working multiplayer

This commit is contained in:
Gero Müller 2011-01-05 15:00:09 +01:00
parent a6fd2d9b3c
commit b19f44ec32
5 changed files with 403 additions and 140 deletions

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@ -9,7 +9,8 @@ include_directories (${GREMLIN_SOURCE_DIR}/src)
# define executable
add_executable( gremlin
main.cpp
main
game
)
# set dependencies

19
src/common.h Normal file
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@ -0,0 +1,19 @@
#ifndef GREMLIN_COMMON_H
#define GREMLIN_COMMON_H
#ifdef _MSC_VER
typedef __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
#else
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#endif
#endif

129
src/game.cpp Normal file
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@ -0,0 +1,129 @@
#include "game.h"
#include <stdlib.h>
void game_setup_team(team_t *team, uint8_t id) {
team->id = id;
team->color[0] = .5f + .5f * (id & (1 << 0));
team->color[1] = .5f + .5f * (id & (1 << 1));
team->color[2] = .5f + .5f * (id & (1 << 2));
team->color[3] = 1.0f;
team->x = 2000.0 * (id & (1 << 0));
team->y = 2000.0 * (id & (1 << 1));
team->z = 2000.0 * (id & (1 << 2));
}
void game_setup_player(player_t *player) {
player->id = 0;
player->status = 0;
player->team = NULL;
}
void game_setup(game_t *game) {
size_t i;
for (i = 0; i < GAME_TEAM_COUNT; i++)
game_setup_team(&game->team[i], i);
for (i = 0; i < GAME_PLAYER_COUNT; i++)
game_setup_player(&game->player[i]);
game->max_player_id = 0;
}
player_t *_game_free_player(game_t *game) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
return &game->player[i];
}
return NULL;
}
player_t *game_spawn_player(game_t *game, team_t *team) {
player_t *player = _game_free_player(game);
player->team = team;
player->id = game->max_player_id++;
player->status = 1;
player->x = team->x + 100;
player->y = team->y;
player->z = team->z;
player->vx = 0.;
player->vy = 0.;
player->vz = 0.;
return player;
}
player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id) {
player_t *player = _game_free_player(game);
player->team = team;
player->id = id;
if (game->max_player_id < id)
game->max_player_id = id;
player->status = 1;
player->x = team->x + 100;
player->y = team->y;
player->z = team->z;
player->vx = 0.;
player->vy = 0.;
player->vz = 0.;
return player;
}
void game_update_players(game_t *game, double dt) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
player_t *player = &game->player[i];
if(player->status == 0)
return;
player->x += player->vx * dt;
player->y += player->vy * dt;
player->z += player->vz * dt;
}
}
size_t game_active_team_players(game_t *game, team_t *team) {
size_t i, count = 0;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if(game->player[i].status == 0)
continue;
if (game->player[i].team == team)
count++;
}
return count;
}
team_t *game_team_with_least_players(game_t *game) {
size_t i, count = -1;
team_t *team = NULL;
for (i = 0; i < GAME_TEAM_COUNT; i++) {
size_t players = game_active_team_players(game, &game->team[i]);
if (players < count) {
count = players;
team = &game->team[i];
}
}
return team;
}
team_t *game_team(game_t *game, uint8_t id){
size_t i;
for (i = 0; i < GAME_TEAM_COUNT; i++) {
if (game->team[i].id == id) {
return &game->team[i];
}
}
return NULL;
}
player_t *game_player(game_t *game, uint8_t id){
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].id == id) {
return &game->player[i];
}
}
return NULL;
}

42
src/game.h Normal file
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@ -0,0 +1,42 @@
#ifndef GREMLIN_GAME_H
#define GREMLIN_GAME_H
#include "common.h"
typedef struct team_t team_t;
typedef struct player_t player_t;
typedef struct game_t game_t;
#define GAME_TEAM_COUNT 8
#define GAME_PLAYER_COUNT 64
struct player_t {
uint8_t id;
uint8_t status;
double x, y, z;
double rx, ry, rz, rw;
double vx, vy, vz;
team_t *team;
};
struct team_t {
uint8_t id;
double x, y, z;
float color[4];
};
