|
||||
m_Ids.RemovePeer(a_PeerId);
|
||||
}
|
||||
|
||||
void IServerSocket::OnReceivePeer(PeerID a_PeerId, const protocol::PacketBase& a_Packet) {
|
||||
OnReceive(m_Ids.GetPlayerId(a_PeerId), 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) {
|
||||
@@ -27,5 +47,9 @@ void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
|
||||
}
|
||||
}
|
||||
|
||||
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
|
||||
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
|
||||
54
src/server/PlayerManager.cpp
Normal file
54
src/server/PlayerManager.cpp
Normal file
@@ -0,0 +1,54 @@
|
||||
#include <server/PlayerManager.h>
|
||||
|
||||
#include <iostream>
|
||||
#include <server/IServerSocket.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
PlayerManager::ConnectionHandler::ConnectionHandler(
|
||||
std::map<PlayerID, PlayerInfo>& a_Players, IServerSocket& a_Socket, PlayerID a_Player) :
|
||||
m_Players(a_Players), m_Socket(a_Socket), m_Player(a_Player) {}
|
||||
|
||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::PlayerLoginPacket& a_Packet) {
|
||||
PlayerInfo pInfo{m_Player, a_Packet->m_PlayerName};
|
||||
|
||||
std::vector<PlayerInfo> players;
|
||||
players.reserve(m_Players.size());
|
||||
for (auto& [id, player] : m_Players) {
|
||||
players.push_back(player);
|
||||
}
|
||||
|
||||
m_Socket.Send(m_Player, protocol::packets::LoggingSuccessPacket(m_Player));
|
||||
m_Socket.Send(m_Player, protocol::packets::PlayerListPacket(players));
|
||||
m_Socket.Broadcast(protocol::packets::PlayerJoinPacket(pInfo));
|
||||
|
||||
m_Players.emplace(m_Player, pInfo);
|
||||
m_Socket.OnPlayerJoin(m_Player, pInfo);
|
||||
std::cout << "[Server] " << a_Packet->m_PlayerName << " joined !\n";
|
||||
}
|
||||
|
||||
void PlayerManager::ConnectionHandler::Handle(const protocol::packets::DisconnectPacket& a_Packet) {
|
||||
std::cout << "[Server] " << +m_Player << " wants to disconnect !\n";
|
||||
m_Socket.Disconnect(m_Player);
|
||||
m_Players.erase(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>(m_Players, *m_Socket, a_PlayerId); });
|
||||
}
|
||||
|
||||
PlayerManager::~PlayerManager() {}
|
||||
|
||||
void PlayerManager::RemovePlayer(PlayerID a_Player) {
|
||||
m_Socket->Disconnect(a_Player);
|
||||
m_Players.erase(a_Player);
|
||||
}
|
||||
|
||||
PlayerInfo PlayerManager::GetPlayer(PlayerID a_Player) {
|
||||
return m_Players.at(a_Player);
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
@@ -1,9 +1,18 @@
|
||||
#include <server/Server.h>
|
||||
|
||||
#include <chrono>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
|
||||
Server::Server(const std::shared_ptr<IServerSocket>& a_Socket) : m_Socket(a_Socket), m_Players(a_Socket), m_LastMspt(0) {}
|
||||
|
||||
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
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#include <server/ServerState.h>
|
||||
#include <server/Server.h>
|
||||
#include <server/ServerState.h>
|
||||
|
||||
#include <td/common/StateMachine.h>
|
||||
|
||||
@@ -8,6 +8,8 @@ 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_Socket->OnPlayerJoin, std::bind(&ServerState::OnPlayerJoin, this, std::placeholders::_1, std::placeholders::_2));
|
||||
Connect(m_StateMachine.m_Socket->OnPlayerLeave, std::bind(&ServerState::OnPlayerLeave, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
ServerState::~ServerState() {}
|
||||
@@ -21,4 +23,4 @@ void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace
|
||||
} // namespace td
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -109,9 +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)
|
||||
|
||||
|
||||
@@ -122,6 +128,7 @@ 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() {
|
||||
|
||||
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
|
||||
@@ -29,24 +29,6 @@
|
||||
|
||||
namespace td {
|
||||
|
||||
// TODO: get rid of this class
|
||||
class WorldApply : public protocol::PacketHandler {
|
||||
private:
|
||||
game::World& m_World;
|
||||
using protocol::PacketHandler::Handle;
|
||||
|
||||
public:
|
||||
WorldApply(game::World& a_World) : m_World(a_World) {}
|
||||
|
||||
void Handle(const protocol::packets::WorldHeaderPacket& a_Header) override {
|
||||
m_World.LoadMap(*a_Header);
|
||||
}
|
||||
|
||||
void Handle(const protocol::packets::WorldDataPacket& a_Data) override {
|
||||
m_World.LoadMap(*a_Data);
|
||||
}
|
||||
};
|
||||
|
||||
