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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 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "TD2",
|
||||
"cppStandard": "c++20",
|
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"includePath": [
|
||||
"include"
|
||||
],
|
||||
"compileCommands": ".vscode/compile_commands.json"
|
||||
}
|
||||
],
|
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"version": 4
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}
|
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@@ -1,23 +1,40 @@
|
||||
#pragma once
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|
||||
#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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|
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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;
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|
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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);
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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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|
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const PlayerManager& GetPlayers() const {
|
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return m_Players;
|
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}
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|
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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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|
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@@ -6,14 +6,13 @@
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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, 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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|
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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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|
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} // namespace server
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|
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@@ -14,6 +14,7 @@ class IClientSocket {
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utils::Signal<const protocol::PacketBase&> OnReceive;
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virtual void Send(const protocol::PacketBase& a_Packet) = 0;
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virtual void Disconnect() = 0;
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|
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IClientSocket() {}
|
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virtual ~IClientSocket() {}
|
||||
|
||||
39
include/client/PlayerManager.h
Normal file
39
include/client/PlayerManager.h
Normal file
@@ -0,0 +1,39 @@
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#pragma once
|
||||
|
||||
#include <td/protocol/packet/Packets.h>
|
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#include <td/misc/Signal.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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class IClientSocket;
|
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|
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class PlayerManager : public protocol::PacketHandler {
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private:
|
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std::map<PlayerID, PlayerInfo> m_Players;
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std::shared_ptr<IClientSocket> m_Socket;
|
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|
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public:
|
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utils::Signal<const PlayerInfo&> OnPlayerJoin;
|
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utils::Signal<PlayerID> OnPlayerLeave;
|
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|
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PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket);
|
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~PlayerManager();
|
||||
|
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PlayerInfo GetPlayer(PlayerID a_Player);
|
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|
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auto begin() const {
|
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return m_Players.begin();
|
||||
}
|
||||
|
||||
auto end() const {
|
||||
