[Fix] Separate single-player and multiplayer ports.
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				@ -5,10 +5,9 @@
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#include <chrono>
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#include "gfx/types.h"
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#include "net/constants.h"
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#include "network_manager.h"
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#include "game_state.h"
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#include "gfx/shape_renderer.h"
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#include "gfx/txt_renderer.h"
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#include "terminal.h"
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#include "ui/desktop.h"
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#include "ui/i_window_content.h"
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@ -29,7 +28,7 @@ void GameState::_init_desktop(void) {
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void GameState::_run_server(void) {
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  try {
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    NetworkManager server;
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    server.start(1337);
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    server.start(SINGLE_PLAYER_PORT);
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    /*
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     * Server's start() method is non-blocking, but NetworkManager
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     * object must be kept alive. We'll just loop forever and let the OS
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@ -46,7 +45,8 @@ void GameState::_run_server(void) {
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GameState::GameState(void) :
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    _current_screen(Screen::MAIN_MENU),
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    _screen_width(0),
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    _screen_height(0) {}
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    _screen_height(0),
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    _is_single_player(false) {}
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GameState::~GameState(void) = default;
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@ -60,15 +60,16 @@ void GameState::init(int screen_width, int screen_height) {
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}
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void GameState::start_single_player_now(int screen_width, int screen_height) {
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  _screen_width   = screen_width;
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  _screen_height  = screen_height;
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  _is_single_player = true;
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  _screen_width     = screen_width;
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  _screen_height    = screen_height;
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  fprintf(stdout, "Starting in single-player mode...\n");
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  std::thread server_thread(&GameState::_run_server, this);
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  server_thread.detach();
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  std::this_thread::sleep_for(std::chrono::milliseconds(200));
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  _network = std::make_unique<ClientNetwork>();
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  if(!_network->connect("127.0.0.1", 1337)) {
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  if(!_network->connect("127.0.0.1", SINGLE_PLAYER_PORT)) {
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    /* TODO: Handle connection failure. */
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  }
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  _current_screen = Screen::DESKTOP;
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@ -99,6 +100,10 @@ void GameState::update(void) {
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    if(!_main_menu) break;
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    Screen next_screen = _main_menu->update();
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    if(next_screen != Screen::MAIN_MENU) {
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      const MenuButton* clicked_button = _main_menu->get_clicked_button();
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      if(clicked_button) {
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        _is_single_player = clicked_button->is_single_player;
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      }
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      _current_screen = next_screen;
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      _main_menu.reset(); /* Free mem. */
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@ -112,13 +117,18 @@ void GameState::update(void) {
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    if(!_boot_sequence) break; /* Shouldn't happen. */
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    if(_boot_sequence->is_finished()) {
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      /* Connect to server. */
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      fprintf(stdout, "Starting in single-player mode...\n");
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      std::thread server_thread(&GameState::_run_server, this);
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      server_thread.detach();
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      std::this_thread::sleep_for(std::chrono::milliseconds(200));
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      if(!_network->connect("127.0.0.1", 1337)) {
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        /* TODO: Handle connection failure. */
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      if(_is_single_player) {
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        fprintf(stdout, "Starting in single-player mode...\n");
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        std::thread server_thread(&GameState::_run_server, this);
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        server_thread.detach();
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        std::this_thread::sleep_for(std::chrono::milliseconds(200));
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        if(!_network->connect("127.0.0.1", SINGLE_PLAYER_PORT)) {
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          /* TODO: Handle connection failure. */
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        }
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      } else {
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        if(!_network->connect("127.0.0.1", MULTIPLAYER_PORT)) {
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          /* TODO: Handle connection failure. */
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        }
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      }
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      _current_screen = Screen::DESKTOP;
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      _init_desktop();
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@ -1,6 +1,7 @@
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#pragma once
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#include <memory>
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#include <string>
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#include "gfx/types.h"
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@ -37,6 +38,7 @@ private:
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  Screen                         _current_screen;
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  int                            _screen_width;
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  int                            _screen_height;
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  bool                           _is_single_player;
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  void _init_desktop(void);
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  void _run_server(void);
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@ -43,12 +43,14 @@ MainMenu::MainMenu(int screen_width, int screen_height) :
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    "Single-Player",
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    { center_x, center_y + 30, button_width, button_height },
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    Screen::BOOTING, /* This will trigger the booting screen. */
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    true,
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    false
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  });
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  _buttons.push_back({
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    "Online",
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    { center_x, center_y - 30, button_width, button_height },
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    Screen::BOOTING,
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    false,
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    false
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  });
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@ -80,6 +82,7 @@ void MainMenu::handle_event(SDL_Event* event) {
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    for(const auto& button : _buttons) {
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      if(button.is_hovered) {
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        _next_screen = button.action;
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        _clicked_button = &button;
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        break; /* Once clicked button found, exit. */
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      }
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    }
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@ -13,6 +13,7 @@ struct MenuButton {
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  std::string label;
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  Rect rect;
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  Screen action; /* Change state. */
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  bool is_single_player;
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  bool is_hovered = false;
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};
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@ -25,6 +26,8 @@ public:
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  Screen update(void);
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  void render(UIRenderer* ui_renderer);
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  const MenuButton* get_clicked_button(void) const { return _clicked_button; }
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private:
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  void _update_background(void);
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  void _render_background(TextRenderer* txdt_renderer);
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@ -45,4 +48,5 @@ private:
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  std::vector<MenuButton>  _buttons;
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  std::vector<std::string> _snippets;
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  Screen                   _next_screen;
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  const MenuButton*        _clicked_button = nullptr;
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};
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										5
									
								
								common/src/net/constants.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										5
									
								
								common/src/net/constants.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,5 @@
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#pragma once
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#include <cstdint>
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const uint16_t MULTIPLAYER_PORT   = 1337;
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const uint16_t SINGLE_PLAYER_PORT = 1338;
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@ -4,13 +4,14 @@
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#include <chrono>
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#include "network_manager.h"
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#include "net/constants.h"
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int main(int argc, char** argv) {
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  try {
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    /* We'll keep main thread alive while server runs in background. */
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    NetworkManager server;
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    server.start(1337);
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    server.start(MULTIPLAYER_PORT);
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    while(true) {
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      std::this_thread::sleep_for(std::chrono::seconds(1));
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    }
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