mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-19 06:28:19 +00:00
700 lines
15 KiB
C++
700 lines
15 KiB
C++
#include <baselib/system.h>
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#include <baselib/input.h>
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#include <baselib/audio.h>
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#include <baselib/stream/file.h>
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#include <string.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <engine/interface.h>
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#include <engine/packet.h>
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#include <engine/snapshot.h>
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#include "ui.h"
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#include <engine/compression.h>
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#include <engine/versions.h>
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#include <engine/config.h>
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#include <engine/network.h>
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using namespace baselib;
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// --- input wrappers ---
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static int keyboard_state[2][input::last];
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static int keyboard_current = 0;
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static int keyboard_first = 1;
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void inp_mouse_relative(int *x, int *y) { input::mouse_position(x, y); }
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int inp_key_pressed(int key) { return keyboard_state[keyboard_current][key]; }
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int inp_key_was_pressed(int key) { return keyboard_state[keyboard_current^1][key]; }
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int inp_key_down(int key) { return inp_key_pressed(key)&&!inp_key_was_pressed(key); }
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int inp_button_pressed(int button) { return input::pressed(button); }
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void inp_update()
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{
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if(keyboard_first)
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{
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// make sure to reset
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keyboard_first = 0;
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inp_update();
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}
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keyboard_current = keyboard_current^1;
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for(int i = 0; i < input::last; i++)
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keyboard_state[keyboard_current][i] = input::pressed(i);
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}
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// --- input snapping ---
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static int input_data[MAX_INPUT_SIZE] = {0};
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static int input_data_size;
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static int input_is_changed = 1;
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void snap_input(void *data, int size)
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{
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if(input_data_size != size || memcmp(input_data, data, size))
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input_is_changed = 1;
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mem_copy(input_data, data, size);
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input_data_size = size;
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}
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// -- snapshot handling ---
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enum
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{
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SNAP_INCOMMING=2,
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NUM_SNAPSHOT_TYPES=3,
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};
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static snapshot_storage snapshots_new;
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static int current_tick;
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static snapshot *snapshots[NUM_SNAPSHOT_TYPES];
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static char snapshot_data[NUM_SNAPSHOT_TYPES][MAX_SNAPSHOT_SIZE];
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static int recived_snapshots;
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static int64 snapshot_start_time;
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static int64 local_start_time;
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float client_localtime()
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{
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return (time_get()-local_start_time)/(float)(time_freq());
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}
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void *snap_get_item(int snapid, int index, snap_item *item)
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{
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dbg_assert(snapid >= 0 && snapid < NUM_SNAPSHOT_TYPES, "invalid snapid");
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snapshot::item *i = snapshots[snapid]->get_item(index);
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item->type = i->type();
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item->id = i->id();
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return (void *)i->data();
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}
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int snap_num_items(int snapid)
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{
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dbg_assert(snapid >= 0 && snapid < NUM_SNAPSHOT_TYPES, "invalid snapid");
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return snapshots[snapid]->num_items;
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}
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static void snap_init()
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{
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snapshots[SNAP_INCOMMING] = (snapshot*)snapshot_data[0];
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snapshots[SNAP_CURRENT] = (snapshot*)snapshot_data[1];
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snapshots[SNAP_PREV] = (snapshot*)snapshot_data[2];
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mem_zero(snapshot_data, NUM_SNAPSHOT_TYPES*MAX_SNAPSHOT_SIZE);
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recived_snapshots = 0;
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}
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float client_intratick()
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{
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return (time_get() - snapshot_start_time)/(float)(time_freq()/SERVER_TICK_SPEED);
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}
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int client_tick()
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{
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return current_tick;
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}
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int client_tickspeed()
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{
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return SERVER_TICK_SPEED;
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}
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void *snap_find_item(int snapid, int type, int id)
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{
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// TODO: linear search. should be fixed.
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for(int i = 0; i < snapshots[snapid]->num_items; i++)
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{
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snapshot::item *itm = snapshots[snapid]->get_item(i);
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if(itm->type() == type && itm->id() == id)
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return (void *)itm->data();
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}
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return 0x0;
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}
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int menu_loop(); // TODO: what is this?
