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275 lines
8.3 KiB
C
275 lines
8.3 KiB
C
#include <chipmunk.h> // initializing bodies
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#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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#include "minilzo.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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#define BOX_AT_TYPE(grid, pos, type) { Entity* box = new_entity(&gs); box_create(&gs, box, grid, pos); box->box_type = type; }
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#define BOX_AT(grid, pos) BOX_AT_TYPE(grid, pos, BoxHullpiece)
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// one box policy
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if (false)
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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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// rotation test
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if (false)
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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_set_rotation(grid, PI / 1.7f);
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cpBodySetVelocity(grid->body, cpv(-0.1, 0.0));
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cpBodySetAngularVelocity(grid->body, 1.0f);
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BOX_AT(grid,((V2) { 0 }));
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BOX_AT(grid,((V2) { BOX_SIZE, 0 }));
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BOX_AT(grid,((V2) { 2.0*BOX_SIZE, 0 }));
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BOX_AT(grid,((V2) { 2.0*BOX_SIZE, BOX_SIZE }));
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BOX_AT(grid,((V2) { 0.0*BOX_SIZE, -BOX_SIZE }));
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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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size_t player_to_latest_id_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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{
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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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player_to_latest_id_processed[player_slot] = 0;
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#ifdef UNLOCK_ALL
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gs.players[player_slot].unlocked_bombs = true;
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#endif
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}
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break;
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}
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case ENET_EVENT_TYPE_RECEIVE:
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{
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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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size_t latest_id = player_to_latest_id_processed[player_slot];
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if (received.inputs[0].id > latest_id)
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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].id <= latest_id)
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continue; // don't reprocess inputs already processed
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InputFrame cur_input = received.inputs[i];
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gs.players[player_slot].input.movement = cur_input.movement;
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gs.players[player_slot].input.hand_pos = cur_input.hand_pos;
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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.seat_action)
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{
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gs.players[player_slot].input.seat_action = cur_input.seat_action;
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gs.players[player_slot].input.grid_hand_pos_local_to = cur_input.grid_hand_pos_local_to;
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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_hand_pos_local_to = cur_input.grid_hand_pos_local_to;
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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_id_processed[player_slot] = received.inputs[0].id;
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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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}
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case ENET_EVENT_TYPE_DISCONNECT:
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{
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int player_index = (int)(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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Entity* player_body = get_entity(&gs, gs.players[player_index].entity);
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if(player_body != NULL)
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{
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entity_destroy(&gs, player_body);
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}
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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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break;
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}
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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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static char lzo_working_mem[LZO1X_1_MEM_COMPRESS] = { 0 };
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for (int i = 0; i < server->peerCount; i++)
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{
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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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int this_player_index = (int)(int64_t)server->peers[i].data;
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Entity* this_player_entity = get_entity(&gs, gs.players[this_player_index].entity);
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if (this_player_entity == NULL) continue;
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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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char* bytes_buffer = malloc(sizeof *bytes_buffer * MAX_BYTES_SIZE);
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char* compressed_buffer = malloc(sizeof * compressed_buffer * MAX_BYTES_SIZE);
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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 = this_player_index;
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size_t len = 0;
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into_bytes(&to_send, bytes_buffer, &len, MAX_BYTES_SIZE, this_player_entity);
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if (len > MAX_BYTES_SIZE - 8)
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{
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Log("Too much data quitting!\n");
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exit(-1);
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}
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size_t compressed_len = 0;
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lzo1x_1_compress(bytes_buffer, len, compressed_buffer, &compressed_len, (void*)lzo_working_mem);
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#ifdef LOG_GAMESTATE_SIZE
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Log("Size of gamestate packet before comrpession: %zu | After: %zu\n", len, compressed_len);
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#endif
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//ENetPacket* gamestate_packet = enet_packet_create((void*)bytes_buffer, len, ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
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ENetPacket* gamestate_packet = enet_packet_create((void*)compressed_buffer, compressed_len, ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
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// @Robust error check this
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int err = enet_peer_send(&server->peers[i], 0, gamestate_packet);
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if (err < 0)
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{
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Log("Enet failed to send packet error %d\n", err);
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enet_packet_destroy(gamestate_packet);
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}
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free(bytes_buffer);
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free(compressed_buffer);
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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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} |