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Author SHA1 Message Date
Mathieu Duval
75ca13ccfc Push Optimisation mesh. Generation des Chunks à revoir. 2023-09-24 00:24:45 -04:00
900 changed files with 1354 additions and 127055 deletions

7
.gitignore vendored
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@@ -373,10 +373,3 @@ FodyWeavers.xsd
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@@ -1,163 +0,0 @@
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@@ -1,32 +0,0 @@
#include "boostinfo.h"
#include <iostream>
BoostInfo::BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur) : m_type(type), m_name(name), m_u(u), m_v(v), m_s(s), m_durability(dur)
{
}
BoostInfo::~BoostInfo()
{
}
BoostType BoostInfo::GetType() const
{
return m_type;
}
void BoostInfo::GetTexture(float& u, float& v, float& s)
{
u = m_u;
v = m_v;
s = m_s;
}
void BoostInfo::Show() const
{
std::cout << "Type: " << m_type << std::endl;
std::cout << "Nom: " << m_name << std::endl;
std::cout << "Durabilite: " << m_durability << std::endl;
std::cout << "Coordonnees Texture: " << m_u << ", " << m_v << ", " << m_s << std::endl;
}

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@@ -1,29 +0,0 @@
#ifndef BOOSTINFO_H__
#define BOOSTINFO_H__
#include <string>
#include "define.h"
class BoostInfo
{
public:
BoostInfo(BoostType type, const std::string& name, float u, float v, float s, int dur);
~BoostInfo();
BoostType GetType() const;
void GetTexture(float& u, float& v, float& s);
void Show() const;
private:
BoostType m_type;
float m_u;
float m_v;
float m_s;
std::string m_name;
int m_durability;
};
#endif // BOOSTINFO_H__

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@@ -1,52 +0,0 @@
#include "bullet.h"
#include "world.h"
Bullet::Bullet(Vector3f pos, Vector3f dir) : m_startpos(pos), m_currentpos(pos), m_velocity(dir) {}
Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_currentpos(pos), m_velocity(dir), m_tid(tid) {}
Bullet::~Bullet() {}
bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
int max = 100 / perframe;
float damage = 0.057f;
for (int x = 0; x < max; ++x) {
m_currentpos += m_velocity * elapsedtime;
for (auto& [key, player] : mapPlayer) {
if ((m_currentpos - player->GetPosition()).Length() < .4f) {
player->InflictDamage(damage);
return true;
}
}
if (!world->ChunkAt(m_currentpos))
return true;
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
return true;
}
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
}
return false;
}
void Bullet::Transpose(int& x, int& z) {
m_currentpos.x -= x * CHUNK_SIZE_X;
m_currentpos.z -= z * CHUNK_SIZE_Z;
m_startpos.x -= x * CHUNK_SIZE_X;
m_startpos.z -= z * CHUNK_SIZE_Z;
}
Vector3f Bullet::getPos() const {
return m_currentpos;
}
Vector3f Bullet::getVel() const {
return m_velocity;
}
uint64_t Bullet::getTeamID(){
return m_tid;
}

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@@ -1,35 +0,0 @@
#ifndef BULLET_H__
#define BULLET_H__
#include <unordered_map>
#include "define.h"
#include "vector3.h"
#include "player.h"
class World;
class Player;
class Bullet {
public:
Bullet(Vector3f pos, Vector3f dir);
Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
~Bullet();
bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
void Transpose(int& x, int& z);
Vector3f getPos() const;
Vector3f getVel() const;
uint64_t getTeamID();
private:
Vector3f m_startpos,
m_currentpos,
m_velocity;
uint64_t m_tid = 0;
};
#endif // BULLET_H__

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@@ -1,205 +0,0 @@
#include "chunk.h"
#include "world.h"
Chunk::Chunk(unsigned int x, unsigned int y, int64_t seed) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(seed);
m_blocks.Reset(BTYPE_AIR);
int ratio = 0;
ratio = x * y % 7;
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
double height = 0;
for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.139;
ynoiz *= 1.139;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GREENGRASS, nullptr);
}
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
}
//int rnd = rand() % 15;
if (ratio == 1)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
if (ratio == 3)
for (int ix = 0; ix < CHUNK_SIZE_Z; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_X; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (iz == 4)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 1);
}
}
if (ratio == 5)
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // structure
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 14; ++iy) {
if (ix == 3)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
Structure(ix, iy, iz, 2);
}
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz;
// xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// if (tree) {
// for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// break;
// }
// }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/
}
Chunk::~Chunk() {
/*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
for (int y = 0; y < CHUNK_SIZE_Y; ++y)
data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)] = (char)GetBlock(x, y, z);
std::ostringstream pos;
pos << CHUNK_PATH << m_posX << '_' << m_posY << ".chunk";
std::ofstream output(pos.str(), std::fstream::binary);
output.write(data, sizeof(data));
output.close();
}*/
}
void Chunk::RemoveBlock(int x, int y, int z, World* world) {
m_blocks.Set(x, y, z, BTYPE_AIR);
CheckNeighbors(x, y, world);
m_isDirty = true;
}
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
}
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
void Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
unsigned int cx, cy;
world->GetScope(cx, cy);
if (x == 0 && m_posX - cx >= 0 &&
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
else if (x == CHUNK_SIZE_X - 1 && m_posX - cx < WORLD_SIZE_X &&
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
if (z == 0 && m_posY - cy >= 0 &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)->MakeDirty();
else if (z == CHUNK_SIZE_X - 1 && m_posY - cy < WORLD_SIZE_Y &&
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z))
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)->MakeDirty();
}
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeClean() { m_isDirty = false; }
void Chunk::MakeModified() { m_isModified = true; }
void Chunk::Structure(int x, int y, int z,int height)
{
for (int i = 0; i < height; i++)
{
SetBlock(x, i + y, z, BTYPE_GRASS, nullptr);
}
}

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@@ -1,38 +0,0 @@
#ifndef CHUNK_H__
#define CHUNK_H__
#include "define.h"
#include "array2d.h"
#include "array3d.h"
#include "blockinfo.h"
#include "opensimplex.h"
class World;
class Chunk {
private:
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
bool m_isDirty = true;
bool m_isModified = false;
unsigned int m_posX; // Position du chunk dans l'array constituant le monde.
unsigned int m_posY;
public:
Chunk(unsigned int x, unsigned int y, int64_t seed);
~Chunk();
void RemoveBlock(int x, int y, int z, World* world);
void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z);
void CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const;
void Structure(int x, int y, int z, int height);
bool IsDirty() const;
void MakeDirty();
void MakeClean();
void MakeModified();
};
#endif // CHUNK_H__

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@@ -1,87 +0,0 @@
#ifndef DEFINE_H__
#define DEFINE_H__
#include <iostream>
#include <chrono>
#define SRV_PORT 10000
#define CLI_PORT 10001
#define BUFFER_LENGTH 1500
#define CHUNK_SIZE_X 6
#define CHUNK_SIZE_Y 64
#define CHUNK_SIZE_Z 6
#define MAX_SELECTION_DISTANCE 5
#define SEED 0
#define COUNTDOWN 300
#define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64
#define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 8
#define THREADS_UPDATE_CHUNKS 6
#define THREADS_DELETE_CHUNKS 3
#define VIEW_DISTANCE 512 // Si les chunks arr<72>tent de s'afficher pendant une game et qu'il y a un access violation quand tu quitte, il faut augmenter ce chiffre.
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
#define TIME_SPEED_BOOST 10 //secondes
#define TIME_DAMAGE_BOOST 10 //secondes
#define TIME_INVINCIBLE_BOOST 4 //secondes
#define STRENGTH_SPEED_BOOST 10 //Pourcentage
#define BULLET_TIME .1
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_GREENGRASS, BTYPE_LAST };
typedef uint8_t BoostType;
enum BOOST_TYPE { BTYPE_SPEED, BTYPE_HEAL, BTYPE_DAMAGE, BTYPE_INVINCIBLE, BTYPE_BOOST_LAST };
enum ANIM_TYPE { STILL = 0, SHOOTING = 8, JUMPING = 16, JUMPINGSHOOTING = 24, DEAD = 32, TYPE_LAST = 40};
enum ANIM_POS {FRONT, QUARTER_FRONT_LEFT, QUATER_FRONT_RIGHT, PROFIL_LEFT, PROFIL_RIGHT, QUARTER_BACK_LEFT, QUARTER_BACK_RIGHT, BACK , POS_LAST};
typedef uint64_t Timestamp;
#ifdef _WIN32
#pragma comment(lib,"wsock32.lib") // Pour pouvoir faire fonctionner le linker sans le vcxproject
#pragma comment(lib,"ws2_32.lib")
#include <ws2tcpip.h>
#include <Windows.h>
#include <cstdio>
#include <ctime>
#define poll WSAPoll
#define flag_t u_long
#define addrlen_t int
#define ioctl ioctlsocket
#define SOCK_NONBLOCK FIONBIO
#define strcpy strcpy_s
#define popen _popen
#define pclose _pclose
#else // Pas _WIN32
#include <unistd.h>
#include <time.h>
#include <stdio.h>
#include <sys/socket.h>
#include <sys/ioctl.h>
#include <arpa/inet.h>
#include <netinet/in.h>
#include <cstring>
#define flag_t unsigned int
#define addrlen_t unsigned int
#define SOCKET int
#define INVALID_SOCKET -1
#define closesocket close
#endif // _WIN32
#endif // DEFINE_H__

