[Refactor] Unify client and server player classes.

A bit of an architectural change before we progress further. Moved
player code into a shared PlayerBass class to elimnate some severe code
duplication while i was getting things working.
This commit is contained in:
Ritchie Cunningham 2025-09-16 00:10:35 +01:00
parent c083df9958
commit ad2a540554
21 changed files with 153 additions and 182 deletions

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@ -5,4 +5,4 @@ add_library(bettola_lib STATIC ${SOURCES})
# Tell any target that links against this lib to
# automagically include the #include' dir.
target_include_directories(bettola_lib PUBLIC "include/bettola")
target_include_directories(bettola_lib PUBLIC "include")

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@ -0,0 +1,34 @@
#pragma once
#include "bettola/math/vec3.h"
namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
class PlayerBase {
public:
struct InputState {
bool up = false;
bool down = false;
bool left = false;
bool right = false;
};
PlayerBase(void);
void update(double dt);
void set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front);
void set_position(const BettolaMath::Vec3& pos);
void set_yaw(float yaw) { _yaw = yaw; }
unsigned int get_id(void) const { return _id; }
const BettolaMath::Vec3& get_position(void) const { return _position; }
float get_yaw(void) const { return _yaw; }
protected:
unsigned int _id;
BettolaMath::Vec3 _position;
BettolaMath::Vec3 _velocity;
float _yaw;
float _speed;
};

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@ -1,5 +1,5 @@
#pragma once
#include "vec3.h"
#include "bettola/math/vec3.h"
namespace BettolaMath {
struct Mat4 {

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@ -0,0 +1,50 @@
#include <cmath>
#include "bettola/game/player_base.h"
#include "bettola/network/player_input_message.h"
/* Use a static variable for ID generation across all player types. */
static unsigned int next_player_id = 1;
PlayerBase::PlayerBase(void) :
_id(next_player_id++),
_position({0.0f, 0.0f, 0.0f}),
_velocity({0.0f, 0.0f, 0.0f}),
_yaw(0.0f),
_speed(20.0f) {}
void PlayerBase::update(double dt) {
_position.x += _velocity.x * dt;
_position.y += _velocity.y * dt;
_position.z += _velocity.z * dt;
}
void PlayerBase::set_position(const BettolaMath::Vec3& pos) {
_position = pos;
}
void PlayerBase::set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front) {
BettolaMath::Vec3 forward = { cam_front.x, 0.0, cam_front.z };
float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
if(f_mag > 0.0f) {
forward.x /= f_mag; forward.z /= f_mag;
}
BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
if(input.up) move_dir = move_dir + forward;
if(input.down) move_dir = move_dir + BettolaMath::Vec3{ -forward.x, 0.0f, -forward.z };
if(input.left) move_dir = move_dir + BettolaMath::Vec3{ -right.x, 0.0f, -right.z };
if(input.right) move_dir = move_dir + right;
float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
if(move_mag > 0.0f) {
_velocity.x = (move_dir.x / move_mag) * _speed;
_velocity.y = 0.0;
_velocity.z = (move_dir.z / move_mag) * _speed; /* y velocity is for z-axis. */
} else {
_velocity.x = 0.0f;
_velocity.y = 0.0f;
_velocity.z = 0.0f;
}
}

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@ -1,7 +1,7 @@
#include <string.h>
#include <cmath>
#include "math/mat4.h"
#include "math/vec3.h"
#include "bettola/math/mat4.h"
#include "bettola/math/vec3.h"
namespace BettolaMath {

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@ -1,6 +1,6 @@
#include <cmath>
#include "math/vec2.h"
#include "bettola/math/vec2.h"
namespace BettolaMath {
Vec2::Vec2(float x, float y) : x(x), y(y) {}

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@ -114,7 +114,7 @@ void Bettola::update(double dt) {
_game_client.update_players(dt);
/* Update camera to follow the local player. */
BettolaMath::Vec3 player_pos = { player.get_x(), 0.0f, player.get_y() };
const BettolaMath::Vec3 player_pos = player.get_position();
_camera.update(player_pos);
}

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@ -3,6 +3,7 @@
#include <netinet/in.h>
#include <SDL3/SDL.h>
#include "bettola/game/player_base.h"
#include "graphics/renderer.h"
#include "graphics/camera.h"
#include "game_client.h"
@ -31,5 +32,5 @@ private:
Renderer _renderer;
GameClient _game_client;
Camera _camera;
Player::InputState _input;
PlayerBase::InputState _input;
};

