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239 lines
9.5 KiB
C

#include "types.h"
#include "sokol_time.h"
#include <enet/enet.h>
#include <stdio.h>
#include <inttypes.h> // int64 printing
// started in a thread from host
void server(void *data)
{
(void)data;
stm_setup();
struct GameState gs = {0};
initialize(&gs);
// box haven
if (true)
{
grid_new(&gs.grids[0], &gs, (V2){.x = BOX_SIZE*3.0, .y = 0.0});
box_new(&gs.grids[0].boxes[0], &gs, &gs.grids[0], (V2){0});
box_new(&gs.grids[0].boxes[1], &gs, &gs.grids[0], (V2){0, BOX_SIZE});
box_new(&gs.grids[0].boxes[2], &gs, &gs.grids[0], (V2){0, BOX_SIZE*2.0});
gs.grids[0].boxes[2].type = BoxBattery;
box_new(&gs.grids[0].boxes[3], &gs, &gs.grids[0], (V2){BOX_SIZE, BOX_SIZE*2.0});
gs.grids[0].boxes[3].type = BoxThruster;
gs.grids[0].boxes[3].compass_rotation = Right;
box_new(&gs.grids[0].boxes[4], &gs, &gs.grids[0], (V2){0, BOX_SIZE*3.0});
gs.grids[0].boxes[4].type = BoxThruster;
gs.grids[0].boxes[4].compass_rotation = Up;
grid_new(&gs.grids[1], &gs, (V2){.x = -BOX_SIZE*1.5, .y = 0.0});
box_new(&gs.grids[1].boxes[0], &gs, &gs.grids[1], (V2){0});
grid_new(&gs.grids[2], &gs, (V2){.x = -BOX_SIZE*1.5, .y = BOX_SIZE});
box_new(&gs.grids[2].boxes[0], &gs, &gs.grids[2], (V2){0});
}
// two boxes
if (false)
{
grid_new(&gs.grids[0], &gs, (V2){.x = 0.75f, .y = 0.0});
box_new(&gs.grids[0].boxes[0], &gs, &gs.grids[0], (V2){0});
grid_new(&gs.grids[1], &gs, (V2){.x = -1.75f, .y = 0.0});
box_new(&gs.grids[1].boxes[1], &gs, &gs.grids[1], (V2){1});
}
// one box policy
if (false)
{
grid_new(&gs.grids[0], &gs, (V2){.x = 0.75f, .y = 0.0});
box_new(&gs.grids[0].boxes[0], &gs, &gs.grids[0], (V2){0});
}
if (enet_initialize() != 0)
{
fprintf(stderr, "An error occurred while initializing ENet.\n");
exit(-1);
}
ENetAddress address;
ENetHost *server;
int sethost = enet_address_set_host_ip(&address, LOCAL_SERVER_ADDRESS);
if (sethost != 0)
{
Log("Fishy return value from set host: %d\n", sethost);
}
/* Bind the server to port 1234. */
address.port = SERVER_PORT;
server = enet_host_create(&address /* the address to bind the server host to */,
32 /* allow up to 32 clients and/or outgoing connections */,
2 /* allow up to 2 channels to be used, 0 and 1 */,
0 /* assume any amount of incoming bandwidth */,
0 /* assume any amount of outgoing bandwidth */);
if (server == NULL)
{
fprintf(stderr,
"An error occurred while trying to create an ENet server host.\n");
exit(-1);
}
Log("Serving on port %d...\n", SERVER_PORT);
ENetEvent event;
uint64_t last_processed_time = stm_now();
float total_time = 0.0f;
uint64_t player_to_latest_tick_processed[MAX_PLAYERS] = {0};
while (true)
{
// @Speed handle enet messages and simulate gamestate in parallel, then sync... must clone gamestate for this
while (true)
{
int ret = enet_host_service(server, &event, 0);
if (ret == 0)
break;
if (ret < 0)
{
fprintf(stderr, "Enet host service error %d\n", ret);
}
if (ret > 0)
{
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
Log("A new client connected from %x:%u.\n",
event.peer->address.host,
event.peer->address.port);
int64_t player_slot = -1;
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (!gs.players[i].connected)
{
player_slot = i;
break;
}
}
if (player_slot == -1)
{
enet_peer_disconnect_now(event.peer, 69);
}
else
{
event.peer->data = (void *)player_slot;