void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
@@ -67,19 +49,15 @@ game::WorldPtr GetWorld() {
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadMessage(protocol::PacketID::WorldHeader);
|
||||
auto data = stream.ReadMessage(protocol::PacketID::WorldData);
|
||||
auto header = stream.ReadConcreteMessage<protocol::packets::WorldHeaderPacket>();
|
||||
auto data = stream.ReadConcreteMessage<protocol::packets::WorldDataPacket>();
|
||||
|
||||
auto w = std::make_shared<game::World>();
|
||||
auto wa = std::make_shared<WorldApply>(*w);
|
||||
|
||||
protocol::PacketDispatcher d;
|
||||
d.RegisterHandler(wa);
|
||||
w->LoadMap(**header);
|
||||
w->LoadMap(**data);
|
||||
|
||||
d.Dispatch(*header);
|
||||
d.Dispatch(*data);
|
||||
|
||||
Save(*header, *data);
|
||||
// Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
@@ -93,12 +71,12 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
||||
// client
|
||||
game::WorldPtr clientWorld = GetWorld();
|
||||
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
|
||||
m_Client = std::make_unique<client::Client>(clientFakeSocket);
|
||||
m_Client = std::make_unique<client::Client>(clientFakeSocket, "Player0");
|
||||
|
||||
// render
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
||||
|
||||
// camera
|
||||
m_Camera.SetCamPos({77, 7, 13});
|
||||
|
||||
@@ -12,8 +12,19 @@ MainMenuState::MainMenuState(Display& a_Display) : DisplayState(a_Display) {
|
||||
|
||||
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) {
|
||||
ImGui::Begin("MainWindow");
|
||||
SetNextWindowFullScreen();
|
||||
ImGui::Begin("MainWindow", nullptr, GetWindowFullScreenFlags());
|
||||
MainMenuStateStack::Update();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
EntityRenderer::EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
|
||||
m_Shader->Start();
|
||||
m_Shader->SetColorEffect({1, 0, 1});
|
||||
@@ -17,7 +17,7 @@ EntityRenderer::~EntityRenderer() {}
|
||||
|
||||
void EntityRenderer::Render(float a_Lerp) {
|
||||
m_Shader->Start();
|
||||
for (const auto& mob : m_World.GetMobList()) {
|
||||
for (const auto& mob : m_World->GetMobList()) {
|
||||
|
||||
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
|
||||
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
TowerRenderer::TowerRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera), m_World(a_World) {
|
||||
m_EntityVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadMobModel());
|
||||
m_Shader->Start();
|
||||
m_Shader->SetColorEffect({0, 0, 1});
|
||||
@@ -17,7 +17,7 @@ TowerRenderer::~TowerRenderer() {}
|
||||
|
||||
void TowerRenderer::Render(float a_Lerp) {
|
||||
m_Shader->Start();
|
||||
for (const auto& tower : m_World.GetTowers()) {
|
||||
for (const auto& tower : m_World->GetTowers()) {
|
||||
m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
|
||||
Renderer::Render(*m_EntityVao);
|
||||
}
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::World& a_World) : Renderer(a_Camera) {
|
||||
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(&a_World));
|
||||
WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) : Renderer(a_Camera) {
|
||||
m_WorldVao = std::make_unique<GL::VertexArray>(WorldLoader::LoadWorldModel(a_World.get()));
|
||||
}
|
||||
|
||||
WorldRenderer::~WorldRenderer() {}
|
||||
|
||||
@@ -3,7 +3,7 @@ add_rules("mode.debug", "mode.release")
|
||||
add_repositories("persson-repo https://git.ale-pri.com/Persson-dev/xmake-repo.git")
|
||||
|
||||
add_requires("imgui 1.92.0", {configs = {sdl3 = true, opengl3 = true}})
|
||||
add_requires("libsdl3 3.2.16", "splib 2.3.0", "zlib", "glew", "fpm", "enet6")
|
||||
add_requires("libsdl3 3.2.16", "splib 2.3.1", "zlib", "glew", "fpm", "enet6")
|
||||
|
||||
set_languages("c++17")
|
||||
|
||||
@@ -13,6 +13,8 @@ if is_mode("release") then
|
||||
set_warnings("all", "error")
|
||||
end
|
||||
|
||||
option("valgrind", {description = "Run binary with valgrind", default = false})
|
||||
|
||||
target("Tower-Defense2")
|
||||
add_includedirs("include", {public = true})
|
||||
set_kind("binary")
|
||||
@@ -21,6 +23,11 @@ target("Tower-Defense2")
|
||||
set_rundir(".")
|
||||
add_defines("TD_GL_LOADER_GLEW")
|
||||
|
||||
if has_config("valgrind") then
|
||||
on_run(function (target)
|
||||
os.execv("valgrind", {"-s", "--leak-check=full", target:targetfile()})
|
||||
end)
|
||||
end
|
||||
|
||||
|
||||
-- Tests
|
||||
|
||||
Reference in New Issue
Block a user