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@@ -1,226 +0,0 @@
#ifndef NETPROTOCOL_H__
#define NETPROTOCOL_H__
#include <string>
#include "define.h"
#include "vector3.h"
/* Protocole Particulier de Partie a Plusieurs Personnes (PPPPP) */
namespace netprot {
enum class PACKET_TYPE: uint8_t {
ERR, INPUT, OUTPUT, SYNC,
TEAMINF, SELFINF, PLAYINF, LOGINF,
CHUNKMOD, PLAYERMOD, PICKUPMOD,
GAMEINFO, ENDINFO , CHAT, ERRLOG,
LAST_PACK
};
/* Structures */
struct Buffer { // Pour pouvoir rendre l'utilisation des buffers plus clean.
char* ptr = new char[BUFFER_LENGTH] { 1 }, * tmp = nullptr;
uint32_t len = BUFFER_LENGTH;
~Buffer() { delete[] ptr; }
void rstLen() { len = BUFFER_LENGTH; }
};
struct Packet { // Pour pouvoir recevoir les paquets du recv() sans avoir à les aiguiller dans la même thread.
void* ptr = nullptr; // Notez que le pointeur doit être supprimé séparément lorsqu'il n'est plus utile.
PACKET_TYPE type = PACKET_TYPE::ERR;
};
/* Constantes */
inline const char Footer[sizeof(uint32_t)] = { '\0', '\r', '\0', '\n' }; // constante de footer qui est ajoutée à chaque paquet envoyé.
/* Sous-structures */
struct Keys {
bool forward,
backward,
left,
right,
jump,
shoot,
block;
};
struct States {
bool jumping,
shooting,
hit,
powerup,
dead,
still,
jumpshot,
running;
};
/* Structures de paquets */
struct Input { // cli -> srv UDP ~frame
Timestamp timestamp;
uint64_t sid = 0;
Keys keys; // 0bFBLRJS__ bit-packing de bool.
Vector3f direction;
};
struct Output { // srv -> cli UDP ~frame
Timestamp timestamp;
uint64_t id = 0;
Vector3f position,
direction;
States states; // 0bJSH_____ bit-packing de bool.
};
struct Sync { // srv -> cli TCP ~second - un premier sync démarre la partie.
Timestamp timestamp;
uint64_t sid = 0;
uint32_t timer = 0;
uint16_t ammo = 0;
uint8_t hp = 0;
Vector3f position;
Sync() {}
Sync(Sync* sync) : timestamp(sync->timestamp), sid(sync->sid), timer(sync->timer), ammo(sync->ammo), hp(sync->hp), position(sync->position) {}
};
struct TeamInfo { // cli <-> srv TCP once
char name[32];
uint64_t id = 0;
TeamInfo() {}
TeamInfo(TeamInfo* tem) : id(tem->id) { strcpy(tem->name, name); }
};
struct LoginInfo { // cli <-> srv TCP once
char name[32];
uint64_t sid = 0,
tid = 0;
LoginInfo() {}
LoginInfo(LoginInfo* ply): sid(ply->sid), tid(ply->tid) { strcpy(ply->name, name); }
};
struct PlayerInfo { // cli <-> srv TCP once
char name[32];
uint64_t id = 0,
tid = 0;
PlayerInfo() {}
PlayerInfo(PlayerInfo* log) : id(log->id), tid(log->tid) {
strcpy(log->name, name);
};
PlayerInfo(int id, int tid, std::string strname) : id(id), tid(tid) { memcpy((void*)strname.c_str(), name, strname.length());
}
};
struct GameInfo { // cli <-> srv TCP event (before game start)/ once
uint64_t seed;
uint32_t countdown;
uint8_t gameType; // TODD: enum.
GameInfo() {}
GameInfo(GameInfo* gam) : seed(gam->seed), countdown(gam->countdown), gameType(gam->gameType) {}
};
struct Chat { // cli <-> srv TCP event
uint64_t src_id = 0,
dest_id = 0,
dest_team_id = 0;
char mess[140]; // Good 'nough for twitr, good 'nough for me.
Chat() {}
Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
};
struct ErrorLog { // srv -> cli TCP event
char mess[140];
bool is_fatal;
ErrorLog() {};
ErrorLog(ErrorLog* err) : is_fatal(err->is_fatal) { strcpy(err->mess, mess); }
};
/* Fonctions */
void Serialize(Input* in, char* buf[], uint32_t* buflen); // cli
void Serialize(Output* out, char* buf[], uint32_t* buflen); // srv
void Serialize(Sync* sync, char* buf[], uint32_t* buflen); // srv
void Serialize(TeamInfo* tinfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(LoginInfo* linfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
bool Deserialize(Output* out, char* buf, uint32_t* buflen); // cli
bool Deserialize(Sync* sync, char* buf, uint32_t* buflen); // cli
bool Deserialize(TeamInfo* tinfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(LoginInfo* linfo, char* buf, uint32_t* buflen); // cli/srv
bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
PACKET_TYPE getType(char* buf, uint32_t buflen);
Packet getPack(char* buf, uint32_t *buflen);
Packet getPack(Buffer* buf);
bool emptyPack(Packet pck);
Packet makePack(void* ptr, PACKET_TYPE type); // Pour pouvoir faire une liste de stock a supprimer sans avoir a en faire une pour chaque type.
template <class T> T copyPack(Packet* pck);
template <class T> void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen);
template <class T> void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad);
template <class T> void sendPack(SOCKET sock, T* pack, Buffer* buf);
template <class T> void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad);
std::vector<char*> recvPacks(SOCKET sock, Buffer* buf, Buffer* oufbuf = nullptr);
std::vector<char*> recvPacksFrom(SOCKET sock, Buffer* buf, sockaddr_in from, Buffer* oufbuf = nullptr);
/* Templates */
template <class T>
T copyPack(Packet* pck) { return T((T*)pck->ptr); }
template <class T>
void sendPack(SOCKET sock, T* pack, char** buf, uint32_t* buflen) {
netprot::Serialize(pack, buf, buflen);
memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
*buflen += sizeof(Footer);
send(sock, *buf, *buflen, 0);
*buflen = BUFFER_LENGTH;
}
template <class T>
void sendPackTo(SOCKET sock, T* pack, char** buf, uint32_t* buflen, sockaddr_in* sockad) {
const sockaddr_in addr = *sockad;
netprot::Serialize(pack, buf, buflen);
memcpy(*buf + *buflen, Footer, sizeof(uint32_t));
*buflen += sizeof(Footer);
sendto(sock, *buf, *buflen, 0, (sockaddr*)&addr, sizeof(addr));
*buflen = BUFFER_LENGTH;
}
template <class T>
void sendPack(SOCKET sock, T* pack, Buffer* buf) {
netprot::Serialize(pack, &buf->ptr, &buf->len);
memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(Footer);
send(sock, buf->ptr, buf->len, 0);
buf->rstLen();
}
template <class T>
void sendPackTo(SOCKET sock, T* pack, Buffer* buf, sockaddr_in* sockad) {
const sockaddr_in addr = *sockad;
netprot::Serialize(pack, &buf->ptr, &buf->len);
memcpy(&buf->ptr[buf->len], Footer, sizeof(uint32_t));
buf->len += sizeof(Footer);
sendto(sock, buf->ptr, buf->len, 0, (sockaddr*)&addr, sizeof(addr));
buf->rstLen();
}
};
#endif

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@@ -1,445 +0,0 @@
#include "world.h"
World::World() {}
World::~World() {}
Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
void World::BuildWorld() {
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
m_chunks.Set(x, y, new Chunk(x + m_center[0], y + m_center[1], m_seed));
}
void World::SetSeed(uint64_t seed) {
m_seed = seed;
}
Chunk* World::ChunkAt(float x, float y, float z) const {
int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z;
if (x < 0 || y < 0 || z < 0 ||
x >= WORLD_SIZE_X * CHUNK_SIZE_X ||
z >= CHUNK_SIZE_Z * WORLD_SIZE_Y ||
y > CHUNK_SIZE_Y)
return 0;
return m_chunks.Get(cx, cz);
}
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
void World::RemoveChunk(int nbReduit)
{
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
{
Chunk* chk = nullptr;
if (x < nbReduit)
chk = m_chunks.Remove(x, y);
if (y < nbReduit)
chk = m_chunks.Remove(x, y);
if (y > WORLD_SIZE_Y - nbReduit)
chk = m_chunks.Remove(x, y);
if (x > WORLD_SIZE_X - nbReduit)
chk = m_chunks.Remove(x, y);
// TODO: MakeDirty() les voisins pour qu'ils se redessinent.
if (!chk)
continue;
m_tbDeleted.emplace_back(chk);
}
}
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
Chunk* c = ChunkAt(x, y, z);
if (!c)
return defaultBlockType;
int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
return c->GetBlock(bx, by, bz);
}
BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
}
void World::TransposeWorld(Vector3f& player, Bullet* bullets[MAX_BULLETS]) {
int x = 0, y = 0;
if (player.x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .6f) ++x;
else if (player.x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .4f) --x;
if (player.z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .6f) ++y;
else if (player.z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .4f) --y;
if (!x && !y) return;
if (x > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ax - x >= 0) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (x < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ax - x < WORLD_SIZE_X) {
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
if (ax == 0 && m_chunks.Get(ax - x, ay))
m_chunks.Get(ax - x, ay)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
if (y > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ay - y >= 0) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (y < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ay - y < WORLD_SIZE_Y) {
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
if (ay == 0 && m_chunks.Get(ax, ay - y))
m_chunks.Get(ax, ay - y)->MakeDirty();
}
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
m_center[0] += x; m_center[1] += y;
player.x -= x * CHUNK_SIZE_X;
player.z -= y * CHUNK_SIZE_Z;
for (int index = 0; index < MAX_BULLETS; ++index)
if (bullets[index]) bullets[index]->Transpose(x, y);
}
void World::CleanUpWorld(int& deleteframes, bool clear = false) {
if (clear) {
while (m_tbDeleted.size() > 0) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
}
}
if (!m_tbDeleted.empty() && !deleteframes) {
int deleted = 0;
while (deleted < THREADS_DELETE_CHUNKS) {
}
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
deleteframes = FRAMES_DELETE_CHUNKS;
}
}
void World::GetScope(unsigned int& x, unsigned int& y) {
x = m_center[0];
y = m_center[1];
}
void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) {
UpdateWorld(player_pos, blockinfo);
//TransposeWorld(player_pos, bullets);
}
//
//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
// if (updates == 0 && ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// ChunkAt(chx, 1, chy)->Update(blockinfo, this);
// updates = FRAMES_UPDATE_CHUNKS;
// }
//
//}
void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
Vector3f currentPos = player_pos;
Vector3f currentBlock = currentPos;
Vector3f ray = player_dir;
bool found = false;
if (block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt != BTYPE_AIR)
found = true;
}
if (found)
if (blockType != BTYPE_AIR) {
found = false;
while ((currentPos - currentBlock).Length() >= 1.7f && !found) {
currentBlock -= ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt == BTYPE_AIR) { // V<>rification pour <20>tre s<>r que le bloc <20> changer n'est pas dans le joueur.
int Bx = (int)currentBlock.x;
int By = (int)currentBlock.y;
int Bz = (int)currentBlock.z;
int Px = (int)currentPos.x;
int PyA = (int)currentPos.y;
int PyB = (int)(currentPos.y - .9f);
int PyC = (int)(currentPos.y - 1.7f);
int Pz = (int)currentPos.z;
if (!(Bx == Px &&
(By == PyA ||
By == PyB ||
By == PyC) &&
Bz == Pz))
found = true;
}
}
}
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(currentBlock)->MakeModified();
block = true;
}
}
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
int bx = (int)pos.x % CHUNK_SIZE_X;
int by = (int)pos.y % CHUNK_SIZE_Y;
int bz = (int)pos.z % CHUNK_SIZE_Z;
ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(pos)->MakeModified();
}
void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.x;
int cy = player.z;
static int frameGenerate = 1;
static int frameUpdate = 2;
static int frameDelete = 3;
int side = 0;
int threads = 0;
std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
//std::future<void> delThList[THREADS_DELETE_CHUNKS];
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (frameDelete > 0) --frameDelete;
if (!frameGenerate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2 + CHUNK_SIZE_X) {
int tx = -side, ty = -side;
int chx = 0;
int chy = 0;
for (; tx <= side; ++tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty <= side; ++ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; tx >= -side; --tx) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
for (; ty >= -side; --ty) {
if (frameGenerate)
break;
chx = cx + tx * CHUNK_SIZE_X;
chy = cy + ty * CHUNK_SIZE_Z;
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy))
genThList[threads++] = std::async(std::launch::async,
[](unsigned int x, unsigned int y, uint64_t seed) {
return new Chunk(x, y, seed); },
chx / CHUNK_SIZE_X + m_center[0],
chy / CHUNK_SIZE_Z + m_center[1],
m_seed);
if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS;
}
if (frameGenerate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i)
genThList[i].wait();
for (int i = 0; i < threads; ++i) {
unsigned int x, y;
Chunk* chunk = genThList[i].get();
chunk->GetPosition(x, y);
m_chunks.Set(x - m_center[0], y - m_center[1], chunk);
}
}
side = 0;
threads = 0;
//if (!frameUpdate)
// while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
// int tx = -side, ty = -side;
// for (; tx <= side; ++tx) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; ty <= side; ++ty) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; tx >= -side; --tx) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// for (; ty >= -side; --ty) {
// if (frameUpdate)
// break;
// unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
// if (ChunkAt(chx, 1, chy) &&
// ChunkAt(chx, 1, chy)->IsDirty()) {
// updateThList[threads++] =
// std::async(std::launch::async,
// [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
// chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this);
// if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
// }
// }
// if (frameUpdate)
// break;
// ++side;
// }
//if (threads > 0) {
// for (int i = 0; i < threads; ++i) {
// updateThList[i].wait();
// Chunk* chunk = updateThList[i].get();
// chunk->FlushMeshToVBO();
// }
//}
threads = 0;
//int del = THREADS_DELETE_CHUNKS;
//while (!m_tbDeleted.empty() && del--) { // Moins rapide que le bout en dessous, mais -beaucoup- plus stable.
// m_tbDeleted.back()->FlushVBO();
// m_tbDeleted.back()->~Chunk();
// m_tbDeleted.pop_back();
//}
/*while (!m_tbDeleted.empty() && !frameDelete) {
if (m_tbDeleted.back()) {
m_tbDeleted.back()->FlushVBO();
delThList[threads] =
std::async(std::launch::async,
[](Chunk* chunk) { delete chunk; }, m_tbDeleted.back());
m_tbDeleted.pop_back();
if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS;
}
else m_tbDeleted.pop_back();
}*/
/*for (int x = 0; x < threads; ++x) {
delThList[x].wait();
delThList[x].get();
}*/
}
int World::GettbDeleted() const { return m_tbDeleted.size(); }

