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8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 99af76c5b5 | |||
| cc6458daa7 | |||
| 8708cfbee0 | |||
| b67e85e87b | |||
| 33c3143de9 | |||
| 5deb6a9d8e | |||
| 3192524922 | |||
| 2a7a2889c6 |
@@ -21,3 +21,15 @@
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*/
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#include "local_character.hpp"
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#include <iostream>
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bool LocalCharacter::ProcessCollisionGrid(std::list<BoundingBox> boxList) {
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for(auto& box : boxList) {
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if (box.CheckOverlap(origin + bounds)) {
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origin -= motion;
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motion = {0, 0};
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return true;
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}
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}
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return false;
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}
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@@ -23,12 +23,18 @@
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#define LOCALCHARACTER_HPP_
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#include "base_character.hpp"
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#include "bounding_box.hpp"
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#include "vector2.hpp"
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#include <list>
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class LocalCharacter: public BaseCharacter {
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public:
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LocalCharacter() = default;
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virtual ~LocalCharacter() = default;
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bool ProcessCollisionGrid(std::list<BoundingBox>);
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private:
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//NOTE: NO MEMBERS
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};
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+68
-44
@@ -134,23 +134,8 @@ void InWorld::Update() {
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//free the buffer
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delete reinterpret_cast<char*>(packetBuffer);
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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//heartbeat system
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CheckHeartBeat();
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//update all entities
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for (auto& it : characterMap) {
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@@ -168,35 +153,14 @@ void InWorld::Update() {
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return;
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}
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileSheet.GetTileW(), tileSheet.GetTileH()};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//NOTE: this code is complex, and can be replaced with hard-coded relative positions, at the cost of variable-sized sprites/bounding boxes
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, localCharacter->GetOrigin().x) - wallBounds.w;
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while(wallBounds.x < (localCharacter->GetOrigin() + localCharacter->GetBounds()).x + localCharacter->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, localCharacter->GetOrigin().y) - wallBounds.h;
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while(wallBounds.y < (localCharacter->GetOrigin() + localCharacter->GetBounds()).y + localCharacter->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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//get the collidable boxes
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std::list<BoundingBox> boxList = GenerateCollisionGrid(localCharacter, tileSheet.GetTileW(), tileSheet.GetTileH());
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//process the collisions
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std::cout << "boxList.size(): " << boxList.size() << std::endl;
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if (localCharacter->ProcessCollisionGrid(boxList)) {
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localCharacter->CorrectSprite();
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SendLocalCharacterMotion();
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}
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//update the camera
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camera.x = localCharacter->GetOrigin().x - camera.marginX;
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@@ -499,6 +463,26 @@ void InWorld::HandleDisconnectForced(ClientPacket* const argPacket) {
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "You have been forcibly disconnected by the server";
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}
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void InWorld::CheckHeartBeat() {
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//check the connection (heartbeat)
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if (Clock::now() - lastBeat > std::chrono::seconds(3)) {
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if (attemptedBeats > 2) {
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//escape to the disconnect screen
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SendDisconnectRequest();
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SetNextScene(SceneList::DISCONNECTEDSCREEN);
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ConfigUtility::GetSingleton()["client.disconnectMessage"] = "Error: Lost connection to the server";
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}
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else {
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ServerPacket newPacket;
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newPacket.type = SerialPacketType::PING;
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network.SendTo(Channels::SERVER, &newPacket);
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attemptedBeats++;
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lastBeat = Clock::now();
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}
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}
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}
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//-------------------------
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//map management
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//-------------------------
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@@ -691,6 +675,11 @@ void InWorld::HandleCharacterSetRoom(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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@@ -702,6 +691,11 @@ void InWorld::HandleCharacterSetOrigin(CharacterPacket* const argPacket) {
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}
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void InWorld::HandleCharacterSetMotion(CharacterPacket* const argPacket) {
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//TODO: Authentication
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if (argPacket->characterIndex == characterIndex) {
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return;
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}
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//check that this character exists
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std::map<int, BaseCharacter>::iterator characterIt = characterMap.find(argPacket->characterIndex);
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if (characterIt != characterMap.end()) {
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@@ -728,4 +722,34 @@ void InWorld::SendLocalCharacterMotion() {
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newPacket.motion = localCharacter->GetMotion();
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network.SendTo(Channels::SERVER, &newPacket);
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}
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std::list<BoundingBox> InWorld::GenerateCollisionGrid(Entity* ptr, int tileWidth, int tileHeight) {
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//prepare for collisions
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BoundingBox wallBounds = {0, 0, tileWidth, tileHeight};
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std::list<BoundingBox> boxList;
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//NOTE: for loops were too dense to work with, so I've just used while loops
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//outer loop
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wallBounds.x = snapToBase((double)wallBounds.w, ptr->GetOrigin().x);
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while(wallBounds.x < (ptr->GetOrigin() + ptr->GetBounds()).x + ptr->GetBounds().w) {
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//inner loop
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wallBounds.y = snapToBase((double)wallBounds.h, ptr->GetOrigin().y);
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while(wallBounds.y < (ptr->GetOrigin() + ptr->GetBounds()).y + ptr->GetBounds().h) {
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//check to see if this tile is solid
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if (regionPager.GetSolid(wallBounds.x / wallBounds.w, wallBounds.y / wallBounds.h)) {
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//push onto the box set
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boxList.push_front(wallBounds);
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}
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//increment
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wallBounds.y += wallBounds.h;
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}
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//increment
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wallBounds.x += wallBounds.w;
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}
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return std::move(boxList);
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}
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@@ -85,6 +85,8 @@ protected:
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void HandleDisconnectResponse(ClientPacket* const);
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void HandleDisconnectForced(ClientPacket* const);
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void CheckHeartBeat();
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//map management
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void SendRegionRequest(int roomIndex, int x, int y);
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void HandleRegionContent(RegionPacket* const);
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@@ -100,6 +102,7 @@ protected:
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//player movement
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void SendLocalCharacterMotion();
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std::list<BoundingBox> GenerateCollisionGrid(Entity*, int tileWidth, int tileHeight);
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//indexes
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int& clientIndex;
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@@ -92,6 +92,10 @@ public:
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return ret;
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}
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//unary operators
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Vector2 operator-() { return {-x, -y}; }
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//comparison operators
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bool operator==(Vector2 v) { return (x == v.x && y == v.y); }
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bool operator!=(Vector2 v) { return (x != v.x || y != v.y); }
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@@ -1,31 +0,0 @@
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TODO: Account system needs salts & hashes for security
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TODO: Character system might need an API
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TODO: Door system needs an API
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TODO: monster system needs an API
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TODO: rewrite the main body of the server
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TODO: I need a better way to handle the statistics
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TODO: Fix shoddy movement
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TODO: Handle statistics server-side
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TODO: Periodic mass server saves
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TODO: join vs login
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TODO: Remove the big "Shut Down" button
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TODO: Make a way for the server owner to control the server directly
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TODO: The TileSheet class should implement the surface itself
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TODO: Passwords/Authentication
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TODO: Time delay for requesting region packets
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TODO: A proper logging system
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-------------------------
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The entities might need an API, which interfaces with all entity types (characters, monsters, doors, etc.)
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The Entity base class handles position (including room) and motion, so something generic like this could be used (or aliased by other APIs)
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entity:
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-------------------------
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Lobby:
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JOIN_REQUEST -> JOIN_RESPONSE, JOIN_REJECTION
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LOGIN_REQUEST -> LOGIN_RESPONSE, LOGIN_REJECTION
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Block a user