26 Commits

Author SHA1 Message Date
3faf55884b bof 2025-11-15 19:17:59 +01:00
d1d2b63be8 remove return 2025-08-23 12:55:37 +02:00
62c5c762f9 detect memory leaks 2025-08-23 12:55:26 +02:00
1d436aa1c3 add bots 2025-08-23 12:54:48 +02:00
73dd2dabfa render playerlist 2025-08-23 11:36:23 +02:00
5b6254c690 send map when arriving late 2025-08-22 12:24:58 +02:00
688b6e93ea fix signal 2025-08-22 11:42:17 +02:00
d64c366f4b fix teams 2025-08-22 11:42:09 +02:00
7d58b881b2 send world to client 2025-08-22 11:41:58 +02:00
20acbc0499 update to c++20 2025-08-22 11:39:16 +02:00
4fe2e25029 client PlayerManager 2025-08-21 20:51:13 +02:00
fd08833f3f fix signals 2025-08-21 20:32:47 +02:00
165ebf7b2e add valgrind 2025-08-20 12:35:04 +02:00
a02cb2b309 PlayerManager 2025-08-20 12:18:44 +02:00
bd56fb0646 add server mspt 2025-08-19 18:55:25 +02:00
39580c15c5 add Timer class 2025-08-19 18:46:54 +02:00
ee39c1e429 add playerlist packet 2025-08-19 18:42:02 +02:00
631e14e66e IServerSocket dispatch 2025-08-19 18:30:42 +02:00
53d2e3cf6b load custom imgui theme 2025-08-19 17:26:29 +02:00
cd33ea28dc renderer: use shared_ptr 2025-08-19 17:19:57 +02:00
a50898a88b begin player auth 2025-08-15 11:25:35 +02:00
833173b5e8 main menu fullscreen 2025-08-15 09:47:45 +02:00
1e4af7f298 add sdl_init error message 2025-08-14 14:16:04 +02:00
e720439109 Add vscode file 2025-08-13 21:09:40 +00:00
5f1e9a8d81 Add missing sdl init 2025-08-13 21:06:02 +00:00
953b5dcc86 remove WorldApply 2025-08-12 11:35:06 +02:00
60 changed files with 878 additions and 200 deletions

13
.vscode/c_cpp_properties.json vendored Normal file
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@@ -0,0 +1,13 @@
{
"configurations": [
{
"name": "TD2",
"cppStandard": "c++20",
"includePath": [
"include"
],
"compileCommands": ".vscode/compile_commands.json"
}
],
"version": 4
}

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@@ -1,23 +1,40 @@
#pragma once
#include <client/IClientSocket.h>
#include <client/PlayerManager.h>
#include <td/common/StateMachine.h>
#include <optional>
namespace td {
namespace client {
class ClientState;
class LoggingState;
class Client : public StateMachine<Client, void, float> {
private:
std::shared_ptr<IClientSocket> m_Socket;
PlayerManager m_Players;
std::optional<PlayerID> m_Id;
public:
Client(const std::shared_ptr<IClientSocket>& a_Socket) : m_Socket(a_Socket) {}
Client(const std::shared_ptr<IClientSocket>& a_Socket);
~Client();
void SendPacket(const protocol::PacketBase& a_Packet);
void Disconnect();
const PlayerManager& GetPlayers() const {
return m_Players;
}
const std::optional<PlayerID> GetId() const {
return m_Id;
}
friend class ClientState;
friend class LoggingState;
};
} // namespace client

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@@ -6,14 +6,13 @@
namespace td {
namespace client {
class ClientState : public Client::State, private utils::SlotGuard {
class ClientState : public Client::State, public protocol::PacketHandler, private utils::SlotGuard {
public:
ClientState(Client& a_Client);
virtual ~ClientState() {}
protected:
void SendPacket(const protocol::PacketBase& a_Packet);
virtual void HandlePacket(const protocol::PacketBase& a_Packet) {}
};
} // namespace server

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@@ -14,6 +14,7 @@ class IClientSocket {
utils::Signal<const protocol::PacketBase&> OnReceive;
virtual void Send(const protocol::PacketBase& a_Packet) = 0;
virtual void Disconnect() = 0;
IClientSocket() {}
virtual ~IClientSocket() {}

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@@ -0,0 +1,39 @@
#pragma once
#include <td/protocol/packet/Packets.h>
#include <td/misc/Signal.h>
namespace td {
namespace client {
class IClientSocket;
class PlayerManager : public protocol::PacketHandler {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IClientSocket> m_Socket;
public:
utils::Signal<const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IClientSocket>& a_Socket);
~PlayerManager();
PlayerInfo GetPlayer(PlayerID a_Player);
auto begin() const {
return m_Players.begin();
}
auto end() const {
return m_Players.end();
}
virtual void Handle(const protocol::packets::PlayerJoinPacket&) override;
virtual void Handle(const protocol::packets::PlayerListPacket&) override;
virtual void Handle(const protocol::packets::PlayerLeavePacket&) override;
};
} // namespace client
} // namespace td

