#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}; initialize(&gs); // box haven if (true) { 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}); box_new(&gs.grids[0].boxes[1], &gs, &gs.grids[0], (V2){0, 0.5f}); box_new(&gs.grids[0].boxes[2], &gs, &gs.grids[0], (V2){0, 1.0f}); box_new(&gs.grids[0].boxes[3], &gs, &gs.grids[0], (V2){0.5f, 1.0f}); grid_new(&gs.grids[1], &gs, (V2){.x = -0.75f, .y = 0.0}); box_new(&gs.grids[1].boxes[0], &gs, &gs.grids[1], (V2){0}); grid_new(&gs.grids[2], &gs, (V2){.x = -0.75f, .y = 0.5}); 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; 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, 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; gs.players[player_slot].movement = received.movement; gs.players[player_slot].inhabit = received.inhabit; gs.players[player_slot].build = received.build; gs.players[player_slot].dobuild = received.dobuild; gs.players[player_slot].grid_index = received.grid_index; } /* 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(); }