struct game_t {
team_t team[GAME_TEAM_COUNT];
player_t player[GAME_PLAYER_COUNT];
int32_t max_player_id;
};
extern void game_setup(game_t *game);
extern team_t *game_team_with_least_players(game_t *game);
extern player_t *game_spawn_player(game_t *game, team_t *team);
extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id);
extern team_t *game_team(game_t *game, uint8_t id);
extern player_t *game_player(game_t *game, uint8_t id);
extern void game_update_players(game_t *game, double dt);
#endif

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@ -6,26 +6,8 @@
#include <enet/enet.h>
#include <GL/glfw.h>
#define MAX_PLAYERS_PER_TEAM 8
#define MAX_TEAMS 8
typedef struct team_t team_t;
typedef struct player_t player_t;
struct player_t {
unsigned int session;
double x, y, z;
double rx, ry, rz, rw;
double vx, vy, vz;
team_t *team;
};
struct team_t {
player_t players[MAX_PLAYERS_PER_TEAM];
double x, y, z;
GLfloat color[4];
};
#include "common.h"
#include "game.h"
GLUquadricObj *quadratic;
ENetHost *host;
@ -80,98 +62,25 @@ void setup_opengl() {
glfwSwapInterval(1);
}
void setup_team(team_t *team, size_t id) {
team->color[0] = .5f + .5f * (id & (1 << 0));
team->color[1] = .5f + .5f * (id & (1 << 1));
team->color[2] = .5f + .5f * (id & (1 << 2));
team->color[3] = 1.0f;
team->x = 2000.0 * (id & (1 << 0));
team->y = 2000.0 * (id & (1 << 1));
team->z = 2000.0 * (id & (1 << 2));
size_t i = 0;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
team->players[i].session = 0;
team->players[i].x = team->x + i * 50.;
team->players[i].y = team->y;
team->players[i].z = team->z;
team->players[i].vx = i * 5.;
team->players[i].vy = i * 5.;
team->players[i].vz = i * 5.;
}
}
void update_team(team_t *team, double dt) {
size_t i;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
if (team->players[i].session == 0)
continue;
team->players[i].x += team->players[i].vx * dt;
team->players[i].y += team->players[i].vy * dt;
team->players[i].z += team->players[i].vz * dt;
}
}
void draw_team(team_t *team) {
size_t i = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(team->x, team->y, team->z);
gluSphere(quadratic, 50.f, 32, 32);
glPopMatrix();
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
if (team->players[i].session == 0)
continue;
glPushMatrix();
glTranslated(team->players[i].x, team->players[i].y, team->players[i].z);
gluSphere(quadratic, 10.f, 32, 32);
glPopMatrix();
}
}
void spawn_player(team_t *team, size_t player) {
team->players[player].session = 1;
team->players[player].x = team->x + 100 + player * 50.;
team->players[player].y = team->y;
team->players[player].z = team->z;
team->players[player].vx = 0.;
team->players[player].vy = 0.;
team->players[player].vz = 0.;
}
size_t active_players(team_t *team) {
size_t i, count = 0;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
if (team->players[i].session != 0)
count++;
}
return count;
}
size_t team_with_least_players(team_t *teams) {
size_t i, count = MAX_PLAYERS_PER_TEAM + 1;
size_t team = MAX_TEAMS + 1;
for (i = 0; i < MAX_TEAMS; i++) {
size_t players = active_players(&teams[i]);
if (players < count) {
count = players;
team = i;
}
}
return team;
}
size_t free_player(team_t *team) {
size_t i;
for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
if (team->players[i].session == 0)
return i;
}
return MAX_PLAYERS_PER_TEAM + 1;
void draw_player(player_t *player) {
if (player->status == 0)
return;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslated(player->x, player->y, player->z);
gluSphere(quadratic, 10.f, 32, 32);
glPopMatrix();
}
void setup_network(const char *remote) {
@ -231,7 +140,66 @@ void setup_network(const char *remote) {
}
void service_network(team_t *teams) {
#define MESSAGE_PLAYER_SPAWN 0
#define MESSAGE_PLAYER_KILL 1
#define MESSAGE_ACCEPT 2
#define MESSAGE_PLAYER_UPDATE 3
#define MESSAGE_PLAYER_ACCELERATE 4
typedef struct message_t {
uint16_t msg_id;
