[Refac] Separate rendering, game and application.
This commit is contained in:
parent
e4b66aa68f
commit
9615c39e67
@ -8,6 +8,7 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# include directories..
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include_directories(libbettola/include)
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include_directories(src)
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# Deps.
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find_package(SDL3 REQUIRED)
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331
src/bettola.cpp
331
src/bettola.cpp
@ -1,6 +1,5 @@
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#include <GL/glew.h>
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#include <SDL3/SDL_error.h>
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#include <algorithm>
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/* FINE LSP!! I'll play your games!!!! */
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#include <SDL3/SDL_events.h> /* ~HJAPPY?!?!?! */
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#include <SDL3/SDL_stdinc.h>
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@ -10,17 +9,9 @@
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#include <fcntl.h>
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#include <netinet/in.h>
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#include <cstdlib>
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#include <set>
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#include <cstdio>
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#include <string>
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#include "bettola.h"
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#include "bettola/network/net_common.h"
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#include "game/remote_player.h"
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#include "math/mat4.h"
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#include "network/message.h"
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#include "network/game_state_message.h"
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#include "network/player_input_message.h"
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/* Dacav's resolution ;) */
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const int SCREEN_WIDTH = 800;
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@ -29,59 +20,39 @@ const int SCREEN_HEIGHT = 600;
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Bettola::Bettola(void) :
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_is_running(false),
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_window(nullptr),
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_gl_context(nullptr),
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_vao(0),
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_vbo(0),
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_our_player_id(0),
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_input_sequence_number(0) {
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memset(&_server_addr, 0, sizeof(_server_addr));
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}
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_gl_context(nullptr) {}
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Bettola::~Bettola(void) {
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if(_gl_context) {
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SDL_GL_DestroyContext(_gl_context);
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}
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/* Explicitly close client socket. */
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_tcp_socket.close();
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_udp_socket.close();
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if(_window) {
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SDL_DestroyWindow(_window);
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}
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SDL_Quit();
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if(_gl_context) {
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/* Should only be deleted if it was successfully created
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* and if _gl_context is valid.
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*/
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glDeleteVertexArrays(1, &_vao);
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glDeleteBuffers(1, &_vbo);
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}
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bool Bettola::init_sdl(void) {
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if(!SDL_Init(SDL_INIT_VIDEO)) {
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fprintf(stderr, "Failed to init SDL! SDL ERROR: %s\n", SDL_GetError());
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return false;
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}
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return true;
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}
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int Bettola::run(void) {
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if(!init_sdl()) return -1;
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if(!create_window()) return -1;
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if(!create_gl_context()) return -1;
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if(!init_client_connection()) return -1;
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if(!init_glew()) return -1;
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if(!_shader.load_from_files("assets/shaders/simple.vert",
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"assets/shaders/simple.frag")) {
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if(!_game_client.connect("127.0.0.1", 12345)) {
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return -1;
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}