return m_Players.end();
|
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}
|
||||
|
||||
virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
|
||||
virtual void Handle(const protocol::packets::PlayerListPacket&) override;
|
||||
virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
|
||||
};
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
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@@ -27,6 +27,7 @@ class FakeSocket : public IClientSocket {
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void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
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||||
|
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virtual void Send(const protocol::PacketBase& a_Packet) override;
|
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virtual void Disconnect() override;
|
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};
|
||||
|
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} // namespace client
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@@ -9,12 +9,12 @@ namespace client {
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||||
|
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class GameState : public ClientState {
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private:
|
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std::shared_ptr<game::World> m_World;
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game::WorldPtr m_World;
|
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sim::ClientSimulation m_Simulation;
|
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float m_CurrentLerp;
|
||||
|
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public:
|
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GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime);
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GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
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~GameState() {}
|
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|
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virtual void Update(float a_Delta) override;
|
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@@ -23,8 +23,12 @@ class GameState : public ClientState {
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return m_CurrentLerp;
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}
|
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|
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protected:
|
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virtual void HandlePacket(const protocol::PacketBase& a_Packet) override;
|
||||
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
|
||||
|
||||
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>
|
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#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
|
||||
@@ -9,18 +9,27 @@ namespace server {
|
||||
|
||||
class IServerSocket {
|
||||
public:
|
||||
utils::Signal<PlayerID> OnConnect;
|
||||
utils::Signal<PlayerID> OnDisconnect;
|
||||
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);
|
||||
|
||||
IServerSocket() {}
|
||||
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);
|
||||
|
||||
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
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <server/IServerSocket.h>
|
||||
#include <td/common/StateMachine.h>
|
||||
#include <server/PlayerManager.h>
|
||||
|
||||
namespace td {
|
||||
namespace server {
|
||||
@@ -11,9 +12,17 @@ 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) : m_Socket(a_Socket) {}
|
||||
Server(const std::shared_ptr<IServerSocket>& a_Socket);
|
||||
|
||||
virtual void Update(float a_Delta);
|
||||
|
||||
const PlayerManager& GetPlayers() const {
|
||||
return m_Players;
|
||||
}
|
||||
|
||||
friend class ServerState;
|
||||
};
|
||||
|
||||
@@ -10,6 +10,8 @@ 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();
|
||||
|
||||
@@ -22,6 +22,8 @@ class GameState : public ServerState {
|
||||
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;
|
||||
};
|
||||
|
||||
|
||||
@@ -10,9 +10,11 @@ class LobbyState : public ServerState {
|
||||
private:
|
||||
std::shared_ptr<game::World> m_World;
|
||||
public:
|
||||
LobbyState(Server& a_Server, const std::shared_ptr<game::World>& a_World);
|
||||
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;
|
||||
};
|
||||
|
||||
@@ -78,6 +78,11 @@ enum class Direction : std::uint8_t {
|
||||
NegativeY = 1 << 3,
|
||||
};
|
||||
|
||||
struct PlayerInfo {
|
||||
PlayerID m_PlayerId;
|
||||
std::string m_PlayerName;
