Implemented the real server

This commit is contained in:
Vladislav Khorev committed 2026-10-30 16:37:30 +06:00
1 parent 931236bec0
commit 075750442f
22 files changed
+1130 -44

No files matched your search

+143
View File
@@ -0,0 +1,143 @@
# WebSocket Networking: First Iteration
## Scope
The first networking iteration adds a Windows-only WebSocket transport using
Boost.Asio and Boost.Beast.
The goal of this iteration is connection and replication stability. It does not
yet implement multiplayer commands, authentication, per-connection players,
state deltas, or presentation-event replication.
## Runtime Architecture
### Server
`WebsocketGameServer` wraps the headless `InternalGameServer`.
- It accepts any WebSocket connection.
- It sends the current complete game state immediately after connection.
- It broadcasts the current complete state every five seconds.
- Incoming WebSocket messages are read and discarded.
- The authoritative simulation remains on the main server thread.
- Network sessions only receive serialized state and never access
`InternalGameServer` directly.
The standalone server creates the existing fixed player ID `"player"` and does
not enable the battle-zone test bot.
### Client
`WebsocketGameClient` implements `IGameServer`.
- It connects asynchronously to `ws://127.0.0.1:8080/`.
- Received messages are queued by the network thread and applied on the game
thread from `update()`.
- It maintains an internal `InternalGameServer` replica so existing snapshot
consumers and transitional runtime-state bindings continue to work.
- `submit()` intentionally discards all commands.
- `drainEvents()` returns no events.
- Client-side save and load calls are ignored because persistence remains
server-side.
`RemoteGameServerHost` prepares local presentation resources and runtime
locations against the replicated state. It does not advance authoritative
simulation or write Lua/dialogue auxiliary state back to the server.
## Campaign Routing
The graphical game uses stable router objects for `IGameServer` and
`IGameServerHost`, allowing existing UI and runtime references to remain valid.
When `NETWORK` is defined:
- `battle_zone` uses `WebsocketGameClient` and `RemoteGameServerHost`.
- Every other campaign uses `InternalGameServer` and `LocalGameServerHost`.
The WebSocket client is created only when `battle_zone` is selected and is
destroyed when that campaign is unloaded.
## JSON Protocol
Messages use a versioned JSON envelope:
```json
{
"protocolVersion": 1,
"type": "state",
"payload": {
"schemaVersion": 1
}
}
```
The payload temporarily uses the existing `GameState::save()` representation.
The client applies it through `InternalGameServer::load()`.
Malformed JSON, unsupported protocol versions, unsupported message types, and
invalid state payloads are logged and ignored.
This temporary full-state format is expected to be replaced or separated from
the persistence schema as command handling and production replication are
implemented.
## Build Configuration
Networking is enabled only for Windows:
- `proj-windows/CMakeLists.txt` defines `NETWORK`, compiles the WebSocket client
and remote host, and links `ws2_32` and `mswsock`.
- `server/CMakeLists.txt` defines `NETWORK` for the Windows `GameServer`, compiles
the WebSocket server, and links the Windows socket libraries.
- Linux, Android, and Web builds do not define `NETWORK` and do not compile the
network transport.
The previous Web-build `NETWORK` definition was removed.
## Running
Build the server:
```powershell
cmake -S server -B server/build
cmake --build server/build --config Debug --target GameServer
```
Run it from the repository root:
```powershell
.\server\build\Debug\GameServer.exe --campaign battle_zone --location uni_exterior
```
The listener defaults to `0.0.0.0:8080`. It can be changed with:
```text
--address IP
--port N
```
Launch the Windows game and select `battle_zone`. The client connects to
`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
## Verification
The implementation was verified with:
- A successful Windows graphical-game build.
- A successful Windows headless-server build.
- Server state and protocol tests.
- A WebSocket smoke test receiving the initial state and the next five-second
broadcast.
- A check that the shared `"player"` exists and the battle-zone test bot is not
created for the network server.
## Current Limitations
- All clients share the fixed player ID `"player"`.
- Client commands are not sent to the server.
- The server does not process commands.
- State is sent as a complete snapshot rather than a delta.
- There is no authentication, authorization, reconnect loop, or session identity.
- Presentation events are not replicated.