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if(!_renderer.init(SCREEN_WIDTH, SCREEN_HEIGHT)) {
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return -1;
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}
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_projection = BettolaMath::Mat4::orthographic(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
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_shader.use();
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unsigned int proj_loc = glGetUniformLocation(_shader.get_id(), "projection");
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glUniformMatrix4fv(proj_loc, 1, GL_FALSE, _projection.get_ptr());
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setup_quad();
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glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
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_is_running = true;
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@ -95,7 +66,6 @@ int Bettola::run(void) {
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last_count = current_counter;
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process_events();
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process_network();
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update(delta_time);
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render();
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}
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@ -126,108 +96,10 @@ void Bettola::process_events(void) {
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}
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}
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void Bettola::process_network(void) {
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fd_set read_fds;
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FD_ZERO(&read_fds);
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int tcp_fd = _tcp_socket.get_sockfd();
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int udp_fd = _udp_socket.get_sockfd();
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FD_SET(tcp_fd, &read_fds);
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FD_SET(udp_fd, &read_fds);
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int max_fd = std::max(tcp_fd, udp_fd);
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struct timeval tv;
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tv.tv_sec = 0;
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tv.tv_usec = 0; /* Non-blocking. */
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int activity = select(max_fd+1, &read_fds, nullptr, nullptr, &tv);
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if(activity > 0) {
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if(FD_ISSET(tcp_fd, &read_fds)) {
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/* We only expect player ID assignment for now. */
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if(_our_player_id == 0) {
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BettolaLib::Network::MessageHeader id_header;
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ssize_t id_bytes_received = _tcp_socket.recv(&id_header, sizeof(id_header));
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if(id_bytes_received > 0 && id_header.type == BettolaLib::Network::MessageType::PlayerId) {
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_tcp_socket.recv(&_our_player_id, sizeof(_our_player_id));
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printf("Bettola: Assigned player ID: %u\n", _our_player_id);
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}
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}
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}
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if(FD_ISSET(udp_fd, &read_fds)) {
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process_udp_messages();
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}
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}
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}
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void Bettola::process_udp_messages(void) {
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char buffer[1024];
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sockaddr_in from_addr;
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ssize_t id_bytes_received;
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while((id_bytes_received = _udp_socket.recv_from(buffer,sizeof(buffer),from_addr))>0) {
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if(id_bytes_received < sizeof(BettolaLib::Network::MessageHeader)) {
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continue;
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}
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BettolaLib::Network::MessageHeader header;
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memcpy(&header, buffer, sizeof(header));
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const char* payload = buffer + sizeof(BettolaLib::Network::MessageHeader);
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size_t payload_size = id_bytes_received-sizeof(BettolaLib::Network::MessageHeader);
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if(header.type == BettolaLib::Network::MessageType::GameState) {
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if(payload_size >= sizeof(BettolaLib::Network::GameStateMessage)) {
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BettolaLib::Network::GameStateMessage msg;
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memcpy(&msg, payload, sizeof(msg));
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process_game_state(msg);
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}
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}
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}
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}
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void Bettola::update(double dt) {
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float dir_x = 0.0f;
