KlassischeKeplerKriege/game/main.cpp

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#define ASIO_STANDALONE
#include <iostream>
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#include <getopt.h>
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#include <asio.hpp>
#include <cstdlib>
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#include "opengl.hpp"
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#include "game_window.hpp"
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#include "network/server.hpp"
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#include "options.hpp"
#include "sound/sound_effects.hpp"
#include "state/state_update_event.hpp"
#include <sys/time.h>
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uint64_t optionsFlags;
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using asio::ip::tcp;
int main(int argc, char *argv[])
{
bool devMode = false;
bool soundEnabled = false;
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char port[]="3490";
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static struct option long_options[] =
{
/* These options set a flag. */
// {"verbose", no_argument, &verbose_flag, 1},
// {"brief", no_argument, &verbose_flag, 0},
/* These options dont set a flag.
We distinguish them by their indices. */
// {"add", no_argument, 0, 'a'},
// {"append", no_argument, 0, 'b'},
// {"delete", required_argument, 0, 'd'},
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{"autorun", required_argument, 0, 'a'},
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{"port", required_argument, 0, 'p'},
{"sound", no_argument, 0, 's'},
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{"fps", no_argument, 0, 'f'},
{"dev", no_argument, 0, 'd'},
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{0, 0, 0, 0}
};
int option_index = 0;
while(1){
char c = getopt_long (argc, argv, "p:fads",
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long_options, &option_index);
if (c == -1)
break;
switch (c)
{
case 'f':
SET_FLAG(SHOW_FPS,true);
break;
case 'd':
std::cout<<"enabling developer mode" << std::endl;
devMode = true;
break;
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case 'p':
strcpy(port,optarg);
break;
case 's':
soundEnabled = true;
break;
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case 'a':
SET_FLAG(TEST_AUTORUN, true);
break;
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case '?':
/* getopt_long already printed an error message. */
break;
default:
abort();
}
}
srand(time(NULL));
//sound::SoundEffects *sounds = nullptr;
if (soundEnabled) {
//if (sound::initSound()) {
//sounds = new sound::SoundEffects();
//}
}
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Game game;
game.state()->setDeveloperMode(devMode);
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asio::io_service io_service;
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Server s(io_service, game.state(), atoi(port) );
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//GameWindow window(500, 500, &game);
GameWindow window(500, 500, &game);
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window.set_maxfps(60.0);
window.open();
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while(window.running()){
window.poll();
io_service.poll();
//size_t numEvents = game.state()->currentStateUpdateEvents().size();
//if (numEvents != 0) {
// std::cout<<"game state update events: " << numEvents << std::endl;
// for (game::StateUpdateEvent *evt : game.state()->currentStateUpdateEvents()) {
// std::cout<< evt->description() << std::endl;
// }
//}
//if (sounds != nullptr) {
// sounds.advance(game->state());
//}
game.state()->applyAndClearAllOldStateUpdates();
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}
return 0;
}