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static float frametime = 0.0001f;
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float client_frametime()
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{
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return frametime;
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}
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static net_client net;
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int client_send_msg()
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{
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const msg_info *info = msg_get_info();
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NETPACKET packet;
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packet.client_id = 0;
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packet.data = info->data;
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packet.data_size = info->size;
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if(info->flags&MSGFLAG_VITAL)
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packet.flags = PACKETFLAG_VITAL;
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net.send(&packet);
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return 0;
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}
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// --- client ---
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// TODO: remove this class
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class client
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{
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public:
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//socket_udp4 socket;
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//connection conn;
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int64 reconnect_timer;
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int snapshot_part;
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int debug_font; // TODO: rfemove this line
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// data to hold three snapshots
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// previous,
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enum
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{
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STATE_OFFLINE,
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STATE_CONNECTING,
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STATE_LOADING,
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STATE_ONLINE,
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STATE_BROKEN,
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STATE_QUIT,
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};
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int state;
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int get_state() { return state; }
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void set_state(int s)
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{
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dbg_msg("game", "state change. last=%d current=%d", state, s);
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state = s;
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}
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void send_info()
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{
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recived_snapshots = 0;
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msg_pack_start_system(NETMSG_INFO, MSGFLAG_VITAL);
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msg_pack_string(config.player_name, 128);
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msg_pack_string(config.clan_name, 128);
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msg_pack_string(config.password, 128);
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msg_pack_string("myskin", 128);
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msg_pack_end();
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client_send_msg();
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}
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void send_entergame()
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{
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msg_pack_start_system(NETMSG_ENTERGAME, MSGFLAG_VITAL);
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msg_pack_end();
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client_send_msg();
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}
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void send_error(const char *error)
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{
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/*
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pack(NETMSG_CLIENT_ERROR, "s", error);
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*/
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/*
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packet p(NETMSG_CLIENT_ERROR);
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p.write_str(error);
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send_packet(&p);
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//send_packet(&p);
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//send_packet(&p);
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*/
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}
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void send_input()
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{
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msg_pack_start_system(NETMSG_INPUT, 0);
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msg_pack_int(input_data_size);
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for(int i = 0; i < input_data_size/4; i++)
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msg_pack_int(input_data[i]);
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msg_pack_end();
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client_send_msg();
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}
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void disconnect()
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{
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send_error("disconnected");
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set_state(STATE_OFFLINE);
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map_unload();
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}
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void connect(netaddr4 *server_address)
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{
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net.connect(server_address);
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set_state(STATE_CONNECTING);
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}
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bool load_data()
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{
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debug_font = gfx_load_texture("data/debug_font.png");
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return true;
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}
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void debug_render()
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{
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gfx_blend_normal();
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gfx_texture_set(debug_font);
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gfx_mapscreen(0,0,gfx_screenwidth(),gfx_screenheight());
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static NETSTATS prev, current;
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static int64 last_snap = 0;
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if(time_get()-last_snap > time_freq()/10)
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{
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last_snap = time_get();
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prev = current;
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net.stats(¤t);
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}
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char buffer[512];
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sprintf(buffer, "send: %8d recv: %8d",
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(current.send_bytes-prev.send_bytes)*10,
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(current.recv_bytes-prev.recv_bytes)*10);
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gfx_quads_text(10, 10, 16, buffer);
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}
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void render()
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{
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gfx_clear(0.0f,0.0f,0.0f);
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// this should be moved around abit
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// TODO: clean this shit up!
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if(get_state() == STATE_ONLINE)
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{
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modc_render();
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// debug render stuff
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debug_render();
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}
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else if (get_state() != STATE_CONNECTING && get_state() != STATE_LOADING)
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{
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netaddr4 server_address;
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int status = modmenu_render(&server_address);