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float dir_y = 0.0f;
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if(_input.up) dir_y -= 1.0f;
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if(_input.down) dir_y += 1.0f;
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if(_input.left) dir_x -= 1.0f;
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if(_input.right) dir_x += 1.0f;
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_player.set_velocity_direction(dir_x, dir_y);
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_player.update(dt);
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for(auto& remote_player : _remote_players) {
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remote_player.update(dt);
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}
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if(_our_player_id > 0) {
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/* Sent our current input state to the server. */
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BettolaLib::Network::PlayerInputMessage input_msg;
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input_msg.player_id = _our_player_id;
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input_msg.sequence_number = ++_input_sequence_number;
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input_msg.up = _input.up;
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input_msg.down = _input.down;
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input_msg.left = _input.left;
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input_msg.right = _input.right;
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input_msg.dt = dt;
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BettolaLib::Network::MessageHeader header;
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header.type = BettolaLib::Network::MessageType::PlayerInput;
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header.size = sizeof(input_msg);
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char buffer[sizeof(header) + sizeof(input_msg)];
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memcpy(buffer, &header, sizeof(header));
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memcpy(buffer+sizeof(header), &input_msg, sizeof(input_msg));
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_udp_socket.send_to(buffer, sizeof(buffer), _server_addr);
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/* Store for reconciliation. */
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_pending_inputs.push_back(input_msg);
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}
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_game_client.process_network_messages();
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_game_client.send_input(_input, dt);
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_game_client.update_players(dt);
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static char window_title[256];
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static double time_since_title_update = 0.0;
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@ -241,120 +113,10 @@ void Bettola::update(double dt) {
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}
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void Bettola::render(void) {
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glClearColor(0.1f, 0.1f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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_shader.use();
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BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(_player.get_x(),
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_player.get_y(), 0.0f);
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BettolaMath::Mat4 scale_matrix = BettolaMath::Mat4::scale(_player.get_width(),
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_player.get_height(), 1.0f);
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BettolaMath::Mat4 model= trans_matrix.multiply(scale_matrix);
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unsigned int model_loc = glGetUniformLocation(_shader.get_id(), "model");
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glUniformMatrix4fv(model_loc, 1, GL_FALSE, model.get_ptr());
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glBindVertexArray(_vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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/* Render remote players. */
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for(const auto& remote_player : _remote_players) {
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BettolaMath::Mat4 remote_trans_matrix =
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BettolaMath::Mat4::translation(remote_player.get_x(),
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remote_player.get_y(),
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0.0f);
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BettolaMath::Mat4 remote_scale_matrix =
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/* Assuming remote players have same size as local player. */
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BettolaMath::Mat4::scale(50.0f, 50.0f, 1.0f);
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BettolaMath::Mat4 remote_model = remote_trans_matrix.multiply(remote_scale_matrix);
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glUniformMatrix4fv(model_loc, 1, GL_FALSE, remote_model.get_ptr());
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glBindVertexArray(_vao);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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}
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_renderer.render(_game_client.get_player(), _game_client.get_remote_players());
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SDL_GL_SwapWindow(_window);
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}
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void Bettola::process_game_state(const BettolaLib::Network::GameStateMessage& msg) {
