Multiplayer framework in place (can now connect multiple clients and view them in game)

Fixed some bugs with multiplayer
Changed from refptr<map<U8, Player> > to map<U8, refptr<player> >
This commit is contained in:
Chris Peterson authored and Josh Holtrop committed 2012-09-25 20:36:11 -04:00
1 parent 7df681082a
commit ba0bc9b77d
15 files changed
+329 -144

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+16 -12
View File
@@ -1,4 +1,3 @@
#include <math.h>
#include <iostream>
#include GL_INCLUDE_FILE
@@ -216,16 +215,21 @@ void Client::redraw()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
double dir_x = cos(m_player->direction);
double dir_y = sin(m_player->direction);
double dir_x = cos(m_players[current_player]->direction);
double dir_y = sin(m_players[current_player]->direction);
m_modelview.load_identity();
m_modelview.look_at(
m_player->x - dir_x * 25, m_player->y - dir_y * 25, 30,
m_player->x, m_player->y, 20,
m_players[current_player]->x - dir_x * 25, m_players[current_player]->y - dir_y * 25, 30,
m_players[current_player]->x, m_players[current_player]->y, 20,
0, 0, 1);
// TODO: call draw_player() for each networked player
draw_player(m_player);
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
draw_player(piter->second);
}
draw_map();
draw_sky();
draw_lava();
@@ -357,8 +361,8 @@ void Client::draw_overlay()
proj.ortho(-span, span, -span, span, -1, 1);
proj.to_uniform(m_overlay_program.uniform("projection"));
GLMatrix modelview;
modelview.rotate(90 - m_player->direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-m_player->x, -m_player->y, 0);
modelview.rotate(90 - m_players[current_player]->direction * 180 / M_PI, 0, 0, 1);
modelview.translate(-m_players[current_player]->x, -m_players[current_player]->y, 0);
m_overlay_hex_attributes.bind();
m_overlay_hex_indices.bind();
glEnableVertexAttribArray(0);
@@ -409,8 +413,8 @@ void Client::draw_overlay()
GLMatrix::Identity.to_uniform(
m_overlay_hover_program.uniform("projection"));
modelview.load_identity();
modelview.translate(m_player->hover - 1, 0, 0);
modelview.scale(m_player->hover * 2, 2.0, 1.0);
modelview.translate(m_players[current_player]->hover - 1, 0, 0);
modelview.scale(m_players[current_player]->hover * 2, 2.0, 1.0);
modelview.to_uniform(m_overlay_hover_program.uniform("modelview"));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@@ -450,8 +454,8 @@ void Client::draw_sky()
m_sky_attributes.bind();
m_projection.to_uniform(m_sky_program.uniform("projection"));
m_modelview.push();
m_modelview.translate(m_player->x, m_player->y, 0);
m_modelview.rotate(m_player->direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.translate(m_players[current_player]->x, m_players[current_player]->y, 0);
m_modelview.rotate(m_players[current_player]->direction * 180.0 / M_PI, 0, 0, 1);
m_modelview.to_uniform(m_sky_program.uniform("modelview"));
m_modelview.pop();
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
+142 -62
View File
@@ -1,12 +1,15 @@
#include <math.h>
#include "Client.h"
#include "Types.h"
#include "Timer.h"
Client::Client()
{
m_net_client = new Network();
m_net_client->Create(59243, "127.0.0.1"); // Just connect to local host for now - testing
client_has_focus = true;
m_players.clear();
current_player = 0;
}
Client::~Client()
@@ -15,16 +18,16 @@ Client::~Client()
}
void Client::run(bool fullscreen, int width, int height)
void Client::run(bool fullscreen, int width, int height, std::string pname)
{
Timer client_timer;
client_timer.Init();
current_player_name = pname;
if (!create_window(fullscreen, width, height))
return;
m_player = new Player();
m_player->x = 0;
m_player->y = 0;
m_player->direction = M_PI_2;
m_clock.restart();
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
double last_time = 0.0;
while (m_window->isOpen())
{
@@ -63,8 +66,16 @@ void Client::run(bool fullscreen, int width, int height)
}
}
// Time must be updated before any messages are sent
// Especially guaranteed messages, since the time needs to be
// non zero.
client_timer.Update();
update(elapsed_time);
redraw();
if(m_players.size() > 0)
{
redraw();
}
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
@@ -74,81 +85,150 @@ void Client::run(bool fullscreen, int width, int height)
void Client::update(double elapsed_time)
{
static sf::Uint8 w_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 a_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 s_pressed_prev = KEY_NOT_PRESSED;
static sf::Uint8 d_pressed_prev = KEY_NOT_PRESSED;
static sf::Int32 rel_mouse_movement_prev = 0;
static bool registered_player = false;
sf::Packet client_packet;
m_net_client->Receive();
client_packet.clear();
// Handle all received data (only really want the latest)
while(m_net_client->getData(client_packet))
{
// Update player position as calculated from the server.
client_packet >> m_player->direction;
client_packet >> m_player->x;
client_packet >> m_player->y;
sf::Uint8 packet_type;
client_packet >> packet_type;
switch(packet_type)
{
case PLAYER_CONNECT:
{
sf::Uint8 pindex;
std::string name = "";
client_packet >> pindex;
client_packet >> name;
// Should be a much better way of doing this.