View File

@@ -1,151 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
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<Platform>x64</Platform>
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<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{d3bb3300-25f0-42bf-a934-fac33b5c7d25}</ProjectGuid>
<RootNamespace>SQCSimsrv</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
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<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>v143</PlatformToolset>
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<PlatformToolset>v143</PlatformToolset>
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<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Link>
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</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="connection.cpp" />
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<ItemGroup>
<ClInclude Include="connection.h" />
<ClInclude Include="define.h" />
<ClInclude Include="server.h" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
<Project>{ee91ab12-4225-4a4d-931d-69d72f6d91fb}</Project>
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View File

@@ -1,39 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Fichiers sources">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Fichiers d%27en-tête">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
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<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
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<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>Fichiers sources</Filter>
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<ClCompile Include="server.cpp">
<Filter>Fichiers sources</Filter>
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<ClCompile Include="connection.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="define.h">
<Filter>Fichiers d%27en-tête</Filter>
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<Filter>Fichiers d%27en-tête</Filter>
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<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@@ -1,30 +0,0 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Server VERSION 0.1)
add_compile_options("-Wno-narrowing")
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../out")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-server
"../connection.cpp"
"../server.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-server PUBLIC SQCSim-common)

View File

@@ -1,119 +0,0 @@
#include "connection.h"
Connection::Connection(SOCKET sock,
sockaddr_in sockaddr,
LoginInfo log,
PlayerInfo play):
m_sock(sock),
m_addr(sockaddr),
m_loginfo(log),
m_playinfo(play) {
}
Connection::~Connection() { closesocket(m_sock); }
uint64_t Connection::GetHash(bool self) const { return self? m_loginfo.sid: m_playinfo.id; }
uint64_t Connection::GetTeamHash() const { return m_loginfo.tid; }
std::string Connection::GetName() const { return m_loginfo.name; }
void Connection::AddInput(Input in) { m_input_manifest.insert({ in.timestamp, in }); }
Output* Connection::getOutput(Timestamp time) {
auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end())
return &out->second;
return nullptr;
}
Sync Connection::getSync(Timestamp time) {
Sync sync;
auto out = m_output_manifest.find(time);
if (out != m_output_manifest.end()) {
sync.timestamp = out->second.timestamp;
sync.position = out->second.position;
sync.sid = m_loginfo.sid;
}
return sync;
}
SOCKET Connection::getSock() const { return m_sock; }
PlayerInfo* Connection::getInfo() const { return (PlayerInfo*)&m_playinfo; }
sockaddr_in* Connection::getAddr() const { return (sockaddr_in*)&m_addr; }
void Connection::getPacks(SOCKET sock) {
std::vector<char*> lsPck;
Input in;
while (true) {
lsPck = recvPacksFrom(sock, &m_buf, m_addr);
for (auto& pck : lsPck) {
uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case INPUT:
if (Deserialize(&in, pck, &bsize))
m_input_manifest[in.timestamp] = in;
break;
default: break;
}
}
lsPck.clear();
}
}
void Connection::sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns) {
while (m_last_out < m_output_manifest.size()) {
Output out = m_output_manifest.at(m_last_out++);
for (auto& [key, conn] : conns) {
if (m_playinfo.id == conn->GetHash(true))
continue;
sendPackTo<Output>(sock, &out, &m_bufout, conn->getAddr());
}
}
}
void Connection::Run(World* world) {
Input in, last;
Output out;
float el;
if (m_input_manifest.size() < 2)
return;
while (m_last_in < m_input_manifest.size()) {
in = m_input_manifest.at(m_last_in + 1);
last = m_input_manifest.at(m_last_in);
el = (float)(in.timestamp - last.timestamp) / 1000.;
player.get()->SetDirection(in.direction);
player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
in.keys.backward,
in.keys.left,
in.keys.right,
in.keys.jump, false, el), world, el);
out.position = player.get()->GetPosition();
out.direction = in.direction;
out.timestamp = in.timestamp;
out.id = m_playinfo.id;
m_output_manifest[out.timestamp] = out;
++m_last_in;
}
}
void Connection::CleanInputManifest(Timestamp time) {
auto wat = m_input_manifest.find(time);
while (wat != m_input_manifest.begin())
m_input_manifest.erase(wat--);
}

View File

@@ -1,59 +0,0 @@
#ifndef CONNECTION_H__
#define CONNECTION_H__
#include <deque>
#include <unordered_map>
#include "../SQCSim-common/player.h"
#include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/netprotocol.h"
#include "../SQCSim-common/world.h"
#include "define.h"
using namespace netprot;
class Connection {
public:
Connection(
SOCKET sock,
sockaddr_in sockaddr,
LoginInfo log,
PlayerInfo play);
~Connection();
std::unique_ptr<Player> player = nullptr;
uint64_t GetHash(bool self = true) const;
uint64_t GetTeamHash() const;
std::string GetName() const;
void AddInput(Input in);
Output* getOutput(Timestamp time);
Sync getSync(Timestamp time);
SOCKET getSock() const;
PlayerInfo* getInfo() const;
sockaddr_in* getAddr() const;
void getPacks(SOCKET sock);
void sendPacks(SOCKET sock, std::unordered_map<uint64_t, Connection*> conns);
void Run(World* world);
void CleanInputManifest(Timestamp time);
private:
std::unordered_map<Timestamp, Input> m_input_manifest;
std::unordered_map<Timestamp, Output> m_output_manifest;
std::unordered_map<Timestamp, Chat> m_chatlog;
SOCKET m_sock;
sockaddr_in m_addr;
LoginInfo m_loginfo;
PlayerInfo m_playinfo;
Timestamp m_startsync;
uint64_t m_last_in = 0,
m_last_out = 0;
Buffer m_buf,
m_bufout;
};
#endif

View File

@@ -1,14 +0,0 @@
#ifndef SRV_DEFINE_H__
#define SRV_DEFINE_H__
#include "../SQCSim-common/define.h"
#include <iostream>
#include <sstream>
#include <cctype>
#include <string>
#define MAX_CONNECTIONS 16
#define ID_LIST_SIZE 127
#define SRV_MANUAL_SETUP true
#endif

View File

@@ -1,8 +0,0 @@
#include "server.h"
int main() {
std::unique_ptr<Server> server = std::make_unique<Server>();
if (server->Init() == 0)
if (server->Ready() == 0)
server->Run();
}