} message_t;
typedef struct player_spawn_message_t {
uint16_t msg_id;
uint8_t team_id;
uint8_t player_id;
} player_spawn_message_t;
typedef struct player_kill_message_t {
uint16_t msg_id;
uint8_t player_id;
} player_kill_message_t;
typedef struct accept_message_t {
uint16_t msg_id;
uint8_t player_id;
} accept_message_t;
typedef struct player_update_message_t {
uint16_t msg_id;
uint8_t player_id;
unsigned int session;
double x, y, z;
double vx, vy, vz;
} player_update_message_t;
typedef struct player_accelerate_message_t {
uint16_t msg_id;
uint8_t player_id;
double x, y, z;
} player_accelerate_message_t;
void send_player_updates(game_t *game) {
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
player_update_message_t msg;
msg.msg_id = MESSAGE_PLAYER_UPDATE;
msg.player_id = game->player[i].id;
msg.x = game->player[i].x;
msg.y = game->player[i].y;
msg.z = game->player[i].z;
msg.vx = game->player[i].vx;
msg.vy = game->player[i].vy;
msg.vz = game->player[i].vz;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), 0);
enet_host_broadcast(host, 0, packet);
}
}
void service_network(game_t *game) {
ENetEvent event;
/* Wait up to 1000 milliseconds for an event. */
@ -241,37 +209,120 @@ void service_network(team_t *teams) {
printf("A new client connected from %x:%u.\n",
event.peer->address.host, event.peer->address.port);
{
size_t team = team_with_least_players(teams);
size_t player = free_player(&teams[team]);
printf("Spwan as %d.%d\n", team, player);
/* Store any relevant client information here. */
event.peer->data = &teams[team].players[player];
spawn_player(&teams[team], player);
// bring new client up to date
size_t i;
for (i = 0; i < GAME_PLAYER_COUNT; i++) {
if (game->player[i].status == 0)
continue;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = game->player[i].team->id;
spwan_msg.player_id = game->player[i].id;
ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(event.peer, 0, packet);
}
team_t *team = game_team_with_least_players(game);
player_t *player = game_spawn_player(game, team);
printf("Spwan as %d.%d\n", team->id, player->id);
event.peer->data = player;
// send player spawn message
player_spawn_message_t spwan_msg;
spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
spwan_msg.team_id = team->id;
spwan_msg.player_id = player->id;
ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
// send team and player
accept_message_t msg;
msg.msg_id = MESSAGE_ACCEPT;
msg.player_id = player->id;
packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send (event.peer, 0, packet);
// send state
}
break;
case ENET_EVENT_TYPE_RECEIVE:
case ENET_EVENT_TYPE_RECEIVE: {
#if 0
printf(
"A packet of length %u containing %s was received from %s on channel %u.\n",
event.packet->dataLength, event.packet -> data,
"A packet of length %u was received from %s on channel %u.\n",
event.packet->dataLength, event.packet->data,
event.peer->data, event.channelID);
#endif
/* Clean up the packet now that we're done using it. */
// receive team and player
// receive update
// receive state
message_t *msg = (message_t *)event.packet->data;
switch(msg->msg_id) {
case MESSAGE_PLAYER_SPAWN:
{
player_spawn_message_t *sm = (player_spawn_message_t *)event.packet->data;
team_t *team = game_team(game, sm->team_id);
player_t *player = game_spawn_player_id(game, team, sm->player_id);
}
break;
case MESSAGE_PLAYER_KILL:
{
player_kill_message_t *sm = (player_kill_message_t *)event.packet->data;
player_t *player = game_player(game, sm->player_id);
player->status = 0;
player->team = 0;
}
break;
case MESSAGE_ACCEPT:
{
accept_message_t *am = (accept_message_t *)event.packet->data;
local_player = game_player(game, am->player_id);
printf("Spwan as %d.%d\n", local_player->team->id, local_player->id);
}
break;
case MESSAGE_PLAYER_UPDATE:
{
player_update_message_t *um = (player_update_message_t *)event.packet->data;
player_t *player = game_player(game, um->player_id);