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/* Track remote players each update. */
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std::set<unsigned int> players_in_message;
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for(unsigned int i = 0; i < msg.num_players; ++i) {
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const auto& player_state = msg.players[i];
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if(player_state.player_id == _our_player_id) {
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/* This is our player. Reconcile. */
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_player.set_position(player_state.x, player_state.y);
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/* Remove all inputs from our history that the server has processed. */
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while(!_pending_inputs.empty() &&
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_pending_inputs.front().sequence_number <= player_state.last_processed_sequence) {
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_pending_inputs.pop_front();
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}
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/* Now, re-apply any remaining inputs that the server hasn't
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* seen yet. This'll bring the client up to date with most recent inputs.
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*/
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for(const auto& input : _pending_inputs) {
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float dir_x = (input.right ? 1.0f : 0.0f) - (input.left ? 1.0f : 0.0f);
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float dir_y = (input.down ? 1.0f : 0.0f) - (input.up ? 1.0f : 0.0f);
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_player.set_velocity_direction(dir_x, dir_y);
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_player.update(input.dt);
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}
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} else {
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/* Remote player. Find if we already know about them.. */
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players_in_message.insert(player_state.player_id);
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auto it = std::find_if(_remote_players.begin(), _remote_players.end(),
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[&](const RemotePlayer& p) {
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return p.get_id() == player_state.player_id;
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});
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if(it != _remote_players.end()) {
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/* Found 'em! update their target pos. */
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it->set_target_position(player_state.x, player_state.y);
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} else {
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/* They are new, add them to our list. */
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_remote_players.emplace_back(player_state.player_id, player_state.x, player_state.y);
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}
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}
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}
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_remote_players.erase(
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std::remove_if(_remote_players.begin(), _remote_players.end(),
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[&](const RemotePlayer& p) {
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return players_in_message.find(p.get_id()) == players_in_message.end();
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}),
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_remote_players.end());
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}
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bool Bettola::init_sdl(void) {
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if(!SDL_Init(SDL_INIT_VIDEO)) {
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fprintf(stderr, "Failed to iniit SDL! SDL ERROR: %s\n", SDL_GetError());
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return false;
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}
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return true;
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}
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bool Bettola::init_glew(void) {
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glewExperimental = GL_TRUE;
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GLenum glew_error = glewInit();
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if(glew_error != GLEW_OK) {
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fprintf(stderr, "Failed to init GLEW! %s\n", glewGetErrorString(glew_error));
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return false;
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}
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return true;
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}
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bool Bettola::create_window(void) {
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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@ -381,64 +143,3 @@ bool Bettola::create_gl_context(void) {
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return true;
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}
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void Bettola::setup_quad(void) {
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float vertices[] = {
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/* Should be a quad??!?? */
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-0.5f, -0.5f, 0.0f,
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0.5f, -0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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0.5f, 0.5f, 0.0f,
