[Add] Dynamic world chunk loading.

This commit is contained in:
Ritchie Cunningham 2025-09-17 20:07:02 +01:00
parent 5678b0f0c3
commit 107c6a7382
6 changed files with 42 additions and 8 deletions

View File

@ -12,7 +12,7 @@ public:
Player* add_player(BettolaLib::Network::TCPSocket* socket);
void remove_player(unsigned int player_id);
void send_initial_chunks(Player* player);
void update_player_chunks(void);
void process_udp_message(const char* buffer, size_t size, const sockaddr_in& from_addr);
void broadcast_game_state(BettolaLib::Network::UDPSocket& udp_socket);
@ -21,6 +21,8 @@ public:
Player* get_player_by_id(unsigned int id);
private:
void _send_chunks_around(Player* player, int chunk_x, int chunk_z);
std::vector<Player*> _players;
World _world;
};

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@ -0,0 +1,22 @@
#include <cmath>
#include "game.h"
#include "bettola/game/chunk.h"
void Game::update_player_chunks(void) {
const int chunk_width = BettolaLib::Game::CHUNK_WIDTH - 1;
const int chunk_height = BettolaLib::Game::CHUNK_HEIGHT - 1;
for(Player* player : _players) {
const auto& pos = player->get_position();
/* Calculate player's current chunk coords. */
int chunk_x = floor(pos.x / chunk_width);
int chunk_z = floor(pos.z / chunk_height);
/* If they have moved into a new chunk, send them the new surrounding chunks. */
if(chunk_z != player->get_chunk_x() || chunk_z != player->get_chunk_z()) {
player->set_chunk_pos(chunk_x, chunk_z);
_send_chunks_around(player, chunk_x, chunk_z);
}
}
}

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@ -5,14 +5,14 @@
#include "bettola/network/message.h"
#include "player.h"
void Game::send_initial_chunks(Player* player) {
void Game::_send_chunks_around(Player* player, int center_x, int center_z) {
BettolaLib::Network::MessageHeader header;
header.type = BettolaLib::Network::MessageType::ChunkData;
header.size = sizeof(BettolaLib::Network::ChunkMessage);
/* Send a 3x3 grid of chunks around the origin. */
for(int x = -1; x <=1; ++x) {
for(int z = -1; z <= 1; ++z) {
/* Send a 3x3 grid of chunks around the player's current chunk. */
for(int x = center_x; x <= center_x+1; ++x) {
for(int z = center_z-1; z <= center_z+1; ++z) {
BettolaLib::Game::Chunk& chunk = _world.get_chunk(x, z);
BettolaLib::Network::ChunkMessage msg;

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@ -8,7 +8,9 @@
Player::Player(BettolaLib::Network::TCPSocket* socket) :
PlayerBase(),
_socket(socket),
_has_udp_addr(false) {
_has_udp_addr(false),
_chunk_x(INT_MAX),
_chunk_z(INT_MAX) {
_last_processed_sequence = 0;
memset(&_udp_addr, 0, sizeof(_udp_addr));

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@ -1,5 +1,6 @@
#pragma once
#include <limits.h>
#include <netinet/in.h>
#include "bettola/network/tcpsocket.h"
@ -19,9 +20,15 @@ public:
void set_last_processed_sequence(unsigned int sequence) { _last_processed_sequence = sequence; }
unsigned int get_last_processed_sequence(void) const { return _last_processed_sequence; }
int get_chunk_x(void) const { return _chunk_x; }
int get_chunk_z(void) const { return _chunk_z; }
void set_chunk_pos(int x, int z) { _chunk_x = x; _chunk_z = z; }
private:
BettolaLib::Network::TCPSocket* _socket;
sockaddr_in _udp_addr;
bool _has_udp_addr;
unsigned int _last_processed_sequence;
int _chunk_x;
int _chunk_z;
};

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@ -112,8 +112,6 @@ int main(void) {
unsigned int id = new_player->get_id();
client_socket->send(&id, sizeof(id));
game.send_initial_chunks(new_player);
int client_flags = fcntl(client_socket->get_sockfd(), F_GETFL, 0);
fcntl(client_socket->get_sockfd(), F_SETFL, client_flags | O_NONBLOCK);
@ -165,6 +163,9 @@ int main(void) {
}
}
/* Update dynamic game state, like chunk loading for players. */
game.update_player_chunks();
/* Broadcase game state. */
game.broadcast_game_state(udp_socket);