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