|
||||
};
|
||||
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const EntityCoords& a_Coords);
|
||||
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const FpFloat& a_Float);
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <td/misc/Signal.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
@@ -16,27 +16,34 @@ class StateMachine {
|
||||
virtual TReturn Update(TArgs... args) = 0;
|
||||
|
||||
template <typename T, typename... Args>
|
||||
T* ChangeState(Args&&... args) {
|
||||
return m_StateMachine.template ChangeState<T>(std::forward<Args>(args)...);
|
||||
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(args...);
|
||||
return m_State->Update(std::forward<TArgs>(args)...);
|
||||
}
|
||||
|
||||
template <typename T, typename... Args>
|
||||
T* ChangeState(Args&&... args) {
|
||||
m_State = std::make_unique<T>(static_cast<TDerived&>(*this), std::forward<Args>(args)...);
|
||||
return static_cast<T*>(m_State.get());
|
||||
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:
|
||||
|
||||
@@ -2,8 +2,10 @@
|
||||
|
||||
#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);
|
||||
@@ -13,4 +15,5 @@ class DisplayState : public Display::State, private utils::SlotGuard {
|
||||
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
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <td/render/Renderer.h>
|
||||
#include <td/simulation/ClientSimulation.h>
|
||||
#include <client/state/GameState.h>
|
||||
#include <server/socket/FakeSocket.h>
|
||||
|
||||
namespace td {
|
||||
|
||||
@@ -13,10 +14,13 @@ class DebugWorldState : public DisplayState {
|
||||
private:
|
||||
render::RenderPipeline m_Renderer;
|
||||
render::Camera m_Camera;
|
||||
std::unique_ptr<client::Client> m_Client;
|
||||
std::unique_ptr<server::Server> m_Server;
|
||||
std::unique_ptr<client::Client> m_Client;
|
||||
client::GameState* m_ClientState;
|
||||
|
||||
std::vector<std::unique_ptr<client::Client>> m_FakeClients;
|
||||
std::shared_ptr<server::FakeSocket> m_ServerSocket;
|
||||
|
||||
public:
|
||||
DebugWorldState(Display& a_Display);
|
||||
~DebugWorldState();
|
||||
|
||||
@@ -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}}{
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -33,6 +33,9 @@ class World {
|
||||
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;
|
||||
|
||||
@@ -102,7 +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) {
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <memory>
|
||||
#include <td/common/NonCopyable.h>
|
||||
#include <vector>
|
||||
|
||||
@@ -15,7 +16,7 @@ template <typename... Args>
|
||||
class SignalRaw : private NonCopyable {
|
||||
public:
|
||||
using FnType = void(Args...);
|
||||
using CallBack = std::function<FnType>;
|
||||
using CallBack = std::shared_ptr<std::function<FnType>>;
|
||||
|
||||
private:
|
||||
std::vector<CallBack> m_Callbacks;
|
||||
@@ -26,14 +27,13 @@ class SignalRaw : private NonCopyable {
|
||||
}
|
||||
|
||||
void Disconnect(const CallBack& a_Callback) {
|
||||
auto it = std::find_if(m_Callbacks.begin(), m_Callbacks.end(),
|
||||
[&a_Callback](CallBack& callback) { return a_Callback.template target<FnType>() == callback.template target<FnType>(); });
|
||||
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...);
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -46,6 +46,7 @@ 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;
|
||||
|
||||
@@ -56,12 +57,15 @@ class Signal {
|
||||
Signal() : m_Signal(std::make_shared<SignalBase>()) {}
|
||||
Signal(const Signal&) = default;
|
||||
|
||||
void Connect(const CallBack& a_Callback) {
|
||||
m_Signal->Connect(a_Callback);
|
||||
/**
|
||||
* \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) {
|
||||
Connect(a_Callback);
|
||||
m_Signal->Connect(a_Callback);
|
||||
return std::make_unique<ConnectionGuard>(*this, a_Callback);
|
||||
}
|
||||
|
||||
@@ -88,7 +92,8 @@ class Signal<Args...>::ConnectionGuard : public Connection {
|
||||
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(const Signal<Args...>& a_Signal, const CallBack& a_Callback) :
|
||||
m_Signal(a_Signal.m_Signal), m_Callback(a_Callback) {}
|
||||
|
||||
~ConnectionGuard() {
|
||||
if (!m_Signal.expired())
|
||||
|
||||
@@ -19,8 +19,9 @@ class SlotGuard {
|
||||
* \brief Connect a signal to a function (with the same signature)
|
||||
*/
|
||||
template <typename... Args>
|
||||
void Connect(Signal<Args...> a_Signal, const typename Signal<Args...>::CallBack& a_Callback) {
|
||||
m_Connections.push_back(a_Signal.ConnectSafe(a_Callback));
|
||||
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() {
