eco2d/code/apps/client/source/game.c

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#include "game.h"
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#include "platform.h"
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#include "world/world.h"
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#include "packet.h"
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#include "signal_handling.h"
#include "network.h"
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#include "entity_view.h"
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#include "camera.h"
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#include "flecs/flecs.h"
#include "flecs/flecs_dash.h"
#include "flecs/flecs_systems_civetweb.h"
#include "flecs/flecs_os_api_stdcpp.h"
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#include "packets/pkt_01_welcome.h"
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static int8_t is_networked_play;
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static uint64_t sp_player;
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static WORLD_PKT_READER(pkt_reader) {
pkt_header header = {0};
uint32_t ok = pkt_header_decode(&header, data, datalen);
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if (ok && header.ok) {
return pkt_handlers[header.id].handler(&header) >= 0;
} else {
zpl_printf("[warn] unknown packet id %d (header %d data %d)\n", header.id, ok, header.ok);
}
return -1;
}
static WORLD_PKT_WRITER(sp_pkt_writer) {
return world_read(pkt->data, pkt->datalen, NULL);
}
static WORLD_PKT_WRITER(mp_pkt_writer) {
if (pkt->is_reliable) {
return network_msg_send(pkt->data, pkt->datalen);
}
else {
return network_msg_send_unreliable(pkt->data, pkt->datalen);
}
}
void game_init(int8_t play_mode, int32_t seed, uint16_t block_size, uint16_t chunk_size, uint16_t world_size) {
is_networked_play = play_mode;
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platform_init();
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entity_view_init();
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camera_reset();
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if (is_networked_play) {
world_init_minimal(0, 0, 0, pkt_reader, mp_pkt_writer);
network_init();
network_client_connect("127.0.0.1", 27000);
} else {
stdcpp_set_os_api();
world_init(seed, block_size, chunk_size, world_size, pkt_reader, sp_pkt_writer);
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/* server dashboard */
{
ECS_IMPORT(world_ecs(), FlecsDash);
ECS_IMPORT(world_ecs(), FlecsSystemsCivetweb);
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ecs_set(world_ecs(), 0, EcsDashServer, {.port = 27001});
ecs_set_target_fps(world_ecs(), 60);
}
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sp_player = player_spawn("unnamed");
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pkt_01_welcome table = {.ent_id = 0, .block_size = block_size, .chunk_size = chunk_size, .world_size = world_size};
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pkt_world_write(MSG_ID_01_WELCOME, pkt_01_welcome_encode(&table), 1, NULL);
}
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}
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int8_t game_is_networked() {
return is_networked_play;
}
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void game_shutdown() {
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entity_view_free();
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if (is_networked_play) {
network_client_disconnect();
network_destroy();
} else {
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player_despawn(sp_player);
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world_destroy();
}
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}
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uint8_t game_is_running() {
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return platform_is_running();
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}
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void game_input() {
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}
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void game_update() {
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if (is_networked_play) network_client_tick();
else world_update();
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}
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void game_render() {
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platform_render();
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}