View File

@@ -1,304 +0,0 @@
#include "server.h"
Server::Server(LOG_DEST log) {
m_log = log;
if (log == LOG_DEST::LOGFILE) {
m_logfile = std::ofstream("server.log", std::ofstream::out);
if (!m_logfile.is_open()) {
m_log = LOG_DEST::CONSOLE; // Fallback console.
Log("Ouverture fichier log: repli vers console.", true, false);
}
}
}
Server::~Server() {
if (m_logfile.is_open())
m_logfile.close();
if (m_sock_udp)
closesocket(m_sock_udp);
if (m_sock_tcp)
closesocket(m_sock_tcp);
for (const auto& [key, player] : m_players)
closesocket(player->getSock());
m_players.clear();
#ifdef _WIN32
WSACleanup();
#endif
}
int Server::Init() {
Log("Initialisation du serveur...", false, false);
#ifdef _WIN32
if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
Log("Initialisation WinSock.", true, true);
return 1;
}
#endif
m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
Log("Creation Socket UDP.", true, true);
return 2;
}
m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
Log("Creation Socket TCP.", true, true);
return 3;
}
/* Creation structure donnes descripteur du socket serveur */
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_port = htons(SRV_PORT);
addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
Log("Association Socket UDP.", true, true);
return 4;
}
if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
Log("Association Socket TCP.", true, true);
return 5;
}
return 0;
}
int Server::Ready() {
int nbrjoueurs = 0,
nbrconn = 0;
bool readystart = false;
do {
Log("Entrez la duree de la partie: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try {
m_game.countdown = std::stoi(m_buf.ptr);
} catch(const std::exception& e) {
Log(e.what(), true, false);
m_game.countdown = 0;
}
} while (m_game.countdown < 1);
do {
Log("Entrez le seed de la partie: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try {
m_game.seed = std::stoi(m_buf.ptr);
} catch(const std::exception& e) {
Log(e.what(), true, false);
m_game.seed = 0;
}
} while (m_game.seed < 1);
do {
Log("Entrez le nombre de joueurs: ", false, false);
std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
try {
nbrjoueurs = std::stoi(m_buf.ptr);
} catch(const std::exception& e) {
Log(e.what(), true, false);
nbrjoueurs = 0;
}
if (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS)
Log("Nombre de joueurs invalide.", true, false);
} while (nbrjoueurs <= 0 || nbrjoueurs > MAX_CONNECTIONS);
m_game.gameType = 1;
if (listen(m_sock_tcp, MAX_CONNECTIONS) < 0) {
Log("Ecoute sur le port TCP.", true, true);
return 1;
}
buildIdList(ID_LIST_SIZE);
Log("A l'ecoute sur le port: " + std::to_string(SRV_PORT), false, false);
while (!readystart) {
sockaddr_in sockad;
addrlen_t addrlen = sizeof(sockad);
SOCKET sock = accept(m_sock_tcp, (sockaddr*)&sockad, &addrlen);
if (sock < 0)
Log("Erreur de connexion", true, false);
else if (sock > 0) {
std::string str = "Nouvelle connexion provenant de: ";
str.append(inet_ntop(AF_INET, &sockad.sin_addr, m_buf.ptr, m_buf.len)).append(": ").append(std::to_string(sockad.sin_port));
if (recv(sock, m_buf.ptr, m_buf.len, 0) > 0) {
PlayerInfo play;
m_buf.len = BUFFER_LENGTH;
Packet pck = getPack(&m_buf);
if (pck.type != PACKET_TYPE::LOGINF) {
Log("Paquet invalide.", true, false);
if (pck.type != PACKET_TYPE::ERR)
netprot::emptyPack(pck);
continue; // Passer au prochain appel si c'est pas un LoginInfo ou un LoginInfo invalide qui rentre.
}
LoginInfo* log = (LoginInfo*)pck.ptr;
log->sid = getUniqueId();
log->tid = 1145389380; // TODO: À changer si on implemente un mode en equipe.
Log(str.append(" Nom: ").append(log->name), false, false);
str.clear();
Log(str.append(log->name).append(" SID: [").append(std::to_string(log->sid).append("]")), false, false);
sendPack<LoginInfo>(sock, log, &m_buf);
play.id = getUniqueId();
strcpy(play.name, log->name);
play.tid = log->tid;
sendPack<GameInfo>(sock, &m_game, &m_buf);
Connection* conn = new Connection(sock, sockad, *log, play);
for (auto& [key, player] : m_players) {
sendPack<PlayerInfo>(player->getSock(), &play, &m_buf); // Envoyer les infos de joueur distant aux joueurs d<>j<EFBFBD> connect<63>s
sendPack<PlayerInfo>(sock, player->getInfo(), &m_buf); // et envoyer les infos des joueurs distants au nouveau joueur.
}
m_players[log->sid] = std::move(conn);
delete log;
if (++nbrconn >= nbrjoueurs)
readystart = true;
}
}
}
return 0;
}
void Server::Run() {
bool endgame = false;
Input in;
sockaddr_in sockad;
addrlen_t socklen = sizeof(sockad);
Log("Debut de la partie...", false, false);
int players = m_players.size();
m_world = new World();
m_world->SetSeed(m_game.seed);
m_world->GetChunks().Reset(nullptr);
m_world->BuildWorld();
for (auto& [key, conn] : m_players) { // Creation des instances de joueurs et premier sync.
conn->player = std::make_unique<Player>(Vector3f(8.5f, CHUNK_SIZE_Y + 1.8f, 8.5f));
Sync sync;
sync.position = conn->player->GetPosition();
sync.hp = conn->player->GetHP();
sync.sid = key;
sync.ammo = 0;
sync.timestamp = 0;
sync.timer = m_game.countdown;
sendPack<Sync>(conn->getSock(), &sync, &m_buf);
}
while (!endgame) {
for (auto& [key, conn] : m_players) {
conn->getPacks(m_sock_udp);
conn->Run(m_world);
conn->sendPacks(m_sock_udp, m_players);
}
}
//while (true) {
// if (recvfrom(m_sock_udp, m_buf.ptr, m_buf.len, 0, (sockaddr*)&sockad, &socklen) > 0) {
// Packet pck = getPack(&m_buf);
// switch (pck.type) {
// using enum netprot::PACKET_TYPE;
// case ERR: std::puts("ERROR!"); break;
// case INPUT: std::puts("INPUT!"); break;
// case OUTPUT: std::puts("OUTPUT!"); break;
// case SYNC: std::puts("SYNC!"); break;
// case TEAMINF: std::puts("TEAMINF!"); break;
// case SELFINF: std::puts("SELFINF!"); break;
// case PLAYINF: std::puts("PLAYINF!"); break;
// case LOGINF: std::puts("LOGINF!"); break;
// case CHUNKMOD: std::puts("CHUNKMOD!"); break;
// case PLAYERMOD: std::puts("PLAYERMOD!"); break;
// case PICKUPMOD: std::puts("PICKUPMOD!"); break;
// case GAMEINFO: std::puts("GAMEINFO!"); break;
// case ENDINFO: std::puts("ENDINFO!"); break;
// case CHAT: std::puts("CHAT!"); break;
// case ERRLOG: std::puts("ERRLOG!"); break;
// case LAST_PACK: [[falltrough]];
// default: std::puts("wtf?!"); break;
// }
// netprot::emptyPack(pck);
// }
//}
}
inline std::string Server::LogTimestamp() {
time_t rawtime;
tm timeinfo;
char buffer[50];
time(&rawtime);
#ifdef _WIN32
localtime_s(&timeinfo, &rawtime);
#else
localtime_r(&rawtime, &timeinfo);
#endif
strftime(buffer, sizeof(buffer), "%d-%m-%Y %H:%M:%S", &timeinfo);
std::string str(buffer);
return "[" + str + "] ";
}
void Server::Log(std::string str, bool is_error = false, bool is_fatal = false) {
switch (m_log) {
using enum LOG_DEST; // C++20!
case LOGFILE:
m_logfile << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
case CONSOLE: [[fallthrough]]; // Pour dire que c'est voulu que ça traverse vers le case en dessous (C++17!)
default:
std::cout << LogTimestamp() << (is_fatal ? "FATAL " : "") << (is_error ? "ERROR " : "") << str << std::endl;
break;
}
if (is_fatal) {
if (m_logfile.is_open())
m_logfile.close();
if (m_sock_udp)
closesocket(m_sock_udp);
if (m_sock_tcp)
closesocket(m_sock_tcp);
for (const auto& [key, player] : m_players) {
closesocket(player->getSock());
}
m_players.clear();
#ifdef _WIN32
WSACleanup();
#endif
exit(-1);
}
}
void Server::buildIdList(size_t size) {
std::set<uint64_t> lst;
srand(time(NULL));
do lst.insert(((uint64_t)rand() << 32 | rand()));
while (lst.size() < size);
m_ids = std::vector<uint64_t>(lst.begin(), lst.end());
}
uint64_t Server::getUniqueId() {
uint64_t id = m_ids.back();
m_ids.pop_back();
return id;
}

View File

@@ -1,55 +0,0 @@
#ifndef SERVER_H__
#define SERVER_H__
#include <fstream>
#include <vector>
#include <set>
#include <string>
#include <unordered_map>
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
#include "connection.h"
using namespace netprot;
class Server {
public:
enum LOG_DEST: unsigned char { CONSOLE, LOGFILE, LOG_LAST };
Server(LOG_DEST log = LOG_DEST::CONSOLE);
~Server();
int Init();
int Ready();
void Run();
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
LOG_DEST m_log;
std::ofstream m_logfile;
Buffer m_buf;
std::unordered_map<uint64_t, Connection*> m_players;
std::unordered_map<Timestamp, Chat> m_chatlog;
std::vector<uint64_t> m_ids;
GameInfo m_game;
World* m_world = nullptr;
const bool m_manual_setup = SRV_MANUAL_SETUP;
std::string LogTimestamp();
void Log(std::string str, bool is_error, bool is_fatal);
void buildIdList(size_t size);
uint64_t getUniqueId();
};
#endif