|
||||
|
||||
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
|
||||
@@ -16,27 +16,22 @@
|
||||
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;
|
||||
@@ -47,6 +42,11 @@ struct PlayerLeave {
|
||||
PlayerID m_PlayerId;
|
||||
};
|
||||
|
||||
/** List of players who joined before */
|
||||
struct PlayerList {
|
||||
std::vector<PlayerInfo> m_Players;
|
||||
};
|
||||
|
||||
struct PredictCommand {
|
||||
CommandPtr m_Command;
|
||||
StepTime m_FrameNumber;
|
||||
@@ -67,8 +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;
|
||||
|
||||
@@ -29,6 +29,7 @@ enum class PacketID : std::uint8_t {
|
||||
PlaceTower,
|
||||
PlayerJoin,
|
||||
PlayerLeave,
|
||||
PlayerList,
|
||||
PlayerLogin,
|
||||
PredictCommand,
|
||||
SpawnTroop,
|
||||
@@ -58,6 +59,7 @@ using LoggingSuccessPacket = PacketMessage<pdata::LoggingSuccess, PacketID::Logg
|
||||
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>;
|
||||
@@ -67,11 +69,17 @@ using WorldDataPacket = PacketMessage<pdata::WorldData, PacketID::WorldData>;
|
||||
} // namespace packets
|
||||
|
||||
using AllPackets = std::tuple<packets::BeginGamePacket, packets::ChatMessagePacket, packets::DisconnectPacket,
|
||||
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket, packets::LoggingSuccessPacket, packets::PlaceTowerPacket,
|
||||
packets::PlayerJoinPacket, packets::PlayerLeavePacket, packets::PlayerLoginPacket, packets::PredictCommandPacket,
|
||||
packets::SpawnTroopPacket, packets::WorldHeaderPacket, packets::WorldDataPacket>;
|
||||
packets::KeepAlivePacket, packets::LockStepRequestPacket, packets::LockStepResponsePacket, packets::LockStepsPacket,
|
||||
packets::LoggingSuccessPacket, packets::PlaceTowerPacket, packets::PlayerJoinPacket, packets::PlayerLeavePacket,
|
||||
packets::PlayerListPacket, packets::PlayerLoginPacket, packets::PredictCommandPacket, packets::SpawnTroopPacket,
|
||||
packets::WorldHeaderPacket, packets::WorldDataPacket>;
|
||||
|
||||
class PacketHandler : public sp::GenericHandler<AllPackets> {};
|
||||
class PacketHandler : public sp::GenericHandler<AllPackets> {
|
||||
public:
|
||||
void HandleBase(const PacketBase& a_Packet) {
|
||||
a_Packet.Dispatch(*this);
|
||||
}
|
||||
};
|
||||
|
||||
using PacketDispatcher = sp::MessageDispatcher<PacketBase>;
|
||||
|
||||
|
||||
@@ -42,8 +42,11 @@ class RenderPipeline {
|
||||
virtual ~RenderPipeline() {}
|
||||
|
||||
template <typename T, typename... Args>
|
||||
void AddRenderer(Args&&... args) {
|
||||
m_Renderers.push_back(std::make_unique<T>(args...));
|
||||
T& AddRenderer(Args&&... args) {
|
||||
auto ptr = std::make_unique<T>(args...);
|
||||
auto rawPtr = ptr.get();
|
||||
m_Renderers.push_back(std::move(ptr));
|
||||
return *rawPtr;
|
||||
}
|
||||
|
||||
void Clear() {
|
||||
|
||||
@@ -9,11 +9,11 @@ namespace render {
|
||||
|
||||
class EntityRenderer : public Renderer<shader::EntityShader> {
|
||||
private:
|
||||
const game::World& m_World;
|
||||
game::WorldPtr m_World;
|
||||
std::unique_ptr<GL::VertexArray> m_EntityVao;
|
||||
|
||||
public:
|
||||
EntityRenderer(Camera& a_Camera, const game::World& a_World);
|
||||
EntityRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||
virtual ~EntityRenderer();
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
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
|
||||
@@ -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;
|
||||
|
||||
@@ -13,7 +13,7 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
|
||||
std::unique_ptr<GL::VertexArray> m_WorldVao;
|
||||
|
||||
public:
|
||||
WorldRenderer(Camera& a_Camera, const game::World& a_World);
|
||||
WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World);
|
||||
virtual ~WorldRenderer();
|
||||
|
||||
virtual void Render(float a_Lerp) override;
|
||||
|
||||
@@ -39,7 +39,7 @@ class ClientSimulation : public protocol::PacketHandler {
|
||||
* \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);
|
||||
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
|
||||
|
||||
@@ -16,7 +16,7 @@ class ServerSimulation : public protocol::CommandHandler {
|
||||
game::World& m_World;
|
||||
std::uint64_t m_StepTime;
|
||||
std::uint64_t m_CurrentTime;
|
||||
std::vector<td::protocol::LockStep> m_History;
|
||||
std::vector<protocol::LockStep> m_History;
|
||||
|
||||
using protocol::CommandHandler::Handle;
|
||||
|
||||
@@ -27,6 +27,8 @@ class ServerSimulation : public protocol::CommandHandler {
|
||||
|
||||
protocol::packets::LockStepsPacket MakePacket();
|
||||
|
||||
std::vector<protocol::LockStep> GetFirstLocksteps();
|
||||
|
||||
// no checks are done !