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if (status == -1)
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set_state(STATE_QUIT);
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else if (status)
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connect(&server_address);
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}
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else if (get_state() == STATE_CONNECTING || get_state() == STATE_LOADING)
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{
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static int64 start = time_get();
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static int tee_texture;
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static int connecting_texture;
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static bool inited = false;
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if (!inited)
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{
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tee_texture = gfx_load_texture("data/gui_tee.png");
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connecting_texture = gfx_load_texture("data/gui/connecting.png");
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inited = true;
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}
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gfx_mapscreen(0,0,400.0f,300.0f);
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float t = (time_get() - start) / (double)time_freq();
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float speed = 2*sin(t);
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speed = 1.0f;
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float x = 208 + sin(t*speed) * 32;
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float w = sin(t*speed + 3.149) * 64;
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ui_do_image(tee_texture, x, 95, w, 64);
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ui_do_image(connecting_texture, 88, 150, 256, 64);
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}
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}
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void run(netaddr4 *server_address)
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{
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local_start_time = time_get();
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snapshot_part = 0;
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// init graphics and sound
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if(!gfx_init())
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return;
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snd_init(); // sound is allowed to fail
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// load data
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if(!load_data())
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return;
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// init snapshotting
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snap_init();
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// init the mod
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modc_init();
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// init menu
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modmenu_init();
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net.open(0);
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// open socket
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/*
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if(!socket.open(0))
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{
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dbg_msg("network/client", "failed to open socket");
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return;
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}*/
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// connect to the server if wanted
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if(server_address)
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connect(server_address);
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//int64 inputs_per_second = 50;
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//int64 time_per_input = time_freq()/inputs_per_second;
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int64 game_starttime = time_get();
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int64 last_input = game_starttime;
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int64 reporttime = time_get();
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int64 reportinterval = time_freq()*1;
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int frames = 0;
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input::set_mouse_mode(input::mode_relative);
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while (1)
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{
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frames++;
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int64 frame_start_time = time_get();
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// send input
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if(get_state() == STATE_ONLINE)
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{
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if(input_is_changed || time_get() > last_input+time_freq())
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{
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send_input();
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input_is_changed = 0;
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last_input = time_get();
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}
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}
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// update input
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inp_update();
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//
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if(input::pressed(input::f1))
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input::set_mouse_mode(input::mode_absolute);
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if(input::pressed(input::f2))
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input::set_mouse_mode(input::mode_relative);
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// panic button
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if(input::pressed(input::lctrl) && input::pressed('Q'))
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break;
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// pump the network
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pump_network();
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// render
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render();
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// swap the buffers
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gfx_swap();
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// check conditions
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if(get_state() == STATE_BROKEN || get_state() == STATE_QUIT)
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break;
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// be nice
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//thread_sleep(1);
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if(reporttime < time_get())
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{
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dbg_msg("client/report", "fps=%.02f netstate=%d",
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frames/(float)(reportinterval/time_freq()), net.state());
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frames = 0;
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reporttime += reportinterval;
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}
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if (input::pressed(input::esc))
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if (get_state() == STATE_CONNECTING || get_state() == STATE_ONLINE)
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disconnect();
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// update frametime
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frametime = (time_get()-frame_start_time)/(float)time_freq();
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}
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modc_shutdown();
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disconnect();
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modmenu_shutdown();
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gfx_shutdown();
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snd_shutdown();
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}
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void error(const char *msg)
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{
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dbg_msg("game", "error: %s", msg);
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send_error(msg);
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set_state(STATE_BROKEN);
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}
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void process_packet(NETPACKET *packet)
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{
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int sys;
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int msg = msg_unpack_start(packet->data, packet->data_size, &sys);
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if(sys)
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{
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// system message
