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 2012-09-25 20:36:11 -04:00 committed by Josh Holtrop
parent 7df681082a
commit ba0bc9b77d
15 changed files with 329 additions and 144 deletions

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,

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);
if(m_players.size() > 0)
{
redraw();
}
last_time = current_time;
// temporary for now. otherwise this thread consumed way too processing
@ -74,30 +85,80 @@ 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))
{
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 >> m_player->direction;
client_packet >> m_player->x;
client_packet >> m_player->y;
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();
if(m_players.size() > 0)
{
sf::Uint8 w_pressed = KEY_NOT_PRESSED;
sf::Uint8 a_pressed = KEY_NOT_PRESSED;
sf::Uint8 s_pressed = KEY_NOT_PRESSED;
@ -130,12 +191,16 @@ void Client::update(double elapsed_time)
}
// 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))
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))
{
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;
@ -144,11 +209,26 @@ void Client::update(double elapsed_time)
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;
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;
}
}
else if(!registered_player)
{
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();
}

View File

@ -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;

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;
}

View File

@ -1,4 +1,3 @@
#include <math.h>
#include "HexTile.h"

View File

@ -1,4 +1,3 @@
#ifndef HEXTILE_H
#define HEXTILE_H

View File

@ -1,4 +1,3 @@
#include "Map.h"
#include "HexTile.h"

View File

@ -1,4 +1,3 @@
#ifndef MAP_H
#define MAP_H

View File

@ -1,10 +1,17 @@
#include "Player.h"
#include <math.h>
Player::Player()
{
x = 0.0;
y = 0.0;
direction = 0.0;
direction = M_PI_2;
hover = 1.0;
name = "";
w_pressed = KEY_NOT_PRESSED;
a_pressed = KEY_NOT_PRESSED;
s_pressed = KEY_NOT_PRESSED;
d_pressed = KEY_NOT_PRESSED;
rel_mouse_movement = 0;
updated = false;
}

View File

@ -1,8 +1,9 @@
#ifndef PLAYER_H
#define PLAYER_H
#include <string>
#include "Types.h"
#include "SFML/Config.hpp"
class Player
{
@ -12,6 +13,12 @@ class Player
double y;
double direction; /* 0 = East, M_PI_2 = North, M_PI = West, ... */
double hover;
sf::Uint8 w_pressed;
sf::Uint8 a_pressed;
sf::Uint8 s_pressed;
sf::Uint8 d_pressed;
sf::Int32 rel_mouse_movement;
bool updated;
Player();
};

View File

@ -23,7 +23,6 @@ void Timer::Update(void)
{
// Record the time step
stepTime = ((myClock.getElapsedTime().asSeconds() / 1000.0f) * gameSpeed);
//stepTime = ((((sf::Window*)screen)->GetFrameTime() / 1000.0f) * gameSpeed);
myClock.restart();
// Add the time to the total time

View File

@ -4,6 +4,9 @@
#define KEY_PRESSED 0xA5u
#define KEY_NOT_PRESSED 0x5Au
#define PLAYER_CONNECT 0x1Au
#define PLAYER_DISCONNECT 0x2Bu
#define PLAYER_DEATH 0x3Cu
#define PLAYER_UPDATE 0x4Du
#endif