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-0.5f, 0.5f, 0.0f,
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-0.5f, -0.5f, 0.0f,
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};
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glGenVertexArrays(1, &_vao);
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glGenBuffers(1, &_vbo);
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glBindVertexArray(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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bool Bettola::init_client_connection(void) {
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SDL_Delay(1000); /* Wait a second before trying to connect. */
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if(!_tcp_socket.create()) {
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printf("Bettola client: Failed to create socket.\n");
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return false;
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}
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if(!_tcp_socket.connect("127.0.0.1", BettolaLib::Network::DEFAULT_PORT)) {
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perror("Bettola Client: Failed to connect to server.\n");
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return false;
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}
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if(!_udp_socket.create()) {
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printf("Bettola Client: Failed to create UDP socket.\n");
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return false;
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}
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/* Setup server address for UDP. */
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_server_addr.sin_family = AF_INET;
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_server_addr.sin_port = htons(BettolaLib::Network::DEFAULT_PORT);
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inet_pton(AF_INET, "127.0.0.1", &_server_addr.sin_addr);
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/* Set the socket to non-blocking. */
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int flags = fcntl(_tcp_socket.get_sockfd(), F_GETFL, 0);
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if(flags == -1) {
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perror("fcntl F_GETFL failed.");
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return false;
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}
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fcntl(_tcp_socket.get_sockfd(), F_SETFL, flags | O_NONBLOCK);
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fcntl(_udp_socket.get_sockfd(), F_SETFL, flags | O_NONBLOCK);
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printf("Bettola Client: Connected to server at 127.0.01.:%hu\n", BettolaLib::Network::DEFAULT_PORT);
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return true;
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}
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@ -5,14 +5,8 @@
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#include <SDL3/SDL.h>
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#include <vector>
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#include "graphics/shader.h"
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#include "game/player.h"
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#include "game/remote_player.h"
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#include "math/mat4.h"
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#include "network/tcpsocket.h"
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#include "network/player_input_message.h"
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#include "network/udpsocket.h"
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namespace BettolaLib { namespace Network { struct GameStateMessage; } }
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#include "graphics/renderer.h"
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#include "game_client.h"
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class Bettola {
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public:
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@ -23,46 +17,19 @@ public:
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private:
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void process_events(void);
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void process_network(void);
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void process_udp_messages(void);
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void update(double dt);
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void render(void);
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void process_game_state(const BettolaLib::Network::GameStateMessage& msg);
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bool init_sdl(void);
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bool init_glew(void);
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bool create_window(void);
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bool create_gl_context(void);
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bool init_client_connection(void);
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void setup_quad(void);
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struct InputState {
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bool up = false;
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bool down = false;
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bool left = false;
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bool right = false;
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};
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bool _is_running;
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unsigned int _our_player_id;
|
||||
SDL_Window* _window;
|
||||
SDL_GLContext _gl_context;
|
||||
|
||||
Shader _shader;
|
||||
unsigned int _vao;
|
||||