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@ -1,54 +1,18 @@
#include "player.h"
#include <cmath>
#include "math/vec3.h"
#include "network/player_input_message.h"
#include "bettola/game/player_base.h"
#include "bettola/math/vec3.h"
#include "bettola/network/player_input_message.h"
Player::Player(void) :
_x(400.0f),
_y(300.0f),
PlayerBase(),
_width(50.0f),
_height(50.0f),
_vx(0.0f),
_vy(0.0f),
_speed(10.0f) {}
void Player::set_position(float x, float y) {
_x = x; _y = y;
}
void Player::update(double dt) {
_x += _vx * dt;
_y += _vy * dt;
}
_height(50.0f) {}
void Player::apply_input(const BettolaLib::Network::PlayerInputMessage& input) {
/* Server side replay doesn't have a cam, so we use a default forward vector. */
BettolaMath::Vec3 fake_cam_front = { 0.0f, 0.0f, -1.0f };
/* Server side replay doesn't have a camera. use a default forward vector. */
BettolaMath::Vec3 face_cam_front = { 0.0f, 0.0f, -1.0f };
InputState state = { input.up, input.down, input.left, input.right };
set_velocity_direction(state, fake_cam_front);
set_velocity_direction(state, face_cam_front);
update(input.dt);
}
void Player::set_velocity_direction(const InputState& input , const BettolaMath::Vec3& cam_front) {
BettolaMath::Vec3 forward = { cam_front.x, 0.0f, cam_front.z };
float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
if(f_mag > 0.0f) {
forward.x /= f_mag; forward.z /= f_mag;
}
BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
if(input.up) move_dir = move_dir + forward;
if(input.down) move_dir = move_dir + BettolaMath::Vec3{-forward.x, 0.0f, -forward.z};
if(input.left) move_dir = move_dir + BettolaMath::Vec3{-right.x, 0.0f, -right.z};
if(input.right) move_dir = move_dir + right;
float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
if(move_mag > 0.0f) {
_vx = (move_dir.x / move_mag) * _speed;
_vy = (move_dir.z / move_mag) * _speed; /* vy controls Z-axis movement. */
} else {
_vx = 0.0f; _vy = 0.0f;
}
}

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@ -1,37 +1,19 @@
#pragma once
#include "math/vec3.h"
#include "bettola/game/player_base.h"
namespace BettolaLib { namespace Network { struct PlayerInputMessage; } }
class Player {
class Player : public PlayerBase {
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(const InputState& input, const BettolaMath::Vec3& cam_front);
float get_x() const { return _x; }
float get_y() const { return _y; }
float get_width() const { return _width; }
float get_height() const { return _height; }
private:
float _x;
float _y;
float _width;
float _height;
float _vx;
float _vy;
float _speed;
};

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@ -1,16 +1,20 @@
#include "remote_player.h"
RemotePlayer::RemotePlayer(unsigned int id, float x, float y) :
_id(id), _x(x), _y(y), _yaw(0.0f), _target_x(x), _target_y(y) {}
PlayerBase(), _target_x(x), _target_y(y), _target_yaw(0.0f) {
_id = id; /* Manually set id from the server. */
_position = {x, 0.0f, y };
}
void RemotePlayer::update(double dt) {
const float interp_speed = 15.0f;
_x += (_target_x - _x) * interp_speed * dt;
_y += (_target_y - _y) * interp_speed * dt;
_position.x += (_target_x - _position.x) * interp_speed * dt;
_position.z += (_target_y - _position.z) * interp_speed * dt; /* y is z. */
/* TODO: Snap the yaw, we'll interpolate later if we need. */
_yaw = _target_yaw;
}
void RemotePlayer::set_target_position(float x, float y, float yaw) {
_target_x = x; _target_y = y; _yaw = yaw;
_target_x = x; _target_y = y; _target_yaw = yaw;
}

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@ -1,22 +1,16 @@
#pragma once
class RemotePlayer {
#include "bettola/game/player_base.h"
class RemotePlayer : public PlayerBase {
public:
RemotePlayer(unsigned int id, float x, float y);
void update(double dt);
void set_target_position(float x, float y, float yaw);
unsigned int get_id(void) const { return _id; }
float get_x(void) const { return _x; }
float get_y(void) const { return _y; }
float get_yaw(void) const { return _yaw; }
private:
unsigned int _id;
float _x;
float _y;
float _yaw;
float _target_x;
float _target_y;
float _target_yaw;
};