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@@ -27,6 +27,7 @@ class FakeSocket : public IClientSocket {
void ReceiveFromFakePeer(PeerID a_Peer, const protocol::PacketBase& a_Packet);
virtual void Send(const protocol::PacketBase& a_Packet) override;
virtual void Disconnect() override;
};
} // namespace client

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@@ -9,12 +9,12 @@ namespace client {
class GameState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
game::WorldPtr m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
public:
GameState(Client& a_Client, const std::shared_ptr<game::World>& a_World, std::uint64_t a_StepTime);
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
~GameState() {}
virtual void Update(float a_Delta) override;
@@ -23,8 +23,12 @@ class GameState : public ClientState {
return m_CurrentLerp;
}
protected:
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

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@@ -0,0 +1,25 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LobbyState : public ClientState {
private:
std::shared_ptr<game::World> m_World;
public:
LobbyState(Client& a_Client);
~LobbyState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::WorldHeaderPacket& a_Packet) override;
virtual void Handle(const protocol::packets::WorldDataPacket& a_Packet) override;
virtual void Handle(const protocol::packets::BeginGamePacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -0,0 +1,22 @@
#pragma once
#include <client/ClientState.h>
#include <td/game/World.h>
#include <td/simulation/ClientSimulation.h>
namespace td {
namespace client {
class LoggingState : public ClientState {
public:
LoggingState(Client& a_Client, const std::string& a_PlayerName);
~LoggingState();
virtual void Update(float a_Delta) override;
virtual void Handle(const protocol::packets::PlayerJoinPacket& a_Packet) override;
virtual void Handle(const protocol::packets::LoggingSuccessPacket& a_Packet) override;
};
} // namespace client
} // namespace td

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@@ -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);

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@@ -0,0 +1,44 @@
#pragma once
#include <td/misc/Signal.h>
#include <td/protocol/packet/Packets.h>
namespace td {
namespace server {
class IServerSocket;
class PlayerManager {
private:
std::map<PlayerID, PlayerInfo> m_Players;
std::shared_ptr<IServerSocket> m_Socket;
public:
utils::Signal<PlayerID, const PlayerInfo&> OnPlayerJoin;
utils::Signal<PlayerID> OnPlayerLeave;
PlayerManager(const std::shared_ptr<IServerSocket>& a_Socket);
~PlayerManager();
void RemovePlayer(PlayerID a_Player);
PlayerInfo GetPlayer(PlayerID a_Player);
private:
void Disconnect(PlayerID a_Player);
class ConnectionHandler : public protocol::PacketHandler {
private:
PlayerManager& m_PlayerManager;
PlayerID m_Player;
public:
ConnectionHandler(PlayerManager& a_PlayerManager, PlayerID a_Player);
~ConnectionHandler() = default;
virtual void Handle(const protocol::packets::PlayerLoginPacket& a_Packet) override;
virtual void Handle(const protocol::packets::DisconnectPacket& a_Packet) override;
};
};
} // namespace server
} // namespace td

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@@ -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;
};

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@@ -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();

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@@ -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;
};

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@@ -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;
};

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@@ -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);

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@@ -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:

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@@ -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

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@@ -0,0 +1,7 @@
#pragma once
namespace td {
void LoadTheme();
} // namespace td

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@@ -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();

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@@ -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}}{
}

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@@ -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) {

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@@ -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())

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@@ -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
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@@ -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

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@@ -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;

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@@ -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>;

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@@ -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() {

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@@ -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;

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@@ -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

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@@ -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;

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@@ -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;

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@@ -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

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@@ -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;

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@@ -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

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@@ -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) {

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@@ -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

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@@ -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

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@@ -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) {

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@@ -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

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@@ -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

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@@ -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;

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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() {

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@@ -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

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@@ -1,119 +1,82 @@
#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);
// 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);
// TODO: make it better
m_Client->OnStateChange.Connect([this](client::Client::State& a_State) {
if (auto gameState = dynamic_cast<client::GameState*>(&a_State)) {
// render
auto clientWorld = gameState->GetWorld();
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
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 !
m_Renderer.Render(m_ClientState->GetCurrentLerp());
if (m_ClientState)
m_Renderer.Render(m_ClientState->GetCurrentLerp());
}
void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
@@ -122,10 +85,17 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
// temporary tests
if (a_Key == SDLK_A) {
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
} else if (a_Key == SDLK_Z) {
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
switch (a_Key) {
case SDLK_A:
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
break;
case SDLK_Z:
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
break;
default:
break;
}
}

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@@ -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();
}

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@@ -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;

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@@ -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); });

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@@ -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

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@@ -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);
}

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@@ -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() {}

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@@ -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)

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@@ -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

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@@ -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)