unsigned int _vbo;
|
||||
|
||||
BettolaMath::Mat4 _projection;
|
||||
Player _player;
|
||||
InputState _input;
|
||||
std::vector<RemotePlayer> _remote_players;
|
||||
BettolaLib::Network::TCPSocket _tcp_socket;
|
||||
BettolaLib::Network::UDPSocket _udp_socket;
|
||||
sockaddr_in _server_addr;
|
||||
|
||||
unsigned int _input_sequence_number;
|
||||
std::deque<BettolaLib::Network::PlayerInputMessage> _pending_inputs;
|
||||
Renderer _renderer;
|
||||
GameClient _game_client;
|
||||
Player::InputState _input;
|
||||
};
|
||||
|
||||
@ -1,5 +1,6 @@
|
||||
#include "player.h"
|
||||
#include "bettola/math/vec2.h"
|
||||
#include "network/player_input_message.h"
|
||||
|
||||
Player::Player(void) :
|
||||
_x(400.0f),
|
||||
@ -19,6 +20,13 @@ void Player::update(double dt) {
|
||||
_y += _vy * dt;
|
||||
}
|
||||
|
||||
void Player::apply_input(const BettolaLib::Network::PlayerInputMessage& input) {
|
||||
float dir_x = (input.right ? 1.0f : 0.0f) - (input.left ? 1.0f : 0.0f);
|
||||
float dir_y = (input.down ? 1.0f : 0.0f) - (input.up ? 1.0f : 0.0f);
|
||||
set_velocity_direction(dir_x, dir_y);
|
||||
update(input.dt);
|
||||
}
|
||||
|
||||
void Player::set_velocity_direction(float dir_x, float dir_y) {
|
||||
BettolaMath::Vec2 direction = { dir_x, dir_y };
|
||||
|
||||
|
||||
@ -1,11 +1,21 @@
|
||||
#pragma once
|
||||
|
||||
namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
|
||||
|
||||
class Player {
|
||||
public:
|
||||
struct InputState {
|
||||
bool up =false;
|
||||
bool down =false;
|
||||
bool left =false;
|
||||
bool right =false;
|
||||
};
|
||||
|
||||
Player(void);
|
||||
|
||||
void update(double dt);
|
||||
void set_position(float x, float y);
|
||||
void apply_input(const BettolaLib::Network::PlayerInputMessage& input);
|
||||
|
||||
void set_velocity_direction(float dir_x, float dir_y);
|
||||
|
||||
|
||||
172
src/game_client.cpp
Normal file
172
src/game_client.cpp
Normal file
@ -0,0 +1,172 @@
|
||||
#include <sys/select.h>
|
||||
#include <arpa/inet.h>
|
||||
#include <fcntl.h>
|
||||
#include <set>
|
||||
#include <algorithm>
|
||||
#include <string.h>
|
||||
|
||||
#include "game_client.h"
|
||||
#include "game/remote_player.h"
|
||||
#include "network/game_state_message.h"
|
||||
#include "network/message.h"
|
||||
|
||||
GameClient::GameClient(void) : _our_player_id(0), _input_sequence_number(0) {
|
||||
memset(&_server_addr, 0, sizeof(_server_addr));
|
||||
}
|
||||
|
||||
bool GameClient::connect(const char* host, unsigned short port) {
|
||||
if(!_tcp_socket.create() || !_tcp_socket.connect(host,port)) {
|
||||
perror("BettolaClient: Failed to connect TCP socket.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!_udp_socket.create()) {
|
||||
perror("BettolaClient: Failed to create UDP socket.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Setup server address. */
|
||||
_server_addr.sin_family = AF_INET;
|
||||
_server_addr.sin_port = htons(port);
|
||||
inet_pton(AF_INET, host, &_server_addr.sin_addr);
|
||||
|
||||
/* Set the socket to non-blocking. */
|
||||
int tcp_flags = fcntl(_tcp_socket.get_sockfd(), F_GETFL, 0);
|
||||
fcntl(_tcp_socket.get_sockfd(), F_SETFL, tcp_flags | O_NONBLOCK);
|
||||
|
||||
int udp_flags = fcntl(_udp_socket.get_sockfd(), F_GETFL, 0);
|
||||
fcntl(_udp_socket.get_sockfd(), F_SETFL, udp_flags | O_NONBLOCK);
|
||||
|
||||
printf("BettolaClient: Connected to server at %s:%hu\n", host, port);
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameClient::process_network_messages(void) {
|
||||
fd_set read_fds;
|
||||
FD_ZERO(&read_fds);
|
||||
|
||||
int tcp_fd = _tcp_socket.get_sockfd();
|
||||
int udp_fd = _udp_socket.get_sockfd();
|
||||
|
||||
FD_SET(tcp_fd, &read_fds);
|
||||
FD_SET(udp_fd, &read_fds);
|
||||
|
||||
int max_fd = std::max(tcp_fd, udp_fd);
|
||||
|
||||
struct timeval tv = {0,0}; /* Non-blocking. */
|
||||
|
||||
if(select(max_fd+1, &read_fds, nullptr, nullptr, &tv) > 0) {
|
||||
if(FD_ISSET(tcp_fd, &read_fds) && _our_player_id == 0) {
|
||||
BettolaLib::Network::MessageHeader header;
|
||||
if(_tcp_socket.recv(&header, sizeof(header)) > 0 && header.type ==
|
||||
BettolaLib::Network::MessageType::PlayerId) {
|
||||
_tcp_socket.recv(&_our_player_id, sizeof(_our_player_id));
|
||||
printf("BetollaClient: Assigned player ID: %u\n", _our_player_id);
|
||||
}
|
||||
}
|
||||
if(FD_ISSET(udp_fd, &read_fds)) {
|
||||
_process_udp_messages();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameClient::_process_udp_messages(void) {
|
||||
char buffer[1024];
|
||||
sockaddr_in from_addr;
|
||||
ssize_t bytes_received;
|
||||
|
||||
while((bytes_received = _udp_socket.recv_from(buffer,sizeof(buffer),from_addr))>0) {
|
||||
if(bytes_received < sizeof(BettolaLib::Network::MessageHeader)) continue;
|
||||
|
||||
BettolaLib::Network::MessageHeader header;
|
||||
memcpy(&header, buffer, sizeof(header));
|
||||
|
||||
const char* payload = buffer + sizeof(BettolaLib::Network::MessageHeader);
|
||||
size_t payload_size = bytes_received-sizeof(BettolaLib::Network::MessageHeader);
|
||||
|
||||
if(header.type == BettolaLib::Network::MessageType::GameState) {
|
||||
if(payload_size >= sizeof(BettolaLib::Network::GameStateMessage)) {
|
||||
BettolaLib::Network::GameStateMessage msg;
|
||||
memcpy(&msg, payload, sizeof(msg));
|
||||
_process_game_state(msg);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage& msg) {
|
||||
/* Track remote players each update. */
|
||||
std::set<unsigned int> players_in_message;
|
||||
|
||||
for(unsigned int i = 0; i < msg.num_players; ++i) {
|
||||
const auto& ps = msg.players[i];
|
||||
|
||||
if(ps.player_id == _our_player_id) {
|
||||
/* This is our player. Reconcile. */
|
||||
_player.set_position(ps.x, ps.y);
|
||||
|
||||
/* Remove all inputs from our history that the server has processed. */
|
||||
while(!_pending_inputs.empty() &&
|
||||
_pending_inputs.front().sequence_number <= ps.last_processed_sequence) {
|
||||
_pending_inputs.pop_front();
|
||||
}
|
||||
|
||||
/* Now, re-apply any remaining inputs that the server hasn't
|
||||
* seen yet. This'll bring the client up to date with most recent inputs.
