You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

156 lines
5.4 KiB
C

#include "types.h"
#include "sokol_time.h"
#include <enet/enet.h>
#include <stdio.h>
#include <inttypes.h> // 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].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();
}