View File

@@ -19,45 +19,46 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="array2d.h" />
<ClInclude Include="array3d.h" />
<ClInclude Include="audio.h" /> <ClInclude Include="audio.h" />
<ClInclude Include="booster.h" /> <ClInclude Include="blockinfo.h" />
<ClInclude Include="connector.h" /> <ClInclude Include="bullet.h" />
<ClInclude Include="chunk.h" />
<ClInclude Include="define.h" /> <ClInclude Include="define.h" />
<ClInclude Include="engine.h" /> <ClInclude Include="engine.h" />
<ClInclude Include="mesh.h" /> <ClInclude Include="matrix4.h" />
<ClInclude Include="openglcontext.h" /> <ClInclude Include="openglcontext.h" />
<ClInclude Include="remoteplayer.h" /> <ClInclude Include="opensimplex.h" />
<ClInclude Include="settings.h" /> <ClInclude Include="player.h" />
<ClInclude Include="shader.h" /> <ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" /> <ClInclude Include="skybox.h" />
<ClInclude Include="texture.h" /> <ClInclude Include="texture.h" />
<ClInclude Include="textureatlas.h" /> <ClInclude Include="textureatlas.h" />
<ClInclude Include="tool.h" /> <ClInclude Include="tool.h" />
<ClInclude Include="transformation.h" />
<ClInclude Include="vector3.h" />
<ClInclude Include="vertexbuffer.h" /> <ClInclude Include="vertexbuffer.h" />
<ClInclude Include="renderer.h" /> <ClInclude Include="world.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="audio.cpp" /> <ClCompile Include="audio.cpp" />
<ClCompile Include="booster.cpp" /> <ClCompile Include="blockinfo.cpp" />
<ClCompile Include="connector.cpp" /> <ClCompile Include="bullet.cpp" />
<ClCompile Include="chunk.cpp" />
<ClCompile Include="engine.cpp" /> <ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="mesh.cpp" />
<ClCompile Include="openglcontext.cpp" /> <ClCompile Include="openglcontext.cpp" />
<ClCompile Include="remoteplayer.cpp" /> <ClCompile Include="opensimplex.cpp" />
<ClCompile Include="settings.cpp" /> <ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" /> <ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" /> <ClCompile Include="skybox.cpp" />
<ClCompile Include="texture.cpp" /> <ClCompile Include="texture.cpp" />
<ClCompile Include="textureatlas.cpp" /> <ClCompile Include="textureatlas.cpp" />
<ClCompile Include="tool.cpp" /> <ClCompile Include="tool.cpp" />
<ClCompile Include="transformation.cpp" />
<ClCompile Include="vertexbuffer.cpp" /> <ClCompile Include="vertexbuffer.cpp" />
<ClCompile Include="renderer.cpp" /> <ClCompile Include="world.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SQCSim-common\SQCSim-common.vcxproj">
<Project>{ee91ab12-4225-4a4d-931d-69d72f6d91fb}</Project>
</ProjectReference>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid> <ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid>
@@ -111,8 +112,8 @@
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
<IncludePath>external\irrKlang-1.6.0\include;external\glew210\include;external\devil180\include;external\sfml251-32\include;$(IncludePath)</IncludePath> <IncludePath>external\irrKlang-1.6.0\include;external\glew170\include;external\devil178\include;external\sfml23\include;$(IncludePath)</IncludePath>
<LibraryPath>external\glew210\lib\Release\Win32;external\sfml251-32\lib;external\devil180\lib\x86\Release;external\irrKlang-1.6.0\lib\Win32-visualStudio;$(LibraryPath)</LibraryPath> <LibraryPath>external\glew170\lib;external\devil178\lib;external\sfml23\lib;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental> <LinkIncremental>true</LinkIncremental>
@@ -121,8 +122,8 @@
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
<IncludePath>external\devil180\include;external\irrKlang-1.6.0\include;external\sfml251-32\include;external\glew210\include;$(IncludePath)</IncludePath> <IncludePath>external\irrKlang-1.6.0\include;external\sfml23\include;external\devil178\include;external\glew170\include;$(IncludePath)</IncludePath>
<LibraryPath>external\sfml251-32\lib;external\devil180\lib\x86\Release;external\glew210\lib\Release\Win32;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath> <LibraryPath>external\sfml23\lib;external\devil178\lib;external\glew170\lib;$(LibraryPath);external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental> <LinkIncremental>false</LinkIncremental>
@@ -136,7 +137,7 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp20</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
@@ -151,7 +152,7 @@
<WarningLevel>Level3</WarningLevel> <WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization> <Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp20</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
@@ -168,14 +169,14 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp20</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion> <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed> <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>
@@ -190,14 +191,14 @@
<FunctionLevelLinking>true</FunctionLevelLinking> <FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions> <IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;NOMINMAX;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<LanguageStandard>stdcpp20</LanguageStandard> <LanguageStandard>stdcpp17</LanguageStandard>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion> <InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed> <FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<FloatingPointModel>Fast</FloatingPointModel> <FloatingPointModel>Fast</FloatingPointModel>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>false</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>irrKlang.lib;sfml-main.lib;sfml-system.lib;sfml-window.lib;sfml-graphics.lib;GlU32.Lib;OpenGL32.Lib;DevIL.lib;ILU.lib;ILUT.lib;glew32.lib;%(AdditionalDependencies)</AdditionalDependencies>

View File

@@ -11,21 +11,51 @@
</Filter> </Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="array3d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="blockinfo.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="chunk.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="define.h"> <ClInclude Include="define.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="engine.h"> <ClInclude Include="engine.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="matrix4.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="openglcontext.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="texture.h"> <ClInclude Include="texture.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="transformation.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vector3.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="player.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="shader.h"> <ClInclude Include="shader.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="tool.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="vertexbuffer.h"> <ClInclude Include="vertexbuffer.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="array2d.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="skybox.h"> <ClInclude Include="skybox.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
@@ -35,32 +65,23 @@
<ClInclude Include="textureatlas.h"> <ClInclude Include="textureatlas.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="connector.h"> <ClInclude Include="world.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="openglcontext.h"> <ClInclude Include="bullet.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="tool.h"> <ClInclude Include="opensimplex.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="mesh.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="renderer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="remoteplayer.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="booster.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="settings.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="blockinfo.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="chunk.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="engine.cpp"> <ClCompile Include="engine.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
@@ -73,9 +94,18 @@
<ClCompile Include="texture.cpp"> <ClCompile Include="texture.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="transformation.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="player.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="shader.cpp"> <ClCompile Include="shader.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="tool.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="vertexbuffer.cpp"> <ClCompile Include="vertexbuffer.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
@@ -88,25 +118,13 @@
<ClCompile Include="textureatlas.cpp"> <ClCompile Include="textureatlas.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="connector.cpp"> <ClCompile Include="world.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="tool.cpp"> <ClCompile Include="bullet.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="mesh.cpp"> <ClCompile Include="opensimplex.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="renderer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="remoteplayer.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="booster.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="settings.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>

View File

@@ -2,17 +2,17 @@
Audio::Audio() { Audio::Audio() {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(10); m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(2); m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
} }
Audio::Audio(const char * music) { Audio::Audio(const char * music) {
m_engine = irrklang::createIrrKlangDevice(); m_engine = irrklang::createIrrKlangDevice();
m_engine->setDopplerEffectParameters(1); m_engine->setDopplerEffectParameters(1);
m_engine->setRolloffFactor(2); m_engine->setRolloffFactor(1);
m_engine->setDefault3DSoundMinDistance(.1); m_engine->setDefault3DSoundMinDistance(1);
m_engine->setDefault3DSoundMaxDistance(1000); m_engine->setDefault3DSoundMaxDistance(1000);
m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING); m_music = m_engine->play2D(music, false, true, true, irrklang::ESM_STREAMING);
} }
@@ -28,11 +28,10 @@ void Audio::Update3DAudio(Vector3f pos, Vector3f dir, Vector3f vel) {
irrklang::vec3df(vel.x, vel.y, vel.z)); irrklang::vec3df(vel.x, vel.y, vel.z));
} }
irrklang::ISound* Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped = false, float volume = 1) { void Audio::Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume = 1) {
sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), is_looped, false, true, is_looped? irrklang::ESM_STREAMING: irrklang::ESM_NO_STREAMING, true); sound = m_engine->play3D(name, irrklang::vec3df(pos.x, pos.y, pos.z), false, false, true, irrklang::ESM_NO_STREAMING, true);
sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z)); sound->setVelocity(irrklang::vec3df(vel.x, vel.y, vel.z));
sound->setVolume(volume); sound->setVolume(volume);
return sound;
} }
void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) { void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume = 1) {
@@ -48,7 +47,3 @@ void Audio::Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& v
void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); } void Audio::ToggleMusicState() { m_music->setIsPaused(!m_music->getIsPaused()); }
void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); } void Audio::PauseEngine() { m_engine->setAllSoundsPaused(); }
float Audio::GetMusicVolume() const {
return m_music->getVolume();
}

View File

@@ -1,30 +1,24 @@
#ifndef AUDIO_H__ #ifndef AUDIO_H__
#define AUDIO_H__ #define AUDIO_H__
#ifdef _WIN32
#include <irrKlang.h> #include <irrKlang.h>
#include <ik_ISoundSource.h> #include <ik_ISoundSource.h>
#else
#include "./external/irrKlang-64bit-1.6.0/include/irrKlang.h"
#include "./external/irrKlang-64bit-1.6.0/include/ik_ISoundSource.h"
#endif
#include "../SQCSim-common/vector3.h"
#include "define.h" #include "define.h"
#include "vector3.h"
class Audio { class Audio {
private: private:
irrklang::ISoundEngine* m_engine;
irrklang::ISound* m_music; irrklang::ISound* m_music;
public: public:
Audio(); Audio();
Audio(const char* music); Audio(const char* music);
~Audio(); ~Audio();
irrklang::ISoundEngine* m_engine;
void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed); void Update3DAudio(Vector3f pos, Vector3f dir, Vector3f speed);
irrklang::ISound* Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, bool is_looped, float volume); void Create3DAudioObj(irrklang::ISound* sound, const char* name, Vector3f pos, Vector3f vel, float volume);
void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume); void Render3DAudioObj(irrklang::ISound* sound, Vector3f& pos, Vector3f& vel, float volume);
@@ -33,8 +27,6 @@ public:
void ToggleMusicState(); void ToggleMusicState();
void PauseEngine(); void PauseEngine();
float GetMusicVolume() const;
}; };
#endif // AUDIO_H__ #endif // AUDIO_H__

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@@ -1,46 +0,0 @@
#include "booster.h";
void Booster::RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran)
{
//
//Vector3f playerToQuad = m_player.GetPosition() - m_position;
//playerToQuad.Normalize();
//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
//Matrix4f rotationMatrix;
//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
//glMultMatrixf(rotationMatrix.GetInternalValues());
float x = pos.x;
float y = pos.y;
float z = pos.z;
float width = 1.0f;
float height = 1.0f;
//Pt override les collisions.. a ce point la je sais pas quoi faire
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
//tran.ApplyTranslation(m_position);
float u, v, w, h;
//glDisable(GL_DEPTH_TEST);
shader.Use();
textureAtlas.Bind();
textureAtlas.TextureIndexToCoord(8, u, v, w, h);
//glLoadIdentity();
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
glTexCoord2f(u, v); glVertex3f(x - width / 2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
glTexCoord2f(u + w, v); glVertex3f(x + width / 2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
glTexCoord2f(u + w, v + h); glVertex3f(x + width / 2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
glTexCoord2f(u, v + h); glVertex3f(x - width / 2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
glEnd();
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}