|
||||
*/
|
||||
for(const auto& input : _pending_inputs) {
|
||||
_player.apply_input(input);
|
||||
}
|
||||
} else {
|
||||
/* Remote player. Find if we already know about them.. */
|
||||
players_in_message.insert(ps.player_id);
|
||||
auto it = std::find_if(_remote_players.begin(), _remote_players.end(), [&](const
|
||||
RemotePlayer&p) {return p.get_id() == ps.player_id; });
|
||||
|
||||
if(it != _remote_players.end()) {
|
||||
/* Found 'em! update their target pos. */
|
||||
it->set_target_position(ps.x, ps.y);
|
||||
} else {
|
||||
/* They are new, add them to our list. */
|
||||
_remote_players.emplace_back(ps.player_id, ps.x, ps.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_remote_players.erase(std::remove_if(_remote_players.begin(), _remote_players.end(),
|
||||
[&](const RemotePlayer& p) { return players_in_message.find(p.get_id()) ==
|
||||
players_in_message.end(); }), _remote_players.end());
|
||||
}
|
||||
|
||||
void GameClient::send_input(const Player::InputState& input, float dt) {
|
||||
if(_our_player_id > 0) {
|
||||
/* Sent our current input state to the server. */
|
||||
BettolaLib::Network::PlayerInputMessage input_msg;
|
||||
input_msg.player_id = _our_player_id;
|
||||
input_msg.sequence_number = ++_input_sequence_number;
|
||||
input_msg.up = input.up;
|
||||
input_msg.down = input.down;
|
||||
input_msg.left = input.left;
|
||||
input_msg.right = input.right;
|
||||
input_msg.dt = dt;
|
||||
|
||||
BettolaLib::Network::MessageHeader header;
|
||||
header.type = BettolaLib::Network::MessageType::PlayerInput;
|
||||
header.size = sizeof(input_msg);
|
||||
|
||||
char buffer[sizeof(header) + sizeof(input_msg)];
|
||||
memcpy(buffer, &header, sizeof(header));
|
||||
memcpy(buffer+sizeof(header), &input_msg, sizeof(input_msg));
|
||||
|
||||
_udp_socket.send_to(buffer, sizeof(buffer), _server_addr);
|
||||
_pending_inputs.push_back(input_msg); /* Store for reconciliation. */
|
||||
}
|
||||
}
|
||||
|
||||
void GameClient::update_players(float dt) {
|
||||
_player.update(dt);
|
||||
for(auto& p : _remote_players) {
|
||||
p.update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
40
src/game_client.h
Normal file
40
src/game_client.h
Normal file
@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
|
||||
#include <deque>
|
||||
#include <vector>
|
||||
#include <netinet/in.h>
|
||||
|
||||
#include "game/player.h"
|
||||
#include "game/remote_player.h"
|
||||
#include "network/tcpsocket.h"
|
||||
#include "network/udpsocket.h"
|
||||
#include "network/player_input_message.h"
|
||||
namespace BettolaLib { namespace Network { struct GameStateMessage; } }
|
||||
|
||||
class GameClient {
|
||||
public:
|
||||
GameClient(void);
|
||||
|
||||
bool connect(const char* host, unsigned short port);
|
||||
void process_network_messages(void);
|
||||
void send_input(const Player::InputState& input, float dt);
|
||||
|
||||
const Player& get_player(void) const { return _player; }
|
||||
const std::vector<RemotePlayer>& get_remote_players(void) const { return _remote_players; }
|
||||
void update_players(float dt);
|
||||
|
||||
private:
|
||||
void _process_udp_messages(void);
|
||||
void _process_game_state(const BettolaLib::Network::GameStateMessage& msg);
|
||||
|
||||
unsigned int _our_player_id;
|
||||
Player _player;
|
||||
std::vector<RemotePlayer> _remote_players;
|
||||
|
||||
BettolaLib::Network::TCPSocket _tcp_socket;
|
||||
BettolaLib::Network::UDPSocket _udp_socket;
|
||||
sockaddr_in _server_addr;
|
||||
|
||||
unsigned int _input_sequence_number;
|
||||
std::deque<BettolaLib::Network::PlayerInputMessage> _pending_inputs;
|
||||
};
|
||||
116
src/graphics/renderer.cpp
Normal file
116
src/graphics/renderer.cpp
Normal file
@ -0,0 +1,116 @@
|
||||
#include <GL/glew.h>
|
||||
#include <cstdio>
|
||||
#include "renderer.h"
|
||||
|
||||
Renderer::Renderer(void) : _vao(0), _vbo(0) {}
|
