v4k-git-backup/demos/99-syncdemo.c

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#include "v4k.h"
enum { MAX_NPCS = 5 };
struct player_t {
uint64_t seen_until;
float x,y,z,angle;
uint32_t color;
};
struct npc_t {
float x,y,z;
uint32_t color;
};
struct world_t {
struct player_t player[MAX_CLIENTS];
struct npc_t npc[MAX_NPCS];
} world = {0};
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char *show_notification(char *msg) {
printf("notif %s\n", msg);
ui_notify("server", msg);
return NULL;
}
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void bind_netbuffers(int64_t self_id) {
uint32_t colors[] = { ORANGE,GREEN,RED,CYAN,PURPLE,YELLOW,GRAY,PINK,AQUA };
for (int64_t i=0; i<MAX_NPCS; ++i) {
// as an example, let only server to set initial pos
if (self_id==0) {
world.npc[i].x = i*3.f + 4.f;
}
world.npc[i].color = colors[i%(sizeof colors / sizeof colors[0])];
network_buffer(&world.npc[i], sizeof(struct npc_t), NETWORK_RECV, 0);
}
for (int64_t i=0; i<MAX_CLIENTS; ++i) {
world.player[i].color = colors[i%(sizeof colors / sizeof colors[0])];
network_buffer(&world.player[i], sizeof(struct player_t), i!=self_id ? NETWORK_RECV : NETWORK_SEND, i /* each client owns exactly 1 buffer */);
};
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// register server->client rpc
if (self_id > 0) {
network_rpc("char* show_notification(char*)", show_notification);
}
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}
int main() {
// ifdef(win32, FreeConsole()); // tty_detach()
// network setup
network_create("127.0.0.1", 0, flag("--client") ? NETWORK_CONNECT : 0);
int64_t self_id = network_get(NETWORK_RANK);
bind_netbuffers(self_id);
// game setup
camera_t cam = camera();
window_create( 0.35f, WINDOW_MSAA8|WINDOW_SQUARE );
struct player_t *self = &world.player[self_id];
// game loop
while( window_swap() && !input(KEY_ESC) ) {
// network sync
char **event = network_sync(0); // timeout_ms:0
while(*event) printf( "network event: %s\n", *event++ );
self_id = network_get(NETWORK_RANK);
if (network_get(NETWORK_LIVE) == 0) {
network_create("127.0.0.1", 0, flag("--client") ? NETWORK_CONNECT|NETWORK_NOFAIL : 0);
self_id = network_get(NETWORK_RANK);
if (self_id != -1) {
bind_netbuffers(self_id);
}
continue;
}
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/* quick hack to broadcast notif from host */
if (self_id == 0 && input_down(KEY_F3)) {
printf("rpc %s\n", "show_notification \"hi, sailor!\"");
network_rpc_send(rand()%4, "show_notification \"hi, sailor!\"");
}
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// camera tracking
cam.position = vec3(self->x,100,self->z);
camera_lookat(&cam, vec3(self->x,0,self->z));
// input - move player
float iy = input(KEY_UP) - input(KEY_DOWN);
float ix = input(KEY_RIGHT) - input(KEY_LEFT);
if( iy || ix ) {
self->x += iy*window_delta()*15;
self->z += ix*window_delta()*15;
}
self->seen_until = date_epoch() + 4;
// npc - update npc movement on server-side
if (self_id == 0) {
for (int i = 0; i < MAX_NPCS; ++i) {
struct npc_t *n = &world.npc[i];
n->z = sinf(window_time())*4.f;
}
}
// background - draw grid
ddraw_grid(0);
// foreground - draw all players
for( int id = 0; id < MAX_CLIENTS; ++id ) {
struct player_t *p = &world.player[id];
if (p->seen_until < date_epoch()) continue; /* skip inactive players */
ddraw_color( p->color );
ddraw_capsule(vec3(p->x,0,p->z), vec3(p->x,2,p->z), 1);
ddraw_text(vec3(p->x,4,p->z), 0.01, stringf("player #%d", id));
}
for( int id = 0; id < MAX_NPCS; ++id ) {
struct npc_t *p = &world.npc[id];
ddraw_color( p->color );
ddraw_capsule(vec3(p->x,0,p->z), vec3(p->x,2,p->z), 1);
ddraw_text(vec3(p->x,4,p->z), 0.01, stringf("npc #%d", id));
}
// stats
char title[64];
sprintf(title, "player #%lld", self_id);
window_title(title);
}
}