player->x = um->x;
player->y = um->y;
player->z = um->z;
player->vx = um->vx;
player->vy = um->vy;
player->vz = um->vz;
}
break;
case MESSAGE_PLAYER_ACCELERATE:
{
player_accelerate_message_t *um = (player_accelerate_message_t *)event.packet->data;
player_t *player = game_player(game, um->player_id);
player->vx += um->x;
player->vy += um->y;
player->vz += um->z;
}
break;
};
enet_packet_destroy(event.packet);
break;
}
case ENET_EVENT_TYPE_DISCONNECT:
printf("%s disconected.\n", event.peer -> data);
{
/* Reset the peer's client information. */
free(event.peer->data);
player_t *player = (player_t *)event.peer->data;
player->status = 0;
player->team = 0;
// send player spawn message
player_kill_message_t msg;
msg.msg_id = MESSAGE_PLAYER_KILL;
msg.player_id = player->id;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
event.peer->data = NULL;
break;
}
}
@ -281,12 +332,21 @@ void accelerate(double x, double y, double z) {
local_player->vx += x;
local_player->vy += y;
local_player->vz += z;
// send update
if (client_peer) {
player_accelerate_message_t msg;
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
msg.player_id = local_player->id;
msg.x = x;
msg.y = y;
msg.z = z;
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
enet_peer_send (client_peer, 0, packet);
}
}
int main(int argc, char ** argv) {
int width, height, x, y, last_x, last_y;
double time, last_time, phi = 0.0, theta = 0.0;
double time, last_time, phi = 0.0, theta = 0.0, last_player_update;
GLboolean running;
int server = 0;
@ -294,10 +354,10 @@ int main(int argc, char ** argv) {
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
team_t teams[MAX_TEAMS];
size_t i;
for (i = 0; i < MAX_TEAMS; i++)
setup_team(&teams[i], i);
game_t game;
game_setup(&game);
setup_opengl();
@ -307,12 +367,14 @@ int main(int argc, char ** argv) {
} else {
server = 1;
setup_network(NULL);
local_player = &teams[0].players[0];
spawn_player(&teams[0], 0);
team_t *team = game_team(&game, 0);
local_player = game_spawn_player(&game, team);
}
float plane_color[] = {0.2f, 0.3f, 0.4f, 1.0f};
size_t i;
running = GL_TRUE;
last_time = glfwGetTime();
last_player_update = last_time;
glfwGetMousePos(&last_x, &last_y);
while (running) {
// Get time and mouse position
@ -333,15 +395,15 @@ int main(int argc, char ** argv) {
double rx = cos(phi) * cos(theta);
double ry = sin(theta);
double rz = sin(phi) * cos(theta);
double v = 50.0f * dt;
if (glfwGetKey('W')) {
accelerate(rx * 10.0f * dt, ry * 10.0f * dt, rz * 10.0f * dt);
accelerate(rx * v, ry * v, rz * v);
} else if (glfwGetKey('S')) {
accelerate(rx * -10.0f * dt, ry * -10.0f * dt, rz * -10.0f * dt);
accelerate(rx * -v, ry * -v, rz * -v);
} else if (glfwGetKey('A')) {
accelerate(rz * 10.0f * dt, 0, -rx * 10.0f * dt);
accelerate(rz * v, 0, -rx * v);
} else if (glfwGetKey('D')) {
accelerate(-rz * 10.0f * dt, 0, rx * 10.0f * dt);
accelerate(-rz * v, 0, rx *v);
}
// Get window size (may be different than the requested size)
@ -378,7 +440,7 @@ int main(int argc, char ** argv) {
0.0f, 1.0f, 0.0f); // Up-vector
}
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, plane_color);
// Draw a textured quad
glBegin(GL_QUADS);
glVertex3f(-5000.0f, 5000.0f, -5000.0f);
@ -387,16 +449,26 @@ int main(int argc, char ** argv) {
glVertex3f(-5000.0f, 5000.0f, 5000.0f);
glEnd();
for (i = 0; i < MAX_TEAMS; i++)
update_team(&teams[i], dt);
service_network(&game);
if (server) {
if (time > last_player_update + 0.1)
{
send_player_updates(&game);
last_player_update = time;
}
}
for (i = 0; i < MAX_TEAMS; i++)
draw_team(&teams[i]);
game_update_players(&game, dt);
for (i = 0; i < GAME_TEAM_COUNT; i++)
draw_team(&game.team[i]);
for (i = 0; i < GAME_PLAYER_COUNT; i++)
draw_player(&game.player[i]);
// Swap buffers
glfwSwapBuffers();
service_network(teams);
// Check if the ESC key was pressed or the window was closed
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);