|
||||
|
||||
virtual void Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) override;
|
||||
|
||||
@@ -1,11 +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
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace td {
|
||||
namespace client {
|
||||
|
||||
ClientState::ClientState(Client& a_Client) : Client::State(a_Client) {
|
||||
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandlePacket, this, std::placeholders::_1));
|
||||
Connect(m_StateMachine.m_Socket->OnReceive, std::bind(&ClientState::HandleBase, this, std::placeholders::_1));
|
||||
}
|
||||
|
||||
void ClientState::SendPacket(const protocol::PacketBase& a_Packet) {
|
||||
|
||||
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
|
||||
@@ -15,5 +15,9 @@ std::shared_ptr<FakeSocket> FakeSocket::Connect(const std::shared_ptr<server::Fa
|
||||
return socket;
|
||||
}
|
||||
|
||||
void FakeSocket::Disconnect() {
|
||||
m_Server->DisconnectFakePeer(m_PeerId);
|
||||
}
|
||||
|
||||
} // namespace client
|
||||
} // namespace td
|
||||
|
||||
@@ -3,34 +3,19 @@
|
||||
namespace td {
|
||||
namespace client {
|
||||
|
||||
class ClientHandler : public protocol::PacketHandler {
|
||||
private:
|
||||
sim::ClientSimulation& m_Simulation;
|
||||
|
||||
using protocol::PacketHandler::Handle;
|
||||
|
||||
public:
|
||||
ClientHandler(sim::ClientSimulation& a_Simulation) : m_Simulation(a_Simulation) {}
|
||||
|
||||
void Handle(const protocol::packets::LockStepsPacket& a_LockStep) {
|
||||
m_Simulation.Handle(a_LockStep);
|
||||
}
|
||||
|
||||
void Handle(const protocol::packets::LockStepResponsePacket& a_LockStep) {
|
||||
m_Simulation.Handle(a_LockStep);
|
||||
}
|
||||
};
|
||||
|
||||
GameState::GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime) :
|
||||
ClientState(a_Client), m_World(a_World), m_Simulation(a_World, a_StepTime) {
|
||||
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::HandlePacket(const protocol::PacketBase& a_Packet) {
|
||||
ClientHandler handler(m_Simulation);
|
||||
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) {
|
||||
m_Simulation.Handle(a_LockStep);
|
||||
}
|
||||
|
||||
void GameState::Update(float a_Delta) {
|
||||
|
||||
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
|
||||
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 +3,39 @@
|
||||
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));
|
||||
OnPlayerConnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
}
|
||||
|
||||
void IServerSocket::OnDisconnectPeer(PeerID a_PeerId) {
|
||||
OnDisconnect(m_Ids.GetPlayerId(a_PeerId));
|
||||
OnPlayerDisconnect(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 +48,9 @@ void IServerSocket::Broadcast(const protocol::PacketBase& a_Packet) {
|
||||
}
|
||||
}
|
||||
|
||||
void IServerSocket::Disconnect(PlayerID a_PlayerId) {
|
||||
OnDisconnectPeer(m_Ids.GetPeerId(a_PlayerId));
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace td
|
||||
|
||||
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
|
||||
@@ -1,9 +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
|
||||
|
||||
@@ -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_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() {}
|
||||
@@ -21,4 +23,4 @@ void ServerState::BroadcastPacket(const protocol::PacketBase& a_Packet) {
|
||||
}
|
||||
|
||||
} // namespace server
|
||||
} // namespace
|
||||
} // namespace td
|
||||
|
||||
@@ -1,13 +1,18 @@
|
||||
#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 << "Switched to Game state !\n";
|
||||
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());
|
||||
}
|
||||
|
||||
@@ -27,5 +32,16 @@ void GameState::Update(float a_Delta) {
