networking addPlayer

This commit is contained in:
j3d1 2016-09-28 01:48:34 +02:00
parent 0e8e41e4fb
commit ef38da703e
8 changed files with 50 additions and 37 deletions

View file

@ -15,11 +15,7 @@ Game::Game()
m_state = new game::State();
m_state->init();
m_state->addPlayer(0);
m_state->addPlayer(1);
m_state->addPlayer(2);
m_state->addPlayer(3);
//m_state->addPlayer(2);
m_state->addPlayer();
}
bool Game::cycle(float dt)

View file

@ -11,7 +11,7 @@ public:
bool cycle(float dt);
// for rendering
const game::State *state() const { return m_state; }
game::State *state() const { return m_state; }
private:
game::State *m_state;

View file

@ -27,30 +27,30 @@ protected:
//if (!once) {
// once = true;
// for (int i=0; i<1000; i++) {
// m_game.cycle(time);
// m_game->cycle(time);
// }
//}
if (!m_game.cycle(static_cast<float>(time/1000000000.0))) {
if (!m_game->cycle(static_cast<float>(time/1000000000.0))) {
std::cout<<"stopping the game..." << std::endl;
stop();
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
for (const game::Planet *planet : m_game.state()->planets) {
for (const game::Planet *planet : m_game->state()->planets) {
drawPlanet(planet->position, planet->radius);
}
for (const game::Trace *trace : m_game.state()->traces) {
for (const game::Trace *trace : m_game->state()->traces) {
drawTrace(trace);
}
for (const game::Ship *ship : m_game.state()->ships) {
for (const game::Ship *ship : m_game->state()->ships) {
drawShip(ship->position);
}
for (const game::Player *player : m_game.state()->players) {
for (const game::Player *player : m_game->state()->players) {
for (const game::Missile *missile : player->missiles) {
drawMissile(missile->position);
}
@ -64,7 +64,7 @@ protected:
//std::cout<<"draw ship @ " << pos.x << ", " << pos.y << std::endl;
glm::vec3 color = glm::vec3(0.2, 1.0, 0.3);
float radius = m_game.state()->shipRadius();
float radius = m_game->state()->shipRadius();
m_renderer.drawCircle(pos.x, pos.y, radius, color.x, color.y, color.z, 12);
}
@ -93,11 +93,11 @@ protected:
}
public:
GameWindow(unsigned int width, unsigned int height)
: endofthejedi::GLWindow(width, height) {}
GameWindow(unsigned int width, unsigned int height, Game* game)
: endofthejedi::GLWindow(width, height) { m_game = game; }
private:
Game m_game;
Game *m_game;
endofthejedi::Renderer m_renderer;
};

View file

@ -31,7 +31,7 @@ int main(int argc, char *argv[]) {
// {"add", no_argument, 0, 'a'},
// {"append", no_argument, 0, 'b'},
// {"delete", required_argument, 0, 'd'},
// {"create", required_argument, 0, 'c'},
{"port", required_argument, 0, 'p'},
{"fps", no_argument, 0, 'f'},
{0, 0, 0, 0}
};
@ -39,7 +39,7 @@ int main(int argc, char *argv[]) {
int option_index = 0;
while(1){
c = getopt_long (argc, argv, "abc:d:f",
c = getopt_long (argc, argv, "p:f",
long_options, &option_index);
if (c == -1)
break;
@ -49,10 +49,10 @@ int main(int argc, char *argv[]) {
case 'f':
SET_FLAG(SHOW_FPS,true);
break;
/*case 'c':
cvalue = optarg;
break;
*/
case 'p':
strcpy(port,optarg);
break;
case '?':
/* getopt_long already printed an error message. */
@ -63,10 +63,12 @@ int main(int argc, char *argv[]) {
}
}
asio::io_service io_service;
Server s(io_service, atoi(port) );
Game game;
GameWindow window(500, 500);
asio::io_service io_service;
Server s(io_service, game.state(), atoi(port) );
GameWindow window(500, 500, &game);
window.set_maxfps(60.0);
while(window.running()){

View file

@ -12,10 +12,11 @@ using asio::ip::tcp;
class Server
{
public:
Server(asio::io_service& io_service, short port)
Server(asio::io_service& io_service,game::State* s, short port)
: acceptor_(io_service, tcp::endpoint(tcp::v4(), port)),
socket_(io_service)
{
state=s;
do_accept();
}
@ -27,7 +28,7 @@ private:
{
if (!ec)
{
std::make_shared<Session>(std::move(socket_))->start();
std::make_shared<Session>(std::move(socket_),state)->start();
}
do_accept();
@ -36,4 +37,5 @@ private:
tcp::acceptor acceptor_;
tcp::socket socket_;
game::State* state;
};

View file

@ -11,16 +11,22 @@ class Session
: public std::enable_shared_from_this<Session>
{
public:
Session(tcp::socket socket)
: socket_(std::move(socket))
Session(tcp::socket socket, game::State* state)
: m_socket(std::move(socket))
{
m_state = state;
char c[]="> ";
strcpy(m_snd_data, c);
}
void start()
{
if(m_started) return;
m_started=true;
m_id = m_state->addPlayer();
auto self(shared_from_this());
char hello[] = "\nUse \"n name\" to change name, \"v velocity\" to change velocity, \"c\" to clear past shots or \"q\" to close the connection.\nEverything else is interpreted as a shooting angle.\n\n>";
asio::async_write(socket_, asio::buffer(hello, strlen(hello)),
char hello[] = "\nUse \"n name\" to change name, \"v velocity\" to change velocity, \"c\" to clear past shots or \"q\" to close the connection.\nEverything else is interpreted as a shooting angle.\n\n> ";
asio::async_write(m_socket, asio::buffer(hello, strlen(hello)),
[this, self](std::error_code ec, std::size_t /*length*/)
{
if (!ec)
@ -34,7 +40,7 @@ private:
void do_read()
{
auto self(shared_from_this());
socket_.async_read_some(asio::buffer(data_, max_length),
m_socket.async_read_some(asio::buffer(m_rcv_data, max_length),
[this, self](std::error_code ec, std::size_t length)
{
if (!ec)
@ -47,7 +53,7 @@ private:
void do_write(std::size_t length)
{
auto self(shared_from_this());
asio::async_write(socket_, asio::buffer(data_, length),
asio::async_write(m_socket, asio::buffer(m_snd_data, length),
[this, self](std::error_code ec, std::size_t /*length*/)
{
if (!ec)
@ -57,7 +63,11 @@ private:
});
}
tcp::socket socket_;
tcp::socket m_socket;
enum { max_length = 1024 };
char data_[max_length];
char m_snd_data[max_length];
char m_rcv_data[max_length];
game::State* m_state;
bool m_started = false;
int m_id;
};

View file

@ -62,10 +62,12 @@ namespace game {
return true;
}
void State::addPlayer(int playerId)
int State::addPlayer()
{
int playerId = m_nextId++;
Player *player = new Player(playerId);
players.push_back(player);
return playerId;
}
void State::playerLeft(int playerId)

View file

@ -36,7 +36,7 @@ namespace game {
// The upper layer (network/renderer) calling these three functions
// should keep id's unique and give one (network) input an id.
void addPlayer(int playerId);
int addPlayer();
void playerLeft(int playerId);
void commandForPlayer(int playerId, Command *cmd);
@ -89,5 +89,6 @@ namespace game {
float m_playerRespawnTime;
float m_shipRadius;
float m_defaultEnergy;
int m_nextId=0;
};
};