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@ -6,10 +6,11 @@
#include <string.h>
#include "game_client.h"
#include "bettola/game/player_base.h"
#include "game/remote_player.h"
#include "math/vec3.h"
#include "network/game_state_message.h"
#include "network/message.h"
#include "bettola/math/vec3.h"
#include "bettola/network/game_state_message.h"
#include "bettola/network/message.h"
GameClient::GameClient(void) : _our_player_id(0), _input_sequence_number(0) {
memset(&_server_addr, 0, sizeof(_server_addr));
@ -104,7 +105,7 @@ void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage
if(ps.player_id == _our_player_id) {
/* This is our player. Reconcile. */
_player.set_position(ps.x, ps.y);
_player.set_position({ps.x, 0.0f, ps.y});
/* Remove all inputs from our history that the server has processed. */
while(!_pending_inputs.empty() &&
@ -139,7 +140,8 @@ void GameClient::_process_game_state(const BettolaLib::Network::GameStateMessage
players_in_message.end(); }), _remote_players.end());
}
void GameClient::send_input(const Player::InputState& input, const Camera& camera, float dt) {
void GameClient::send_input(PlayerBase::InputState& input,
const Camera& camera, float dt) {
if(_our_player_id > 0) {
/* Sent our current input state to the server. */
BettolaLib::Network::PlayerInputMessage input_msg;

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@ -7,10 +7,9 @@
#include "game/player.h"
#include "game/remote_player.h"
#include "graphics/camera.h"
#include "math/vec3.h"
#include "network/tcpsocket.h"
#include "network/udpsocket.h"
#include "network/player_input_message.h"
#include "bettola/network/tcpsocket.h"
#include "bettola/network/udpsocket.h"
#include "bettola/network/player_input_message.h"
namespace BettolaLib { namespace Network { struct GameStateMessage; } }
class GameClient {
@ -19,7 +18,7 @@ public:
bool connect(const char* host, unsigned short port);
void process_network_messages(void);
void send_input(const Player::InputState& input, const Camera& camera, float dt);
void send_input(PlayerBase::InputState& input, const Camera& camera, float dt);
const Player& get_player(void) const { return _player; }
Player& get_player_for_write(void) { return _player; }

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@ -1,6 +1,6 @@
#include <cmath>
#include "math/mat4.h"
#include "math/vec3.h"
#include "bettola/math/mat4.h"
#include "bettola/math/vec3.h"
#include "camera.h"

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@ -1,7 +1,7 @@
#pragma once
#include "math/mat4.h"
#include "math/vec3.h"
#include "bettola/math/mat4.h"
#include "bettola/math/vec3.h"
class Camera {
public:

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@ -10,8 +10,7 @@
#endif
#include "renderer.h"
#include "math/mat4.h"
#include "math/vec3.h" /* Going to need this for the camera. */
#include "bettola/math/mat4.h"
#define GL_CHECK_ERROR() \
do { \
@ -170,8 +169,9 @@ void Renderer::render(const Camera& camera, const Player& player,
glUniform3f(color_loc, 0.2f, 0.5f, 0.8f);
/* Draw the local player's cube. */
BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player.get_x(),
0.0f, player.get_y());
const auto& player_pos = player.get_position();
BettolaMath::Mat4 trans_matrix = BettolaMath::Mat4::translation(player_pos.x,
player_pos.y, player_pos.z);
BettolaMath::Mat4 rot_matrix = BettolaMath::Mat4::rotation(-camera.get_yaw()-90.0f,
{0.0f,1.0f,0.0f});
BettolaMath::Mat4 model = trans_matrix.multiply(rot_matrix);
@ -185,8 +185,9 @@ void Renderer::render(const Camera& camera, const Player& player,
/* Draw remote players' cube. */
for(const auto& remote_player : remote_players) {
glBindVertexArray(_vao); /* bind cube VAO for each remote player. */
BettolaMath::Mat4 remote_trans = BettolaMath::Mat4::translation(remote_player.get_x(),
0.0f, remote_player.get_y());
const auto& remote_pos = remote_player.get_position();
BettolaMath::Mat4 remote_trans = BettolaMath::Mat4::translation(remote_pos.x,
remote_pos.y, remote_pos.z);
BettolaMath::Mat4 remote_rot = BettolaMath::Mat4::rotation(-remote_player.get_yaw()-90.0f,
{0.0f,1.0f,0.0f});
BettolaMath::Mat4 remote_model = remote_trans.multiply(remote_rot);

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@ -5,7 +5,7 @@
#include "shader.h"
#include "game/player.h"
#include "game/remote_player.h"
#include "math/mat4.h"
#include "bettola/math/mat4.h"
class Renderer {
public:

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@ -3,12 +3,12 @@
#include <string.h>
#include "game.h"
#include "math/vec3.h"
#include "network/game_state_message.h"
#include "network/player_input_message.h"
#include "network/tcpsocket.h"
#include "network/message.h"
#include "network/udpsocket.h"
#include "bettola/math/vec3.h"
#include "bettola/network/game_state_message.h"
#include "bettola/network/player_input_message.h"
#include "bettola/network/tcpsocket.h"
#include "bettola/network/message.h"
#include "bettola/network/udpsocket.h"
Player* Game::add_player(BettolaLib::Network::TCPSocket* socket) {
_players.push_back(new Player(socket));
@ -64,8 +64,9 @@ void Game::broadcast_game_state(BettolaLib::Network::UDPSocket& udp_socket) {
for(size_t i = 0; i < _players.size(); ++i) {
msg.players[i].player_id = _players[i]->get_id();
msg.players[i].x = _players[i]->get_x();
msg.players[i].y = _players[i]->get_y();
const auto& pos = _players[i]->get_position();
msg.players[i].x = pos.x;
msg.players[i].y = pos.z; /* Send z as y for the 2D style network message. */
msg.players[i].yaw = _players[i]->get_yaw();
msg.players[i].last_processed_sequence = _players[i]->get_last_processed_sequence();
}

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@ -2,53 +2,14 @@
#include <math.h>
#include "player.h"
#include "network/tcpsocket.h"
unsigned int Player::_next_player_id = 0;
#include "bettola/game/player_base.h"
#include "bettola/network/tcpsocket.h"
Player::Player(BettolaLib::Network::TCPSocket* socket) :
PlayerBase(),
_socket(socket),
_has_udp_addr(false) {
/* Try and set a player id to 0 now you audacious pr.ck! */
if(_next_player_id == 0) {
_next_player_id = 1;
}
_id = _next_player_id++;
_x = 0.0f; _y = 0.0f;
_vx = 0.0f; _vy = 0.0f;
_yaw = 0.0f;
_speed = 10.0f; /* Must match client! */
_last_processed_sequence = 0;
memset(&_udp_addr, 0, sizeof(_udp_addr));
}
void Player::update(double dt) {
_x += _vx * dt;
_y += _vy * dt;
}
void Player::set_velocity_direction(const InputState& input , const BettolaMath::Vec3& cam_front) {
BettolaMath::Vec3 forward = { cam_front.x, 0.0f, cam_front.z };
float f_mag = sqrt(forward.x*forward.x + forward.z*forward.z);
if(f_mag > 0.0f) {
forward.x /= f_mag; forward.z /= f_mag;
}
BettolaMath::Vec3 right = { -forward.z, 0.0f, forward.x };
BettolaMath::Vec3 move_dir = { 0.0f, 0.0f, 0.0f };
if(input.up) move_dir = move_dir + forward;
if(input.down) move_dir = move_dir + BettolaMath::Vec3{-forward.x, 0.0f, -forward.z};
if(input.left) move_dir = move_dir + BettolaMath::Vec3{-right.x, 0.0f, -right.z};
if(input.right) move_dir = move_dir + right;
float move_mag = sqrt(move_dir.x*move_dir.x + move_dir.z*move_dir.z);
if(move_mag > 0.0f) {
_vx = (move_dir.x / move_mag) * _speed;
_vy = (move_dir.z / move_mag) * _speed; /* vy controls Z-axis movement. */
} else {
_vx = 0.0f; _vy = 0.0f;
}
}

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@ -3,47 +3,25 @@
#include <netinet/in.h>
#include "bettola/network/tcpsocket.h"
#include "math/vec3.h"
#include "bettola/game/player_base.h"
class Player {
class Player : public PlayerBase {
public:
struct InputState {
bool up;
bool down;
bool left;
bool right;
};
Player(BettolaLib::Network::TCPSocket* socket);
void update(double dt);
void set_velocity_direction(const InputState& input, const BettolaMath::Vec3& cam_front);
void set_position(float x, float y) { _x = x; _y = y; }
void set_yaw(float yaw) { _yaw = yaw; }
void set_udp_addr(const sockaddr_in& addr) { _udp_addr = addr; _has_udp_addr = true; }
unsigned int get_id(void) const { return _id; }
float get_x(void) const { return _x; }
float get_y(void) const { return _y; }
float get_yaw(void) const { return _yaw; }
BettolaLib::Network::TCPSocket& get_socket(void) const { return *_socket; }
const sockaddr_in& get_udp_addr(void) const { return _udp_addr; }
bool has_udp_addr(void) const { return _has_udp_addr; }
void set_last_processed_sequence(unsigned int sequence) { _last_processed_sequence = sequence; }
unsigned int get_last_processed_sequence(void) const { return _last_processed_sequence; }
private:
static unsigned int _next_player_id;
unsigned int _id;
float _x;
float _y;
float _yaw;
BettolaLib::Network::TCPSocket* _socket;
sockaddr_in _udp_addr;
bool _has_udp_addr;
unsigned int _last_processed_sequence;
float _vx, _vy;
float _speed;
};