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
@@ -1,18 +1,60 @@
|
||||
#include <server/state/LobbyState.h>
|
||||
#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 LobbyState::HandlePacket(PlayerID a_Id, const protocol::PacketBase& a_Packet) {
|
||||
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);
|
||||
}
|
||||
|
||||
void LobbyState::Update(float a_Delta) {
|
||||
m_StateMachine.ChangeState<GameState>(m_World);
|
||||
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
|
||||
|
||||
@@ -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
|
||||
@@ -1,118 +1,81 @@
|
||||
#include <td/display/state/DebugWorldState.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#include <td/game/World.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
#include <td/protocol/packet/Packets.h>
|
||||
#include <td/render/renderer/EntityRenderer.h>
|
||||
#include <td/render/renderer/PlayerListRenderer.h>
|
||||
#include <td/render/renderer/TowerRenderer.h>
|
||||
#include <td/render/renderer/WorldRenderer.h>
|
||||
|
||||
#include <sp/common/DataBuffer.h>
|
||||
#include <sp/extensions/Compress.h>
|
||||
#include <sp/io/MessageStream.h>
|
||||
#include <sp/io/StdIo.h>
|
||||
|
||||
#include <server/Server.h>
|
||||
#include <server/socket/FakeSocket.h>
|
||||
#include <server/state/GameState.h>
|
||||
#include <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 {
|
||||
|
||||
// TODO: get rid of this class
|
||||
class WorldApply : public protocol::PacketHandler {
|
||||
private:
|
||||
game::World& m_World;
|
||||
using protocol::PacketHandler::Handle;
|
||||
|
||||
public:
|
||||
WorldApply(game::World& a_World) : m_World(a_World) {}
|
||||
|
||||
void Handle(const protocol::packets::WorldHeaderPacket& a_Header) override {
|
||||
m_World.LoadMap(*a_Header);
|
||||
}
|
||||
|
||||
void Handle(const protocol::packets::WorldDataPacket& a_Data) override {
|
||||
m_World.LoadMap(*a_Data);
|
||||
}
|
||||
};
|
||||
|
||||
void Save(const protocol::PacketBase& header, const protocol::PacketBase& data) {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ofstream fStream("test/tdmap.tdmap3");
|
||||
auto out = std::make_shared<sp::StdOuput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
stream.WriteMessage(header, false);
|
||||
stream.WriteMessage(data, false);
|
||||
}
|
||||
|
||||
game::WorldPtr GetWorld() {
|
||||
auto comp = std::make_shared<sp::ZlibCompress>();
|
||||
|
||||
std::ifstream fStream("test/tdmap.tdmap2");
|
||||
auto out = std::make_shared<sp::StdInput>(fStream);
|
||||
|
||||
sp::MessageStream<protocol::PacketFactory> stream(std::move(out), std::move(comp));
|
||||
|
||||
auto header = stream.ReadMessage(protocol::PacketID::WorldHeader);
|
||||
auto data = stream.ReadMessage(protocol::PacketID::WorldData);
|
||||
|
||||
auto w = std::make_shared<game::World>();
|
||||
auto wa = std::make_shared<WorldApply>(*w);
|
||||
|
||||
protocol::PacketDispatcher d;
|
||||
d.RegisterHandler(wa);
|
||||
|
||||
d.Dispatch(*header);
|
||||
d.Dispatch(*data);
|
||||
|
||||
Save(*header, *data);
|
||||
|
||||
return w;
|
||||
}
|
||||
|
||||
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
|
||||
// server
|
||||
game::WorldPtr serverWorld = GetWorld();
|
||||
auto serverFakeSocket = std::make_shared<server::FakeSocket>();
|
||||
m_Server = std::make_unique<server::Server>(serverFakeSocket);
|
||||
m_ServerSocket = std::make_shared<server::FakeSocket>();
|
||||
m_Server = std::make_unique<server::Server>(m_ServerSocket);
|
||||
|
||||
// client
|
||||
game::WorldPtr clientWorld = GetWorld();
|
||||
