bettola/srv/game/game.cpp
Ritchie Cunningham 5944663017 feat: Implement multiplayer functionality.
- Server can handle multiple clients simultaneously.
- Client can see other players in the game.
- Server broadcasts the game state to all clients.
- Client receives the game state and renders the other players.
- Server assigns a unique ID to each player.
- Client receives its player ID form the server.
- Server handles client disconnections.. Kinda... Server is ignoring
  SIGPIPE signal.
- Server and client signals are non-blocking.
- Moved player objects off the stack and onto the heap.
2025-09-13 19:44:35 +01:00

67 lines
2.1 KiB
C++

#include <algorithm>
#include "game.h"
#include "network/game_state_message.h"
#include "network/socket.h"
#include "network/message.h"
Player* Game::add_player(BettolaLib::Network::Socket* socket) {
_players.push_back(new Player(socket));
return _players.back();
}
void Game::remove_player(unsigned int player_id) {
_players.erase(
std::remove_if(_players.begin(), _players.end(),
[player_id](const Player* player) {
return player->get_id() == player_id;
}),
_players.end());
}
void Game::update_player_pos(unsigned int player_id, float x, float y) {
auto it = std::find_if(_players.begin(), _players.end(),
[player_id](const Player* player) {
return player->get_id() == player_id;
});
if(it != _players.end()) {
(*it)->set_position(x, y);
}
}
void Game::broadcast_game_state(void) {
BettolaLib::Network::GameStateMessage msg;
msg.num_players = _players.size();
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();
}
BettolaLib::Network::MessageHeader header;
header.type = BettolaLib::Network::MessageType::GameState;
header.size = sizeof(msg);
for(const auto& player : _players) {
BettolaLib::Network::Socket& socket = player->get_socket();
/* Just quick fix the server crash for now. */
if(socket.send(&header, sizeof(header)) <= 0) {
/* TODO: Probably should handle this error by removing player.. */
}
if(socket.send(&msg, sizeof(msg)) <= 0) {
/* TODO: Probably should handle this error by removing player.. */
}
}
}
Player* Game::get_player_by_socket(BettolaLib::Network::Socket* socket) {
auto it = std::find_if(_players.begin(), _players.end(),
[socket](const Player* player) {
return &player->get_socket() == socket;
});
return(it != _players.end() ? *it : nullptr);
}