bettola/srv/game/player.cpp
Ritchie Cunningham 9b4aa84a30 feat(network): Server reconciliation and fix UDP messaging.
Initial implementation of server-side reconciliation for player
movement.

Clients respect the server as the authoritative source for game state.
In 'process_game_state', the client compares its locally predicted pos
with the state received from the server and snaps to the server's
position if they diverge.

Had to add a defensive check to the server-side Player constructor to
fix a bug where the first connecting client was incorrectly assigned an
ID of 0. This prevented it from sending or recieving any game data.
2025-09-14 01:33:35 +01:00

21 lines
444 B
C++

#include <string.h>
#include "player.h"
#include "network/tcpsocket.h"
unsigned int Player::_next_player_id = 0;
Player::Player(BettolaLib::Network::TCPSocket* socket) :
_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;
memset(&_udp_addr, 0, sizeof(_udp_addr));
}