reset_player(&gs.players[player_slot]);
// gs.players[player_slot].box = box_new(&gs, (V2){
// .x = 0.0f,
// .y = 1.0f * (float)player_slot,
// });
gs.players[player_slot].connected = true;
}
break;
case ENET_EVENT_TYPE_RECEIVE:
// Log("A packet of length %zu was received on channel %u.\n",
// event.packet->dataLength,
// event.channelID);
size_t length = event.packet->dataLength;
if (length != sizeof(struct ClientToServer))
{
Log("Length did not match up...\n");
}
else
{
struct ClientToServer received = {0};
memcpy(&received, event.packet->data, length);
int64_t player_slot = (int64_t)event.peer->data;
uint64_t latest_tick = player_to_latest_tick_processed[player_slot];
if (received.inputs[0].tick > latest_tick)
{
for (int i = INPUT_BUFFER - 1; i >= 0; i--)
{
if (received.inputs[i].tick == 0) // empty input
continue;
if(received.inputs[i].tick <= latest_tick)
continue; // don't reprocess inputs already processed
struct InputFrame cur_input = received.inputs[i];
gs.players[player_slot].input.movement = cur_input.movement;
// for these "event" inputs, only modify the current input if the event is true.
// while processing the gamestate, will mark it as false once processed. This
// prevents setting the event input to false before it's been processed.
if (cur_input.inhabit)
{
gs.players[player_slot].input.inhabit = cur_input.inhabit;
}
if (cur_input.dobuild)
{
gs.players[player_slot].input.grid_index = cur_input.grid_index;
gs.players[player_slot].input.build = cur_input.build;
gs.players[player_slot].input.dobuild = cur_input.dobuild;
gs.players[player_slot].input.build_type = cur_input.build_type;
gs.players[player_slot].input.build_rotation = cur_input.build_rotation;
}
}
player_to_latest_tick_processed[player_slot] = received.inputs[0].tick;
}
}
/* Clean up the packet now that we're done using it. */
enet_packet_destroy(event.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
int player_index = (int64_t)event.peer->data;
Log("%" PRId64 " disconnected player index %d.\n", (int64_t)event.peer->data, player_index);
gs.players[player_index].connected = false;
// box_destroy(&gs.players[player_index].box);
event.peer->data = NULL;
}
}
}
total_time += (float)stm_sec(stm_diff(stm_now(), last_processed_time));
last_processed_time = stm_now();
// @Robost @BeforeShip if can't process quick enough will be stuck being lagged behind, think of a solution for this...
bool processed = false;
while (total_time > TIMESTEP)
{
processed = true;
process(&gs, TIMESTEP);
total_time -= TIMESTEP;
}
if (processed)
{
#define MAX_BYTES_SIZE 2048 * 2
static char bytes_buffer[MAX_BYTES_SIZE] = {0};
for (int i = 0; i < server->peerCount; i++)
{
// @Speed don't recreate the packet for every peer, gets expensive copying gamestate over and over again
if (server->peers[i].state != ENET_PEER_STATE_CONNECTED)
{
continue;
}
struct ServerToClient to_send;
to_send.cur_gs = &gs;
to_send.your_player = (int)(int64_t)server->peers[i].data;
int len = 0;
into_bytes(&to_send, bytes_buffer, &len, MAX_BYTES_SIZE);
ENetPacket *gamestate_packet = enet_packet_create((void *)bytes_buffer, len, ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
enet_peer_send(&server->peers[i], 0, gamestate_packet);
}
}
}
destroy(&gs);
enet_host_destroy(server);
enet_deinitialize();
}