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@@ -1,14 +0,0 @@
#ifndef BOOSTER_H__
#define BOOSTER_H__
#include "define.h"
#include "textureatlas.h"
#include "shader.h"
#include "../SQCSim-common/vector3.h"
#include "../SQCSim-common/transformation.h"
class Booster {
public:
void RenderBillboard(const Vector3f pos, TextureAtlas& textureAtlas, Shader& shader, Transformation tran);
};
#endif

32
SQCSim2021/bullet.cpp Normal file
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#include "bullet.h"
#include "world.h"
Bullet::Bullet(Player& player) {
m_startpos = m_currentpos = player.GetPOV() + player.GetDirection();
m_velocity = player.GetDirection();
}
Bullet::~Bullet() {}
bool Bullet::Update(World* world, Transformation& tran, float elapsedtime) {
for (int x = 0; x < 1000; ++x) {
m_currentpos += m_velocity * elapsedtime;
if (!world->ChunkAt(m_currentpos))
return true;
else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
return true;
}
else if ((m_currentpos - m_startpos).Length() > VIEW_DISTANCE) return true;
}
return false;
}
void Bullet::Transpose(int& x, int& z) {
m_currentpos.x -= x * CHUNK_SIZE_X;
m_currentpos.z -= z * CHUNK_SIZE_Z;
m_startpos.x -= x * CHUNK_SIZE_X;
m_startpos.z -= z * CHUNK_SIZE_Z;
}

27
SQCSim2021/bullet.h Normal file
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#ifndef BULLET_H__
#define BULLET_H__
#include "audio.h"
#include "player.h"
#include "vertexbuffer.h"
#include "texture.h"
class World;
class Bullet {
public:
Bullet(Player& player);
~Bullet();
bool Update(World* world, Transformation& tran, float elapsedtime);
void Transpose(int& x, int& z);
private:
Vector3f m_startpos;
Vector3f m_currentpos;
Vector3f m_velocity;
};
#endif // BULLET_H__

274
SQCSim2021/chunk.cpp Normal file
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#include "chunk.h"
#include "world.h"
Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
//std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
//pos << CHUNK_PATH << x << '_' << y << ".chunk";
//std::ifstream input(pos.str(), std::fstream::binary);
//if (input.fail()) {
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(SEED);
m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 4096.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 4096.;
double height = 0;
for (int x = 0; x < 39; ++x) {
height += simplex.eval(xnoiz, ynoiz);
height *= .79;
xnoiz *= 1.139;
ynoiz *= 1.139;
}
height = height * 2000. * simplex.eval((double)(ix + x * CHUNK_SIZE_X) / 512., (double)(iz + y * CHUNK_SIZE_Z) / 512.);
height /= (CHUNK_SIZE_Y / 1.9);
height += 15.;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 512.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 512.;
float height = simplex.eval(xnoiz, ynoiz) * 50.f;// +1.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
}
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
}
//for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
// for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
// float xnoiz, ynoiz;
// xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
// ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
// bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
// for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
// if (GetBlock(ix, iy, iz) == BTYPE_AIR)
// if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
// if (tree) {
// for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 4)) % 42 + 1; ++i)
// SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
// break;
// }
// }
/* }
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
input.read(data, size);
input.close();
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix)
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz)
for (int iy = 0; iy < CHUNK_SIZE_Y; ++iy)
m_blocks.Set(ix, iy, iz, data[ix + (iz * CHUNK_SIZE_X) + (iy * CHUNK_SIZE_Z * CHUNK_SIZE_X)]);
}*/
}
Chunk::~Chunk() {
/*if (m_isModified) {
char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
for (int x = 0; x < CHUNK_SIZE_X; ++x)
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
for (int y = 0; y < CHUNK_SIZE_Y; ++y)
data[x + (z * CHUNK_SIZE_X) + (y * CHUNK_SIZE_Z * CHUNK_SIZE_X)] = (char)GetBlock(x, y, z);
std::ostringstream pos;
pos << CHUNK_PATH << m_posX << '_' << m_posY << ".chunk";
std::ofstream output(pos.str(), std::fstream::binary);
output.write(data, sizeof(data));
output.close();
}*/
}
void Chunk::RemoveBlock(int x, int y, int z, World* world) {
m_blocks.Set(x, y, z, BTYPE_AIR);
CheckNeighbors(x, y, world);
m_isDirty = true;
}
void Chunk::SetBlock(int x, int y, int z, BlockType type, World* world) {
m_blocks.Set(x, y, z, type);
if (world) CheckNeighbors(x, z, world); // Si nullptr, ne pas v<>rifier les chunks voisines.
m_isDirty = true;
}
BlockType Chunk::GetBlock(int x, int y, int z) { return m_blocks.Get(x, y, z); }
NEIGHBOR_CHUNK_POSITION Chunk::CheckNeighbors(unsigned int x, unsigned int z, World* world) {
unsigned int cx, cy;
world->GetScope(cx, cy);
if (x == 0 && m_posX - cx >= 0 && world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)) {
world->ChunkAt((m_posX - cx - 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
return X_MINUS;
}
else if (x == CHUNK_SIZE_X - 1 && m_posX - cx < WORLD_SIZE_X && world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)) {
world->ChunkAt((m_posX - cx + 1) * CHUNK_SIZE_X, 1, (m_posY - cy) * CHUNK_SIZE_Z)->MakeDirty();
return X_PLUS;
}
if (z == 0 && m_posY - cy >= 0 && world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)) {
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy - 1) * CHUNK_SIZE_Z)->MakeDirty();
return Z_MINUS;
}
else if (z == CHUNK_SIZE_X - 1 && m_posY - cy < WORLD_SIZE_Y && world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)) {
world->ChunkAt((m_posX - cx) * CHUNK_SIZE_X, 1, (m_posY - cy + 1) * CHUNK_SIZE_Z)->MakeDirty();
return Z_PLUS;
}
return NONE;
}
void Chunk::GetPosition(unsigned int& x, unsigned int& y) const { x = m_posX; y = m_posY; }
void Chunk::AddAllVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int cx, int cy, int x, int y, int z, float u, float v, float s, World* world) {
if (world->BlockAt(cx + 1, y, cy) == BTYPE_AIR) {
AddXPlusVertices(vd, count, bt, x, y, z, u, v, s);
}
if (world->BlockAt(cx - 1, y, cy) == BTYPE_AIR) {
AddXMinusVertices(vd, count, bt, x, y, z, u, v, s);
}
if (world->BlockAt(cx, y, cy + 1) == BTYPE_AIR) {
AddZPlusVertices(vd, count, bt, x, y, z, u, v, s);
}
if (world->BlockAt(cx, y, cy - 1) == BTYPE_AIR) {
AddZMinusVertices(vd, count, bt, x, y, z, u, v, s);
}
}
void Chunk::FlushMeshToVBO() {
m_vertexBuffer.SetMeshData(m_vd, m_vcount);
m_vcount = 0;
delete[] m_vd;
}
void Chunk::FlushVBO() {
m_vertexBuffer.Flush();
}
void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
float u, v, s;
// Update mesh
if (m_isDirty) {
int maxVertexCount = (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z) * (6 * 4);
m_vd = new VertexBuffer::VertexData[maxVertexCount];
m_vcount = 0;
for (int x = 0; x < CHUNK_SIZE_X; ++x) {
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
for (int y = 0; y < CHUNK_SIZE_Y; ++y) {
if (m_vcount > USHRT_MAX)
break;
BlockType bt = GetBlock(x, y, z);
if (bt != BTYPE_AIR) {
blockinfo[bt]->GetTexture(u, v, s);
AddBlockToMesh(m_vd, m_vcount, bt, x, y, z, u, v, s, world);
}
}
}
}
if (m_vcount > USHRT_MAX) {
m_vcount = USHRT_MAX;
std::cout << "[ Chunk :: Update ] Chunk data truncaned , too much vertices to have a 16 bit index " << std::endl;
}
}
m_isDirty = false;
}
void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt,
int x, int y, int z, float u, float v, float s, World* world) {
unsigned int cex, cey;
world->GetScope(cex, cey);
int cx = x + (m_posX - cex) * CHUNK_SIZE_X, cy = z + (m_posY - cey) * CHUNK_SIZE_Z;
bool isOnBorder = (x == 0 || x == CHUNK_SIZE_X - 1 ||
z == 0 || z == CHUNK_SIZE_Z - 1 ||
y == 0 || y == CHUNK_SIZE_Y - 1);
NEIGHBOR_CHUNK_POSITION ncp = CheckNeighbors(x, z, world);
if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // Y+
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
}
if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // Y-
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .2f, .2f, .2f, u, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, .2f, .2f, .2f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .2f, .2f, .2f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .2f, .2f, .2f, u + s, v);
}
if (!isOnBorder || (x == CHUNK_SIZE_X - 1 && ncp == X_PLUS) || (x == CHUNK_SIZE_X - 1 && ncp == NONE)) { // X+
AddAllVertices(vd, count, bt, cx, cy, x, y, z, u, v, s, world);
}
else if (!isOnBorder || (x == 0 && ncp == X_MINUS) || (x == 0 && ncp == NONE)) { // X-
AddAllVertices(vd, count, bt, cx, cy, x, y, z, u, v, s, world);
}
else if (!isOnBorder || (z == CHUNK_SIZE_Z - 1 && ncp == Z_PLUS) || (z == CHUNK_SIZE_Z - 1 && ncp == NONE)) { // Z+
AddAllVertices(vd, count, bt, cx, cy, x, y, z, u, v, s, world);
}
else if (!isOnBorder || (z == 0 && ncp == Z_MINUS) || (z == 0 && ncp == NONE)) { // Z-
AddAllVertices(vd, count, bt, cx, cy, x, y, z, u, v, s, world);
}
}
void Chunk::AddXPlusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s) {
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
}
void Chunk::AddXMinusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s) {
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .5f, .5f, .5f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .5f, .5f, .5f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y, z, .5f, .5f, .5f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .5f, .5f, .5f, u, v);
}
void Chunk::AddZPlusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s) {
vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .4f, .4f, .4f, u, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .4f, .4f, .4f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .4f, .4f, .4f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .4f, .4f, .4f, u, v + s);
}
void Chunk::AddZMinusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s) {
vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v);
vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v);
}
void Chunk::Render() const { m_vertexBuffer.Render(); }
bool Chunk::IsDirty() const { return m_isDirty; }
void Chunk::MakeDirty() { m_isDirty = true; }
void Chunk::MakeModified() { m_isModified = true; }