auto clientFakeSocket = client::FakeSocket::Connect(serverFakeSocket);
|
||||
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
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, *clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, *clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, *clientWorld);
|
||||
auto clientWorld = gameState->GetWorld();
|
||||
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
|
||||
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
|
||||
|
||||
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
|
||||
|
||||
list.OnPlayerCreate.Connect([this]() {
|
||||
auto newSocket = client::FakeSocket::Connect(m_ServerSocket);
|
||||
auto newClient = std::make_unique<client::Client>(newSocket);
|
||||
newClient->ChangeState<client::LoggingState>("Bot");
|
||||
m_FakeClients.push_back(std::move(newClient));
|
||||
});
|
||||
|
||||
list.OnPlayerKick.Connect([this](PlayerID a_Player) {
|
||||
auto it = std::find_if(m_FakeClients.begin(), m_FakeClients.end(), [a_Player](auto& clientPtr){
|
||||
if (!clientPtr->GetId().has_value())
|
||||
return false;
|
||||
return clientPtr->GetId().value() == a_Player;
|
||||
});
|
||||
m_FakeClients.erase(it);
|
||||
});
|
||||
|
||||
// update state
|
||||
m_ClientState = gameState;
|
||||
}
|
||||
});
|
||||
|
||||
m_Client->ChangeState<client::LoggingState>("Player0");
|
||||
|
||||
// camera
|
||||
m_Camera.SetCamPos({77, 7, 13});
|
||||
m_Camera.UpdatePerspective(m_StateMachine.GetAspectRatio());
|
||||
|
||||
// states
|
||||
m_ClientState = m_Client->ChangeState<client::GameState>(clientWorld, STEP_TIME);
|
||||
m_Server->ChangeState<server::GameState>(serverWorld);
|
||||
}
|
||||
|
||||
void DebugWorldState::Update(float a_Delta) {
|
||||
m_Server->Update(a_Delta);
|
||||
m_Client->Update(a_Delta);
|
||||
// TODO: m_ClientState might be invalid !
|
||||
if (m_ClientState)
|
||||
m_Renderer.Render(m_ClientState->GetCurrentLerp());
|
||||
}
|
||||
|
||||
@@ -122,10 +85,17 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
|
||||
|
||||
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
|
||||
// temporary tests
|
||||
if (a_Key == SDLK_A) {
|
||||
switch (a_Key) {
|
||||
case SDLK_A:
|
||||
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
|
||||
} else if (a_Key == SDLK_Z) {
|
||||
break;
|
||||
|
||||
case SDLK_Z:
|
||||
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include <td/game/World.h>
|
||||
|
||||
#include <td/simulation/WorldTicker.h>
|
||||
#include <td/protocol/packet/PacketSerialize.h>
|
||||
|
||||
namespace td {
|
||||
namespace game {
|
||||
@@ -62,6 +63,16 @@ bool World::LoadMap(const protocol::pdata::WorldHeader& a_WorldHeader) {
|
||||
return true;
|
||||
}
|
||||
|
||||
protocol::packets::WorldHeaderPacket World::GetPacketHeader() const {
|
||||
return protocol::packets::WorldHeaderPacket(m_TowerPlacePalette, m_WalkablePalette, m_DecorationPalette, m_Background,
|
||||
m_SpawnColorPalette, m_TilePalette, GetRedTeam().GetSpawn(), GetBlueTeam().GetSpawn(), GetRedTeam().GetCastle(),
|
||||
GetBlueTeam().GetCastle());
|
||||
}
|
||||
|
||||
protocol::packets::WorldDataPacket World::GetPacketData() const {
|
||||
return protocol::packets::WorldDataPacket(m_Chunks);
|
||||
}
|
||||
|
||||
bool World::LoadMap(const protocol::pdata::WorldData& a_WorldData) {
|
||||
m_Chunks = a_WorldData.m_Chunks;
|
||||
return true;
|
||||
|
||||
@@ -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); });
|
||||
|
||||
32
src/td/render/renderer/PlayerListRenderer.cpp
Normal file
32
src/td/render/renderer/PlayerListRenderer.cpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#include <td/render/renderer/PlayerListRenderer.h>