||||
|
||||
Renderer::~Renderer(void) {
|
||||
if(_vao != 0) {
|
||||
glDeleteVertexArrays(1, &_vao);
|
||||
}
|
||||
if(_vbo != 0) {
|
||||
glDeleteBuffers(1, &_vbo);
|
||||
}
|
||||
}
|
||||
|
||||
bool Renderer::init(int screen_width, int screen_height) {
|
||||
glewExperimental = GL_TRUE;
|
||||
GLenum glew_error = glewInit();
|
||||
if(glew_error != GLEW_OK) {
|
||||
fprintf(stderr, "Failed to init GLEW! %s\n", glewGetErrorString(glew_error));
|
||||
return false;
|
||||
}
|
||||
|
||||
if(!_init_shaders()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
_projection = BettolaMath::Mat4::orthographic(0.0f, (float)screen_width, (float)screen_height, 0.0f, -1.0f, 1.0f);
|
||||
_shader.use();
|
||||
unsigned int proj_loc = glGetUniformLocation(_shader.get_id(), "projection");
|
||||
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, _projection.get_ptr());
|
||||
|
||||
_setup_quad();
|
||||
|
||||
glViewport(0,0,screen_width, screen_height);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Renderer::render(const Player& player, const std::vector<RemotePlayer>& remote_players) {
|
||||
glClearColor(0.1f, 0.1f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
_shader.use();
|
||||
|
||||
BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player.get_x(),
|
||||
player.get_y(), 0.0f);
|
||||
|
||||
BettolaMath::Mat4 scale_matrix = BettolaMath::Mat4::scale(player.get_width(),
|
||||
player.get_height(), 1.0f);
|
||||
|
||||
BettolaMath::Mat4 model= trans_matrix.multiply(scale_matrix);
|
||||
|
||||
unsigned int model_loc = glGetUniformLocation(_shader.get_id(), "model");
|
||||
glUniformMatrix4fv(model_loc, 1, GL_FALSE, model.get_ptr());
|
||||
|
||||
glBindVertexArray(_vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
|
||||
/* Render remote players. */
|
||||
for(const auto& remote_player : remote_players) {
|
||||
BettolaMath::Mat4 remote_trans_matrix =
|
||||
BettolaMath::Mat4::translation(remote_player.get_x(),
|
||||
remote_player.get_y(),
|
||||
0.0f);
|
||||
|
||||
BettolaMath::Mat4 remote_scale_matrix =
|
||||
/* Assuming remote players have same size as local player. */
|
||||
BettolaMath::Mat4::scale(50.0f, 50.0f, 1.0f);
|
||||
|
||||
BettolaMath::Mat4 remote_model = remote_trans_matrix.multiply(remote_scale_matrix);
|
||||
|
||||
glUniformMatrix4fv(model_loc, 1, GL_FALSE, remote_model.get_ptr());
|
||||
|
||||
glBindVertexArray(_vao);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
bool Renderer::_init_shaders(void) {
|
||||
if(!_shader.load_from_files("assets/shaders/simple.vert",
|
||||
"assets/shaders/simple.frag")) {
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Renderer::_setup_quad(void) {
|
||||
float vertices[] = {
|
||||
/* Should be a quad??!?? */
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
0.5f, -0.5f, 0.0f,
|
||||
0.5f, 0.5f, 0.0f,
|
||||
0.5f, 0.5f, 0.0f,
|
||||
-0.5f, 0.5f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f,
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &_vao);
|
||||
glGenBuffers(1, &_vbo);
|
||||
|
||||
glBindVertexArray(_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
26
src/graphics/renderer.h
Normal file
26
src/graphics/renderer.h
Normal file
@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include "shader.h"
|
||||
#include "game/player.h"
|
||||
#include "game/remote_player.h"
|
||||
#include "math/mat4.h"
|
||||
|
||||
class Renderer {
|
||||
public:
|
||||
Renderer(void);
|
||||
~Renderer(void);
|
||||
|
||||
bool init(int screen_width, int screen_height);
|
||||
void render(const Player& player, const std::vector<RemotePlayer>& remote_players);
|
||||
|
||||
private:
|
||||
bool _init_shaders();
|
||||
void _setup_quad();
|
||||
|
||||
Shader _shader;
|
||||
unsigned int _vao;
|
||||
unsigned int _vbo;
|
||||
BettolaMath::Mat4 _projection;
|
||||
};
|
||||
|
||||
Loading…
Reference in New Issue
Block a user