#include "game.h" #include "platform.h" #include "world/world.h" #include "packets/packet.h" #include "signal_handling.h" #include "network.h" #include "flecs/flecs.h" #include "flecs/flecs_dash.h" #include "flecs/flecs_systems_civetweb.h" #include "flecs/flecs_os_api_stdcpp.h" static int8_t is_networked_play; static uint64_t sp_player; static WORLD_PKT_READER(pkt_reader) { pkt_header header = {0}; uint32_t ok = pkt_header_decode(&header, data, datalen); 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; platform_init(); 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); /* server dashboard */ { ECS_IMPORT(world_ecs(), FlecsDash); ECS_IMPORT(world_ecs(), FlecsSystemsCivetweb); ecs_set(world_ecs(), 0, EcsDashServer, {.port = 27001}); ecs_set_target_fps(world_ecs(), 60); } sp_player = player_spawn("unnamed"); pkt_01_welcome table = {.block_size = block_size, .chunk_size = chunk_size, .world_size = world_size}; pkt_world_write(MSG_ID_01_WELCOME, pkt_01_welcome_encode(&table), 1, NULL); } } int8_t game_is_networked() { return is_networked_play; } void game_shutdown() { if (is_networked_play) { network_client_disconnect(); network_destroy(); } else { player_despawn(sp_player); world_destroy(); } } uint8_t game_is_running() { return platform_is_running(); } void game_input() { } void game_update() { if (is_networked_play) network_client_tick(); else world_update(); } void game_render() { platform_render(); }