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if(msg == NETMSG_MAP)
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{
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const char *map = msg_unpack_string();
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dbg_msg("client/network", "connection accepted, map=%s", map);
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set_state(STATE_LOADING);
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if(map_load(map))
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{
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modc_entergame();
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send_entergame();
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dbg_msg("client/network", "loading done");
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// now we will wait for two snapshots
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// to finish the connection
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}
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else
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{
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error("failure to load map");
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}
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}
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else if(msg == NETMSG_SNAP || msg == NETMSG_SNAPSMALL || msg == NETMSG_SNAPEMPTY)
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{
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//dbg_msg("client/network", "got snapshot");
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int game_tick = msg_unpack_int();
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int delta_tick = game_tick-msg_unpack_int();
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int num_parts = 1;
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int part = 0;
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int part_size = 0;
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if(msg == NETMSG_SNAP)
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{
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num_parts = msg_unpack_int();
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part = msg_unpack_int();
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}
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if(msg != NETMSG_SNAPEMPTY)
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part_size = msg_unpack_int();
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if(snapshot_part == part)
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{
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// TODO: clean this up abit
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const char *d = (const char *)msg_unpack_raw(part_size);
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mem_copy((char*)snapshots[SNAP_INCOMMING] + part*MAX_SNAPSHOT_PACKSIZE, d, part_size);
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snapshot_part++;
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if(snapshot_part == num_parts)
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{
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snapshot *tmp = snapshots[SNAP_PREV];
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snapshots[SNAP_PREV] = snapshots[SNAP_CURRENT];
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snapshots[SNAP_CURRENT] = tmp;
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current_tick = game_tick;
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// decompress snapshot
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void *deltadata = snapshot_empty_delta();
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int deltasize = sizeof(int)*3;
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unsigned char tmpbuffer[MAX_SNAPSHOT_SIZE];
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unsigned char tmpbuffer2[MAX_SNAPSHOT_SIZE];
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if(part_size)
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{
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int compsize = zerobit_decompress(snapshots[SNAP_INCOMMING], part_size, tmpbuffer);
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int intsize = intpack_decompress(tmpbuffer, compsize, tmpbuffer2);
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deltadata = tmpbuffer2;
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deltasize = intsize;
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}
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// find snapshot that we should use as delta
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static snapshot emptysnap;
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emptysnap.data_size = 0;
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emptysnap.num_items = 0;
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snapshot *deltashot = &emptysnap;
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int deltashot_size;
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if(delta_tick >= 0)
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{
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void *delta_data;
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deltashot_size = snapshots_new.get(delta_tick, &delta_data);
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if(deltashot_size >= 0)
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{
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deltashot = (snapshot *)delta_data;
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}
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else
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{
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// TODO: handle this
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dbg_msg("client", "error, couldn't find the delta snapshot");
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}
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}
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int snapsize = snapshot_unpack_delta(deltashot, (snapshot*)snapshots[SNAP_CURRENT], deltadata, deltasize);
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//snapshot *shot = (snapshot *)snapshots[SNAP_CURRENT];
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// purge old snapshots
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snapshots_new.purge_until(delta_tick);
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snapshots_new.purge_until(game_tick-50); // TODO: change this to server tickrate
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// add new
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snapshots_new.add(game_tick, snapsize, snapshots[SNAP_CURRENT]);
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// apply snapshot, cycle pointers
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recived_snapshots++;
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snapshot_start_time = time_get();
|
|
|
|
// we got two snapshots until we see us self as connected
|
|
if(recived_snapshots == 2)
|
|
{
|
|
local_start_time = time_get();
|
|
set_state(STATE_ONLINE);
|
|
}
|
|
|
|
if(recived_snapshots > 2)
|
|
modc_newsnapshot();
|
|
|
|
snapshot_part = 0;
|
|
|
|
// ack snapshot
|
|
msg_pack_start_system(NETMSG_SNAPACK, 0);
|
|
msg_pack_int(game_tick);
|
|
msg_pack_end();
|
|
client_send_msg();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dbg_msg("client", "snapshot reset!");
|
|
snapshot_part = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// game message
|
|
modc_message(msg);
|
|
}
|
|
}
|
|
|
|
void pump_network()
|
|
{
|
|
net.update();
|
|
|
|
// check for errors
|
|
if(get_state() != STATE_OFFLINE && net.state() == NETSTATE_OFFLINE)
|
|
{
|
|
// TODO: add message to the user there
|
|
set_state(STATE_OFFLINE);
|
|
}
|
|
|
|
//
|
|
if(get_state() == STATE_CONNECTING && net.state() == NETSTATE_ONLINE)
|
|
{
|
|
// we switched to online
|
|
dbg_msg("client", "connected, sending info");
|
|
set_state(STATE_LOADING);
|
|
send_info();
|
|
}
|
|
|
|
// process packets
|
|
NETPACKET packet;
|
|
while(net.recv(&packet))
|
|
process_packet(&packet);
|
|
}
|
|
};
|
|
|
|
int editor_main(int argc, char **argv);
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
dbg_msg("client", "starting...");
|
|
|
|
config_reset();
|
|
config_load("teewars.cfg");
|
|
|
|
netaddr4 server_address(127, 0, 0, 1, 8303);
|
|
//const char *name = "nameless jerk";
|
|
bool connect_at_once = false;
|
|
bool editor = false;
|
|
|
|
// init network, need to be done first so we can do lookups
|
|
net_init();
|
|
|
|
// parse arguments
|
|
for(int i = 1; i < argc; i++)
|
|
{
|
|
if(argv[i][0] == '-' && argv[i][1] == 'c' && argv[i][2] == 0 && argc - i > 1)
|
|
{
|
|
// -c SERVER:PORT
|
|
i++;
|
|
const char *port_str = 0;
|
|
for(int k = 0; argv[i][k]; k++)
|
|
{
|
|
if(argv[i][k] == ':')
|
|
{
|
|
port_str = &(argv[i][k+1]);
|
|
argv[i][k] = 0;
|
|
break;
|
|
}
|
|
}
|
|
int port = 8303;
|
|
if(port_str)
|
|
port = atoi(port_str);
|
|
|
|
if(net_host_lookup(argv[i], port, &server_address) != 0)
|
|
dbg_msg("main", "could not find the address of %s, connecting to localhost", argv[i]);
|
|
else
|
|
connect_at_once = true;
|
|
}
|
|
else if(argv[i][0] == '-' && argv[i][1] == 'n' && argv[i][2] == 0 && argc - i > 1)
|
|
{
|
|
// -n NAME
|
|
i++;
|
|
config_set_player_name(&config, argv[i]);
|
|
}
|
|
else if(argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
|
|
{
|
|
// -w
|
|
config.fullscreen = 0;
|
|
}
|
|
else if(argv[i][0] == '-' && argv[i][1] == 'e' && argv[i][2] == 0)
|
|
{
|
|
editor = true;
|
|
}
|
|
}
|
|
|
|
if(editor)
|
|
editor_main(argc, argv);
|
|
else
|
|
{
|
|
// start the client
|
|
client c;
|
|
c.run(connect_at_once ? &server_address : 0x0);
|
|
}
|
|
return 0;
|
|
}
|