54
SQCSim2021/chunk.h Normal file
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#ifndef CHUNK_H__
#define CHUNK_H__
#include "define.h"
#include "array3d.h"
#include "array2d.h"
#include "vertexbuffer.h"
#include "blockinfo.h"
#include "opensimplex.h"
class World;
class Chunk {
private:
Array3d<BlockType> m_blocks = Array3d<BlockType>(CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z);
VertexBuffer m_vertexBuffer;
bool m_isDirty = true;
bool m_isModified = false;
unsigned int m_posX; // Position du chunk dans l'array constituant le monde.
unsigned int m_posY;
VertexBuffer::VertexData* m_vd;
int m_vcount;
void AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s, World* world);
public:
Chunk(unsigned int x, unsigned int y);
~Chunk();
void RemoveBlock(int x, int y, int z, World* world);
void SetBlock(int x, int y, int z, BlockType type, World* world);
BlockType GetBlock(int x, int y, int z);
NEIGHBOR_CHUNK_POSITION CheckNeighbors(unsigned int x, unsigned int z, World* world);
void GetPosition(unsigned int& x, unsigned int& y) const;
void AddAllVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt,int cx, int cy, int x, int y, int z, float u, float v, float s, World* world);
void AddXPlusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s);
void AddXMinusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s);
void AddZPlusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s);
void AddZMinusVertices(VertexBuffer::VertexData* vd, int& count, BlockType bt, int x, int y, int z, float u, float v, float s);
void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
void FlushMeshToVBO();
void FlushVBO();
void Render() const;
bool IsDirty() const;
void MakeDirty();
void MakeModified();
};
#endif // CHUNK_H__

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@@ -1,69 +0,0 @@
cmake_minimum_required(VERSION 3.18.4)
project(SQCSim-Client VERSION 0.8)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_STANDARD_REQUIRED True)
set(CMAKE_BUILD_DIRECTORY "./build")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "../")
set(SQCSIM_COMMON_DIR "../../SQCSim-common/")
set(SQCSIM_EXTERN_DIR "../external/")
find_package(SFML COMPONENTS system window graphics REQUIRED)
find_package(DevIL REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_library(IRRKLANG_LIBRARY
NAMES libIrrKlang.so
PATHS "${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/lib/linux-gcc-64/")
include_directories(
${SQCSIM_EXTERN_DIR}/irrKlang-64bit-1.6.0/include/
${SFML_INCLUDE_DIRS}
${IL_INCLUDE_DIR}
)
add_library(SQCSim-common
"${SQCSIM_COMMON_DIR}blockinfo.cpp"
"${SQCSIM_COMMON_DIR}bullet.cpp"
"${SQCSIM_COMMON_DIR}chunk.cpp"
"${SQCSIM_COMMON_DIR}netprotocol.cpp"
"${SQCSIM_COMMON_DIR}opensimplex.cpp"
"${SQCSIM_COMMON_DIR}player.cpp"
"${SQCSIM_COMMON_DIR}transformation.cpp"
"${SQCSIM_COMMON_DIR}world.cpp"
)
add_executable(SQCSim-client
"../audio.cpp"
"../connector.cpp"
"../engine.cpp"
"../mesh.cpp"
"../openglcontext.cpp"
"../shader.cpp"
"../skybox.cpp"
"../texture.cpp"
"../textureatlas.cpp"
"../tool.cpp"
"../vertexbuffer.cpp"
"../renderer.cpp"
"../remoteplayer.cpp"
"../main.cpp"
)
target_link_libraries(SQCSim-client PUBLIC SQCSim-common
${IRRKLANG_LIBRARY}
sfml-system
sfml-window
sfml-graphics
GL
GLU
GLEW
${IL_LIBRARIES}
${ILU_LIBRARIES}
)

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@@ -1,126 +0,0 @@
#include "connector.h"
Connector::Connector() {}
Connector::~Connector() {}
int Connector::Init() {
#ifdef _WIN32
if (WSAStartup(MAKEWORD(2, 2), &m_wsaData) != 0) { /* Initialisation de l'environnement reseau (Windows only) */
std::cout << "Initialisation WinSock." << std::endl;
return 1;
}
#endif
m_sock_udp = socket(AF_INET, SOCK_DGRAM, 0);
if (m_sock_udp == INVALID_SOCKET) { /* Creation du socket UDP */
std::cout << "Creation Socket UDP." << std::endl;
return 2;
}
m_sock_tcp = socket(AF_INET, SOCK_STREAM, 0);
if (m_sock_tcp == INVALID_SOCKET) { /* Creation du socket TCP */
std::cout << "Creation Socket TCP." << std::endl;
return 3;
}
/* Creation structure donnes descripteur du socket serveur */
sockaddr_in addr;
addr.sin_family = AF_INET;
addr.sin_port = htons(CLI_PORT);
addr.sin_addr.s_addr = htonl(INADDR_ANY);
if (bind(m_sock_udp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket UDP au port */
std::cout << "Association Socket UDP." << std::endl;
return 4;
}
if (bind(m_sock_tcp, (sockaddr*)&addr, sizeof(addr)) != 0) { /* Associer le socket TCP au port */
std::cout << "Association Socket TCP." << std::endl;
return 5;
}
return 0;
}
int Connector::Connect(const char* srv_addr, std::string name) {
sockaddr_in add;
m_srvsockaddr.sin_family = AF_INET;
m_srvsockaddr.sin_port = htons(SRV_PORT);
if (inet_pton(AF_INET, srv_addr, &m_srvsockaddr.sin_addr) <= 0) {
std::cout << "Addresse serveur invalide." << std::endl;
return 1;
}
if (connect(m_sock_tcp, (sockaddr*)&m_srvsockaddr, sizeof(m_srvsockaddr)) < 0) {
std::cout << "<EFBFBD>chec de la connexion." << std::endl;
return 2;
}
flag_t flag = 1;
if (ioctl(m_sock_tcp, SOCK_NONBLOCK, &flag) < 0) {
std::cout << "Impossible de mettre le socket en mode non-bloquant." << std::endl;
return 3;
}
netprot::Buffer bf;
netprot::LoginInfo log;
strcpy(log.name, name.c_str());
netprot::sendPack(m_sock_tcp, &log, &bf);
//using namespace std::chrono_literals;
//std::this_thread::sleep_for(100ms);
memset(bf.ptr, '\0', BUFFER_LENGTH);
bool ready = false;
int errors = 0;
std::vector<char*> lsPck;
while (!ready) {
lsPck = netprot::recvPacks(m_sock_tcp, &bf);
for (auto& pck : lsPck) {
uint32_t bsize = bf.len - (pck - bf.ptr);
netprot::PlayerInfo* pl = nullptr;
switch (netprot::getType(pck, 1)) {
using enum netprot::PACKET_TYPE;
case LOGINF:
if (!netprot::Deserialize(&m_loginfo, pck, &bsize))
++errors;
break;
case GAMEINFO:
if (!netprot::Deserialize(&m_gameinfo, pck, &bsize))
++errors;
break;
case PLAYINF:
pl = new netprot::PlayerInfo();
if (!netprot::Deserialize(pl, pck, &bsize))
++errors;
else m_players[pl->id] = pl;
break;
case TEAMINF:
// TODO: Faire dequoi avec TeamInfo si on fini par avoir des teams.
break;
case SYNC:
if (!netprot::Deserialize(&m_origin, pck, &bsize))
++errors;
ready = true;
break;
default:
errors++;
break;
}
}
lsPck.clear();
if (errors > 1000)
return 4;
}
return 0;
}
uint64_t Connector::getId() const { return m_loginfo.sid; }
unsigned int Connector::getSeed() const { return m_gameinfo.seed; }
netprot::Sync Connector::getOrigin() const { return m_origin; }

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@@ -1,43 +0,0 @@
#ifndef CONNECTOR_H__
#define CONNECTOR_H__
#include <stdlib.h>
#include <unordered_map>
#include "../SQCSim-common/netprotocol.h"
#include "define.h"
class Connector {
public:
Connector();
~Connector();
int Init();
int Connect(const char* srv_addr, std::string name);
uint64_t getId() const;
unsigned int getSeed() const;
netprot::Sync getOrigin() const;
//void SendInput();
//int Sync();
SOCKET m_sock_udp = 0,
m_sock_tcp = 0;
sockaddr_in m_srvsockaddr;
// void updateRemotePlayers(std::map<RemotePlayers> rplayers);
std::unordered_map<uint64_t, netprot::PlayerInfo> m_players;
private:
#ifdef _WIN32
WSADATA m_wsaData;
#endif
std::unordered_map<Timestamp, netprot::Input> m_inputmanifest;
std::unordered_map<uint64_t, netprot::TeamInfo> m_teams;
netprot::LoginInfo m_loginfo;
netprot::GameInfo m_gameinfo;
netprot::Sync m_origin;
};
#endif