// Perhaps generate a random number
if(name == current_player_name)
{
current_player = pindex;
}
// Create a new player if one does not exist.
if(m_players.end() == m_players.find(pindex))
{
refptr<Player> p = new Player();
p->name = name;
client_packet >> p->direction;
client_packet >> p->x;
client_packet >> p->y;
m_players[pindex] = p;
}
break;
}
case PLAYER_UPDATE:
{
sf::Uint8 player_index;
// Update player position as calculated from the server.
client_packet >> player_index;
if(m_players.end() != m_players.find(player_index))
{
client_packet >> m_players[player_index]->direction;
client_packet >> m_players[player_index]->x;
client_packet >> m_players[player_index]->y;
}
break;
}
case PLAYER_DISCONNECT:
{
// This will remove the player once the disconnect algorithm is implemented
break;
}
case PLAYER_DEATH:
{
// This will set a death flag in the player struct.
break;
}
default :
{
// Eat the packet
break;
}
}
}
// For now, we are going to do a very crude shove data into
// packet from keyboard and mouse events.
// TODO: Clean this up and make it more robust
client_packet.clear();
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
if(m_players.size() > 0)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
sf::Uint8 d_pressed = KEY_NOT_PRESSED;
sf::Int32 rel_mouse_movement = 0;
// This is a fix so that the mouse will not move outside the window and
// cause the user to click on another program.
// Note: Does not work well with fast movement.
if(client_has_focus)
{
a_pressed = KEY_PRESSED;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
a_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
d_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
s_pressed = KEY_PRESSED;
}
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
// Send an update to the server if something has changed
if((m_players[current_player]->w_pressed != w_pressed) ||
(m_players[current_player]->a_pressed != a_pressed) ||
(m_players[current_player]->s_pressed != s_pressed) ||
(m_players[current_player]->d_pressed != d_pressed) ||
(m_players[current_player]->rel_mouse_movement != rel_mouse_movement))
{
d_pressed = KEY_PRESSED;
sf::Uint8 packet_type = PLAYER_UPDATE;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
m_net_client->sendData(client_packet);
m_players[current_player]->w_pressed = w_pressed;
m_players[current_player]->a_pressed = a_pressed;
m_players[current_player]->s_pressed = s_pressed;
m_players[current_player]->d_pressed = d_pressed;
m_players[current_player]->rel_mouse_movement = rel_mouse_movement;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
w_pressed = KEY_PRESSED;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
s_pressed = KEY_PRESSED;
}
rel_mouse_movement = sf::Mouse::getPosition(*m_window).x - m_width / 2;
sf::Mouse::setPosition(sf::Vector2i(m_width / 2, m_height / 2), *m_window);
}
// Send an update to the server if something has changed
if((w_pressed_prev != w_pressed) ||
(a_pressed_prev != a_pressed) ||
(s_pressed_prev != s_pressed) ||
(d_pressed_prev != d_pressed) ||
(rel_mouse_movement_prev != rel_mouse_movement))
else if(!registered_player)
{
client_packet << w_pressed;
client_packet << a_pressed;
client_packet << s_pressed;
client_packet << d_pressed;
client_packet << rel_mouse_movement;
m_net_client->sendData(client_packet);
w_pressed_prev = w_pressed;
a_pressed_prev = a_pressed;
s_pressed_prev = s_pressed;
d_pressed_prev = d_pressed;
rel_mouse_movement_prev = rel_mouse_movement;
sf::Uint8 packet_type = PLAYER_CONNECT;
client_packet.clear();
client_packet << packet_type;
client_packet << current_player;
client_packet << current_player_name;
m_net_client->sendData(client_packet, true);
registered_player = true;
}
else
{
// Do nothing.
}
m_net_client->Transmit();
}
+4 -3
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@@ -1,4 +1,3 @@
#ifndef CLIENT_H
#define CLIENT_H
@@ -18,7 +17,7 @@ class Client
public:
Client();
~Client();
void run(bool fullscreen, int width, int height);
void run(bool fullscreen, int width, int height, std::string pname);
protected:
bool create_window(bool fullscreen, int width, int height);
bool initgl();
@@ -34,7 +33,9 @@ class Client
refptr<sf::Window> m_window;
sf::Clock m_clock;
Map m_map;
refptr<Player> m_player;
sf::Uint8 current_player;
std::string current_player_name;
std::map<sf::Uint8, refptr<Player> > m_players;
int m_width;
int m_height;
GLProgram m_obj_program;
+6 -2
View File
@@ -1,4 +1,3 @@
#include <stdlib.h>
#include <getopt.h>
#include "Client.h"
@@ -8,11 +7,13 @@ int main(int argc, char *argv[])
bool fullscreen = false;
int width = 1200;
int height = 900;
std::string player_name = "Player";
struct option longopts[] = {
{"fullscreen", no_argument, NULL, 'f'},
{"height", required_argument, NULL, 'h'},
{"width", required_argument, NULL, 'w'},
{"name", required_argument, NULL, 'n'},
{NULL, 0, NULL, 0}
};
for (;;)
@@ -31,12 +32,15 @@ int main(int argc, char *argv[])
case 'w':
width = atoi(optarg);
break;
case 'n':
player_name = std::string(optarg);
break;
}
}
Client client;
client.run(fullscreen, width, height);
client.run(fullscreen, width, height, player_name);
return 0;
}