|
||||
|
||||
#include <imgui.h>
|
||||
#include <optional>
|
||||
|
||||
namespace td {
|
||||
namespace render {
|
||||
|
||||
void PlayerListRenderer::Render(float a_Lerp) {
|
||||
ImGui::Begin("Players");
|
||||
if (ImGui::Button("Add player")) {
|
||||
OnPlayerCreate();
|
||||
}
|
||||
std::optional<PlayerID> kick;
|
||||
for (const auto& [id, player] : m_Players) {
|
||||
ImGui::PushID(id);
|
||||
ImGui::Text("[%i] %s", id, player.m_PlayerName.c_str());
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Kick")){
|
||||
kick = id;
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::End();
|
||||
if (kick.has_value())
|
||||
OnPlayerKick(*kick);
|
||||
}
|
||||
|
||||
PlayerListRenderer::PlayerListRenderer(const client::PlayerManager& a_Players) : m_Players(a_Players) {}
|
||||
|
||||
} // namespace render
|
||||
} // namespace td
|
||||
@@ -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() {}
|
||||
|
||||
@@ -30,14 +30,22 @@ ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, GameHis
|
||||
Step();
|
||||
}
|
||||
|
||||
ClientSimulation::ClientSimulation(std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime) :
|
||||
ClientSimulation::ClientSimulation(
|
||||
std::shared_ptr<game::World> a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep>& a_FirstSteps) :
|
||||
m_StepTime(a_StepTime),
|
||||
m_World(a_World),
|
||||
m_History(std::numeric_limits<StepTime>::max()),
|
||||
m_CurrentTime(0),
|
||||
m_CurrentStep(0),
|
||||
m_LastSnapshot(std::make_shared<WorldSnapshot>()),
|
||||
m_LastValidStep(0) {}
|
||||
m_LastValidStep(0) {
|
||||
if (!a_FirstSteps.empty()) {
|
||||
for (std::size_t i = 0; i < a_FirstSteps.size(); i++) {
|
||||
m_History[i] = a_FirstSteps[i];
|
||||
}
|
||||
FastForward(a_FirstSteps.size());
|
||||
}
|
||||
}
|
||||
|
||||
float ClientSimulation::Update(float a_Delta) {
|
||||
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
|
||||
|
||||
@@ -47,6 +47,16 @@ protocol::packets::LockStepResponsePacket ServerSimulation::GetResponse(
|
||||
return {result};
|
||||
}
|
||||
|
||||
std::vector<protocol::LockStep> ServerSimulation::GetFirstLocksteps() {
|
||||
std::vector<protocol::LockStep> result;
|
||||
if (m_CurrentTime <= LOCKSTEP_BUFFER_SIZE)
|
||||
return result;
|
||||
|
||||
result.reserve(m_CurrentTime);
|
||||
result.insert(result.begin(), m_History.begin(), m_History.begin() + m_CurrentTime);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
} // namespace sim
|
||||
} // namespace td
|
||||
|
||||
11
xmake.lua
11
xmake.lua
@@ -3,26 +3,29 @@ 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 2.3.2", "zlib", "glew", "fpm", "enet6", "imguizmo")
|
||||
|
||||
set_languages("c++17")
|
||||
set_languages("c++20")
|
||||
|
||||
set_warnings("all")
|
||||
|
||||
if is_mode("release") then
|
||||
set_warnings("all", "error")
|
||||
else
|
||||
set_policy("build.sanitizer.address", true)
|
||||
set_policy("build.sanitizer.leak", true)
|
||||
set_policy("build.sanitizer.undefined", true)
|
||||
end
|
||||
|
||||
target("Tower-Defense2")
|
||||
add_includedirs("include", {public = true})
|
||||
set_kind("binary")
|
||||
add_files("src/**.cpp")
|
||||
add_packages("libsdl3", "imgui", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||
add_packages("libsdl3", "imgui", "imguizmo", "glew", "splib", "zlib", "fpm", "enet6", {public = true})
|
||||
set_rundir(".")
|
||||
add_defines("TD_GL_LOADER_GLEW")
|
||||
|
||||
|
||||
|
||||
-- Tests
|
||||
for _, file in ipairs(os.files("test/**.cpp")) do
|
||||
local name = path.basename(file)
|
||||
|
||||
Reference in New Issue
Block a user