View File

@ -1,4 +1,3 @@
#ifndef REFPTR_H
#define REFPTR_H REFPTR_H

View File

@ -1,15 +1,13 @@
#include "Server.h"
#include "Types.h"
#include <math.h>
#include "Timer.h"
Server::Server(sf::Uint16 port)
{
m_net_server = new Network();
m_net_server->Create(port, sf::IpAddress::None);
m_player = new Player();
m_player->x = 0;
m_player->y = 0;
m_player->direction = M_PI_2;
m_players.clear();
}
Server::~Server()
@ -22,10 +20,18 @@ void Server::run( void )
double current_time;
double elapsed_time;
double last_time = 0.0;
Timer server_timer;
server_timer.Init();
while(1)
{
current_time = m_clock.getElapsedTime().asSeconds();
elapsed_time = current_time - last_time;
// Time must be updated before any messages are sent
// Especially guaranteed messages, since the time needs to be
// non zero.
server_timer.Update();
update( elapsed_time );
last_time = current_time;
@ -40,65 +46,143 @@ void Server::update( double elapsed_time )
static Player player_prev;
const double move_speed = 75.0;
sf::Packet server_packet;
static sf::Uint8 w_pressed = KEY_NOT_PRESSED;
static sf::Uint8 a_pressed = KEY_NOT_PRESSED;
static sf::Uint8 s_pressed = KEY_NOT_PRESSED;
static sf::Uint8 d_pressed = KEY_NOT_PRESSED;
static sf::Int32 rel_mouse_movement = 0;
m_net_server->Receive();
// Handle all received data (only really want the latest)
while(m_net_server->getData(server_packet))
{
server_packet >> w_pressed;
server_packet >> a_pressed;
server_packet >> s_pressed;
server_packet >> d_pressed;
server_packet >> rel_mouse_movement;
sf::Uint8 ptype;
// Get packet type
server_packet >> ptype;
switch(ptype)
{
case PLAYER_CONNECT:
{
refptr<Player> p = new Player();
std::string pname;
sf::Uint8 pindex;
server_packet >> pindex;
server_packet >> pname;
// When a player connects, we need to associate
// that player with a new ID. find first unused id
// player zero means a player does not exist.
if(pindex == 0)
{
for(pindex = 1u; pindex < 255u; pindex++ )
{
if(m_players.end() == m_players.find(pindex))
{
break;
}
}
p->name = pname;
m_players[pindex] = p;
// Alert all connected clients of all the connected players.
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
server_packet.clear();
server_packet << ptype;
server_packet << piter->first;
server_packet << piter->second->name;
// Send correct starting locations so that they match
// the other players screens.
server_packet << piter->second->direction;
server_packet << piter->second->x;
server_packet << piter->second->y;
m_net_server->sendData(server_packet, true);
}
}
break;
}
case PLAYER_UPDATE:
{
// Need to determine the correct player id
// then update the stored contents.
sf::Uint8 pindex;
server_packet >> pindex;
if(m_players.end() != m_players.find(pindex))
{
server_packet >> m_players[pindex]->w_pressed;
server_packet >> m_players[pindex]->a_pressed;
server_packet >> m_players[pindex]->s_pressed;
server_packet >> m_players[pindex]->d_pressed;
server_packet >> m_players[pindex]->rel_mouse_movement;
}
break;
}
case PLAYER_DISCONNECT:
{
// This completely removes the player from the game
// Deletes member from the player list
break;
}
case PLAYER_DEATH:
{
// This just forces the player to dissapper from the
// playing field.
break;
}
default:
{
// Just eat the packet
break;
}
}
}
if (KEY_PRESSED == a_pressed)
for(std::map<sf::Uint8, refptr<Player> >::iterator piter = m_players.begin(); piter != m_players.end(); piter++)
{
double direction = m_player->direction + M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
}
if (KEY_PRESSED == d_pressed)
sf::Uint8 pindex = piter->first;
if (KEY_PRESSED == m_players[pindex]->a_pressed)
{
double direction = m_player->direction - M_PI_2;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
double direction = m_players[pindex]->direction + M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == w_pressed)
if (KEY_PRESSED == m_players[pindex]->d_pressed)
{
double direction = m_player->direction;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
double direction = m_players[pindex]->direction - M_PI_2;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == s_pressed)
if (KEY_PRESSED == m_players[pindex]->w_pressed)
{
double direction = m_player->direction + M_PI;
m_player->x += cos(direction) * move_speed * elapsed_time;
m_player->y += sin(direction) * move_speed * elapsed_time;
double direction = m_players[pindex]->direction;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if (KEY_PRESSED == m_players[pindex]->s_pressed)
{
double direction = m_players[pindex]->direction + M_PI;
m_players[pindex]->x += cos(direction) * move_speed * elapsed_time;
m_players[pindex]->y += sin(direction) * move_speed * elapsed_time;
m_players[pindex]->updated = true;
}
if(0 != m_players[pindex]->rel_mouse_movement)
{
m_players[pindex]->direction -= M_PI * 0.5 * m_players[pindex]->rel_mouse_movement / 1000;
m_players[pindex]->updated = true;
}
m_player->direction -= M_PI * 0.5 * rel_mouse_movement / 1000;
server_packet.clear();
// Send the player update if there were changes
if((player_prev.direction != m_player->direction) ||
(player_prev.x != m_player->x) ||
(player_prev.y != m_player->y))
if(m_players[pindex]->updated)
{
server_packet << m_player->direction;
server_packet << m_player->x;
server_packet << m_player->y;
sf::Uint8 ptype = PLAYER_UPDATE;
server_packet << ptype;
server_packet << pindex;
server_packet << m_players[pindex]->direction;
server_packet << m_players[pindex]->x;
server_packet << m_players[pindex]->y;
m_net_server->sendData(server_packet);
player_prev.direction = m_player->direction;
player_prev.x = m_player->x;
player_prev.y = m_player->y;
m_players[pindex]->updated = false;
}
}
m_net_server->Transmit();
}

View File

@ -1,6 +1,7 @@
#include "Network.h"
#include "Player.h"
#include "refptr.h"
#include "SFML/Config.hpp"
class Server{
public:
@ -11,6 +12,6 @@ class Server{
protected:
void update(double elapsed_time);
refptr<Network> m_net_server;
refptr<Player> m_player;
std::map<sf::Uint8, refptr<Player> > m_players;
sf::Clock m_clock;
};