#include "types.h" #include "sokol_time.h" #include #include #include // int64 printing #define TIMESTEP (1.0f / 60.0f) // started in a thread from host void server(void *data) { (void)data; stm_setup(); struct GameState gs = {0}; gs.boxes[0] = (struct Box){ .body = (struct Body){ .position = (P2){.x = 0.75f, .y = 0.0}}, }; gs.boxes[0].body.old_position = gs.boxes[0].body.position; gs.boxes[1] = (struct Box){ .body = (struct Body){ .position = (P2){.x = 0.75f, .y = 0.5f}}, }; gs.boxes[1].body.old_position = gs.boxes[1].body.position; gs.num_boxes = 2; if (enet_initialize() != 0) { fprintf(stderr, "An error occurred while initializing ENet.\n"); exit(-1); } ENetAddress address; ENetHost *server; address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 8000; 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 8000...\n"); ENetEvent event; uint64_t last_processed_time = stm_now(); float total_time = 0.0f; 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, 16); 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; gs.players[player_slot] = (struct Player){ .body.position = (V2){ .x = 0.0f, .y = 1.0f*(float)player_slot, }}; gs.players[player_slot].body.old_position = gs.players[player_slot].body.position; 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; gs.players[player_slot].input = received.input; } /* Clean up the packet now that we're done using it. */ enet_packet_destroy(event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: Log("%" PRId64 " disconnected.\n", (int64_t)event.peer->data); gs.players[(int64_t)event.peer->data].connected = false; event.peer->data = NULL; } } } total_time += (float)stm_sec(stm_diff(stm_now(), last_processed_time)); last_processed_time = stm_now(); // @Robost if can't process quick enough will be stuck being lagged behind, think of a solution for this... while (total_time > TIMESTEP) { process(&gs, TIMESTEP); total_time -= TIMESTEP; } 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; ENetPacket *gamestate_packet = enet_packet_create((void *)&to_send, sizeof(struct ServerToClient), ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT); enet_peer_send(&server->peers[i], 0, gamestate_packet); } } enet_host_destroy(server); enet_deinitialize(); }