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@@ -1,55 +1,73 @@
#ifndef CLI_DEFINE_H__ #ifndef DEFINE_H__
#define CLI_DEFINE_H__ #define DEFINE_H__
//#define SFML_STATIC true
#include <iostream>
#include <chrono>
#include <iomanip>
#include <GL/glew.h>
#include <SFML/Window.hpp> #include <SFML/Window.hpp>
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "../SQCSim-common/define.h" #include <iostream>
#ifdef _WIN32 #ifdef _WIN32
#include <windows.h>
#include <GL/glew.h>
#include <gl/GL.h> #include <gl/GL.h>
#include <gl/GLU.h> #include <gl/GLU.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <climits>
#endif #endif
#define SRV_ADDR "127.0.0.1" #define CHUNK_SIZE_X 16
#define COUNTDOWN 300 #define CHUNK_SIZE_Y 128
#define CHUNK_SIZE_Z 16
#define MAX_SELECTION_DISTANCE 5
#define SEED 12345
#define BULLET_UPDATES_PER_FRAME 20 #ifdef _DEBUG
#define WORLD_SIZE_X 2
#define WORLD_SIZE_Y 2
#define FRAMES_RENDER_CHUNKS 4
#define FRAMES_UPDATE_CHUNKS 4
#define FRAMES_DELETE_CHUNKS 4
#define THREADS_GENERATE_CHUNKS 1
#define THREADS_UPDATE_CHUNKS 1
#define THREADS_DELETE_CHUNKS 1
#define VIEW_DISTANCE 256
#define TEXTURE_SIZE 128
#define MAX_BULLETS 64
#define BASE_WIDTH 640 #define BASE_WIDTH 640
#define BASE_HEIGHT 480 #define BASE_HEIGHT 480
#endif
#ifdef NDEBUG
#define WORLD_SIZE_X 2
#define WORLD_SIZE_Y 2
#define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
#define FRAMES_DELETE_CHUNKS 1
#define THREADS_GENERATE_CHUNKS 12
#define THREADS_UPDATE_CHUNKS 5
#define THREADS_DELETE_CHUNKS 2
#define VIEW_DISTANCE 1024
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
#endif
typedef uint8_t BlockType;
enum BLOCK_TYPE { BTYPE_AIR, BTYPE_DIRT, BTYPE_GRASS, BTYPE_METAL, BTYPE_ICE, BTYPE_LAST };
enum NEIGHBOR_CHUNK_POSITION { NONE, X_MINUS, X_PLUS, Z_MINUS, Z_PLUS };
//#define TEXTURE_PATH "../SQCSim2021/media/textures/"
//#define SHADER_PATH "../SQCSim2021/media/shaders/"
//#define AUDIO_PATH "../SQCSim2021/media/audio/"
//#define CHUNK_PATH "../SQCSim2021/media/chunks/"
#define ANIME_PATH_JUMP "./media/textures/AssetOtherPlayer/FinalPNGJumping/"
#define ANIME_PATH_STILL "./media/textures/AssetOtherPlayer/FinalPNGStanding/"
#define TEXTURE_PATH "./media/textures/" #define TEXTURE_PATH "./media/textures/"
#define SHADER_PATH "./media/shaders/" #define SHADER_PATH "./media/shaders/"
#define AUDIO_PATH "./media/audio/" #define AUDIO_PATH "./media/audio/"
#define CHUNK_PATH "./media/chunks/" #define CHUNK_PATH "./media/chunks/"
#define BOOSTER_TEXTURE_PATH "./media/textures/Booster/"
enum GameState {
MAIN_MENU,
SPLASH,
OPTIONS,
QUIT,
PLAY,
PAUSE
};
enum Resolution {
HD = 0, // 1280x720 (High Definition)
FHD, // 1920x1080 (Full HD)
QHD, // 2560x1440 (Quad HD)
UHD // 3840x2160 (Ultra HD)
};
#endif // DEFINE_H__ #endif // DEFINE_H__

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@@ -1,30 +1,20 @@
#ifndef ENGINE_H__ #ifndef ENGINE_H__
#define ENGINE_H__ #define ENGINE_H__
#include <algorithm>
#include <chrono>
#include <cmath>
#include <unordered_map>
#include "../SQCSim-common/array2d.h"
#include "../SQCSim-common/blockinfo.h"
#include "../SQCSim-common/boostinfo.h"
#include "../SQCSim-common/bullet.h"
#include "../SQCSim-common/chunk.h"
#include "../SQCSim-common/world.h"
#include "../SQCSim-common/transformation.h"
#include "../SQCSim-common/player.h"
#include "define.h" #include "define.h"
#include "openglcontext.h" #include "openglcontext.h"
#include "texture.h" #include "texture.h"
#include "transformation.h"
#include "shader.h" #include "shader.h"
#include "player.h"
#include "chunk.h"
#include "skybox.h" #include "skybox.h"
#include "audio.h" #include "audio.h"
#include "textureatlas.h" #include "textureatlas.h"
#include "connector.h" #include "blockinfo.h"
#include "renderer.h" #include "array2d.h"
#include "remoteplayer.h" #include "world.h"
#include "booster.h" #include "bullet.h"
#include "settings.h"
class Engine : public OpenglContext { class Engine : public OpenglContext {
public: public:
@@ -42,145 +32,43 @@ public:
virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y); virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
private: private:
float GetScale() const;
int GetFps(float elapsedTime) const; int GetFps(float elapsedTime) const;
int GetCountdown(float elapsedTime);
int GetOptionsChoice();
bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true); bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
void InstantDamage();
void SystemNotification(std::string systemLog);
void KillNotification(Player killer, Player killed);
void DisplayNotification(std::string message);
void DisplayCrosshair(); void DisplayCrosshair();
void DisplayPovGun();
void DisplayCurrentItem(); void DisplayCurrentItem();
void DisplayHud(int timer); void DisplayHud();
void DrawHud(float elapsedTime, BlockType bloc);
void DisplayInfo(float elapsedTime, BlockType bloc); void DisplayInfo(float elapsedTime, BlockType bloc);
void DrawHud(float elapsedTime, BlockType bloc);
void PrintText(float x, float y, float scale, const std::string& t);
void DisplaySplashScreen(); Shader m_shader01;
void DisplayPauseMenu(); BlockInfo* m_blockinfo[BTYPE_LAST];
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
void DisplayMainMenu(); World m_world = World();
void DrawButtonBackgrounds(float centerX, float centerY, int iterations);
void DrawMainMenuButtons(float centerX, float centerY);
void DrawSingleMultiButtons(float centerX, float centerY);
void DisplayOptionsMenu(); Texture m_textureSkybox;
void DisplayAudioMenu(float centerX, float centerY); Texture m_textureFont;
void DisplayGraphicsMenu(float centerX, float centerY); Texture m_textureCrosshair;
void DisplayGameplayMenu(float centerX, float centerY); Texture m_textureGun;
void DrawSliderBackground(float centerX, float centerY, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void DisplayBarPercentValue(float centerX, float centerY, float posX, float posY, float minVal, float maxVal, float value);
void DrawSlider(float centerX, float centerY, float value, float minVal, float maxVal, float bottomSideValue, float topSideValue);
void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
void ProcessNotificationQueue();
Connector m_conn;
Skybox m_skybox;
Audio m_audio = Audio(AUDIO_PATH "start.wav"); Audio m_audio = Audio(AUDIO_PATH "start.wav");
irrklang::ISound* m_powpow, * m_scream;
irrklang::ISound* m_whoosh[MAX_BULLETS]; irrklang::ISound* m_powpow;
irrklang::ISound* m_scream;
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Bullet* m_bullets[MAX_BULLETS]; Bullet* m_bullets[MAX_BULLETS];
std::chrono::high_resolution_clock::time_point m_startTime;
std::unordered_map<uint64_t, Player*> m_players;
netprot::Buffer m_buf, m_bufout;
netprot::PlayerInfo m_pinfo;
RemotePlayer m_remotePlayer = RemotePlayer(netprot::PlayerInfo(), Vector3f(5.5f, CHUNK_SIZE_Y + 1.8f, 5.5f));
std::string m_messageNotification = "";
World m_world = World();
Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
Renderer m_renderer = Renderer();
Booster m_booster = Booster();
BlockInfo* m_blockinfo[BTYPE_LAST];
BoostInfo* m_boostinfo[BTYPE_BOOST_LAST];
GameState m_gamestate = GameState::SPLASH;
Shader m_shader01;
Skybox m_skybox;
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
TextureAtlas m_animeAtlas = TextureAtlas(TYPE_LAST + POS_LAST);
TextureAtlas::TextureIndex texBoostHeal;
Texture m_textureCrosshair;
Texture m_textureFont;
Texture m_textureGun;
Texture m_texturePovGun;
Texture m_textureSkybox;
Texture m_textureMainMenu;
Texture m_textureOptionsMenu;
Texture m_texturePauseMenu;
Texture m_textureSplashScreen;
Texture m_textureHd;
Texture m_textureFhd;
Texture m_textureQhd;
Texture m_textureUhd;
Texture m_textureCheck;
Texture m_textureChecked;
Texture m_textureOptAudio;
Texture m_textureOptBack;
Texture m_textureOptGameplay;
Texture m_textureOptGraphics;
Texture m_textureOptMain;
Texture m_textureOptMusic;
Texture m_textureOptOptions;
Texture m_textureOptResolution;
Texture m_textureOptSensitivity;
Texture m_textureOptSfx;
Texture m_textureMenuBack;
Texture m_textureMenuMulti;
Texture m_textureMenuOptions;
Texture m_textureMenuPlay;
Texture m_textureMenuQuit;
Texture m_textureMenuSingle;
Texture m_textureMenuTitle;
Settings m_options = Settings(m_audio);
Resolution m_resolution = HD;
float m_splashTime = 2.0f;
float m_scale; float m_scale;
float m_time = 0;
float m_titleX = 0;
float m_titleY = 0;
int m_renderCount = 0; int m_renderCount = 0;
int m_countdown = COUNTDOWN;
int m_nbReductionChunk = 4;
int m_timerReductionChunk = 30;
float m_volPrincipal = 0.0f;
float m_volMusique = 0.0f;
float m_volEffets = 0.0f;
float m_volSensible = 0.0f;
int m_selectedOption = 0;
bool m_selectedOptAudioMainBar = false;
bool m_selectedOptAudioMusicBar = false;
bool m_selectedOptAudioSfxBar = false;
bool m_selectedGameplaySensitivityBar = false;
bool m_damage = false;
bool m_wireframe = false; bool m_wireframe = false;
bool m_isSkybox = true; bool m_isSkybox = true;
@@ -188,35 +76,18 @@ private:
bool m_flash = true; bool m_flash = true;
bool m_displayCrosshair = true; bool m_displayCrosshair = true;
bool m_displayHud = true; bool m_displayHud = true;
bool m_displayInfo = true; bool m_displayInfo = false;
bool m_resetcountdown = false;
bool m_soloMultiChoiceMade = false;
bool m_stopcountdown = false;
bool m_selectedPlayOptions = false;
bool m_selectedOptions = false;
bool m_selectedQuit = false;
bool m_key1 = false;
bool m_key2 = false;
bool m_keyK = false;
bool m_keyL = false;
bool m_keyW = false; bool m_keyW = false;
bool m_keyA = false; bool m_keyA = false;
bool m_keyS = false; bool m_keyS = false;
bool m_keyD = false; bool m_keyD = false;
bool m_keySpace = false; bool m_keySpace = false;
bool m_mouseL = false; bool m_mouseL = false;
bool m_mouseR = false; bool m_mouseR = false;
bool m_mouseC = false; bool m_mouseC = false;
bool m_mouseWU = false; bool m_mouseWU = false;
bool m_mouseWD = false; bool m_mouseWD = false;
float m_mousemx = 0;
float m_mousemy = 0;
bool m_networkgame = false;
}; };
#endif // ENGINE_H__ #endif // ENGINE_H__

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