- The endpoint is hardcoded in the graphical client.
- Multiplayer Lua and dialogue behavior remains unsupported.
-1
View File
@@ -202,7 +202,6 @@ set(EMSCRIPTEN_FLAGS
#"-pthread"
#"-sUSE_PTHREADS=1"
"-fexceptions"
"-DNETWORK"
)
target_compile_options(ShadowOverBishkekDemo PRIVATE ${EMSCRIPTEN_FLAGS} "-O2")
+14 -1
View File
@@ -78,6 +78,8 @@ add_executable(ShadowOverBishkekDemo WIN32
../src/game_server/IGameServer.h
../src/game_server/IGameServerLifecycle.h
../src/game_server/IGameServerHost.h
../src/game_server/GameServerRouter.h
../src/game_server/GameServerHostRouter.h
../src/game_server/InternalGameServer.h
../src/game_server/InternalGameServer.cpp
../src/game_server/LocalGameServerHost.h
@@ -138,7 +140,9 @@ set_target_properties(ShadowOverBishkekDemo PROPERTIES
# Определения препроцессора
target_compile_definitions(ShadowOverBishkekDemo PRIVATE
WIN32_LEAN_AND_MEAN
_WIN32_WINNT=0x0A00
PNG_ENABLED
NETWORK
)
# Линкуем с SDL2main, если он вообще установлен
@@ -160,7 +164,16 @@ target_link_libraries(ShadowOverBishkekDemo PRIVATE
# Линкуем OpenGL (Windows)
if(WIN32)
target_link_libraries(ShadowOverBishkekDemo PRIVATE opengl32)
target_sources(ShadowOverBishkekDemo PRIVATE
../src/game_server/NetworkProtocol.h
../src/game_server/NetworkProtocol.cpp
../src/game_server/WebsocketGameClient.h
../src/game_server/WebsocketGameClient.cpp
../src/game_server/RemoteGameServerHost.h
../src/game_server/RemoteGameServerHost.cpp
)
target_link_libraries(
ShadowOverBishkekDemo PRIVATE opengl32 ws2_32 mswsock)
endif()
# ===========================================
+31 -2
View File
@@ -105,6 +105,23 @@ endif()
add_executable(GameServer src/main.cpp README.md)
source_group("Server" FILES src/main.cpp README.md)
target_link_libraries(GameServer PRIVATE game_server_core)
if(WIN32)
set(BOOST_BUNDLED_DIR "${GAME_ROOT}/thirdparty/boost_1_90_0")
if(NOT EXISTS "${BOOST_BUNDLED_DIR}/boost/asio.hpp")
message(FATAL_ERROR
"Boost was not found at thirdparty/boost_1_90_0. Configure the "
"graphical project once to populate it.")
endif()
target_sources(GameServer PRIVATE
"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
"${GAME_ROOT}/src/game_server/NetworkProtocol.h"
"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp"
"${GAME_ROOT}/src/game_server/WebsocketGameServer.h")
target_include_directories(GameServer PRIVATE "${BOOST_BUNDLED_DIR}")
target_compile_definitions(
GameServer PRIVATE NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
target_link_libraries(GameServer PRIVATE ws2_32 mswsock)
endif()
include(CTest)
if(BUILD_TESTING)
@@ -116,14 +133,26 @@ if(BUILD_TESTING)
add_test(
NAME GameServer.LocationState
COMMAND GameServerStateTests)
if(WIN32)
add_executable(
GameServerNetworkProtocolTests
tests/NetworkProtocolTests.cpp
"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
"${GAME_ROOT}/src/game_server/NetworkProtocol.h")
target_link_libraries(
GameServerNetworkProtocolTests PRIVATE game_server_core)
add_test(
NAME GameServer.NetworkProtocol
COMMAND GameServerNetworkProtocolTests)
endif()
add_test(
NAME GameServer.IdleSmoke
COMMAND GameServer --ticks 2 --no-sleep)
add_test(
NAME GameServer.BattleZoneZeroPlayers
NAME GameServer.BattleZoneSharedPlayer
COMMAND GameServer --campaign battle_zone --location uni_exterior
--ticks 2 --no-sleep)
set_tests_properties(
GameServer.BattleZoneZeroPlayers
GameServer.BattleZoneSharedPlayer
PROPERTIES WORKING_DIRECTORY "${GAME_ROOT}")
endif()
+16 -7
View File
@@ -1,8 +1,8 @@
# Headless GameServer
This target runs the authoritative `InternalGameServer` without SDL, OpenGL,
audio, Lua, or rendering dependencies. It can prepare campaign/location data
headlessly; networking is not implemented yet.
audio, Lua, or rendering dependencies. On Windows it exposes the state through
a Boost.Beast WebSocket listener.
## Build
@@ -39,12 +39,18 @@ For a multi-configuration Windows build, the executable is normally
For smoke tests, `--ticks N` limits execution and `--no-sleep` skips the
real-time delay.
Load a location with no players:
Start the first multiplayer transport iteration:
```bash
./server/build/GameServer --campaign battle_zone --location uni_exterior
```powershell
.\server\build\Release\GameServer.exe --campaign battle_zone --location uni_exterior
```
The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
afterward and select `battle_zone`; that campaign connects to
`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
The server broadcasts an initial full state and then one every five seconds.
Client commands are intentionally discarded in this iteration.
If `--location` is omitted, the campaign's configured start location is used.
`--campaigns PATH` selects a different campaign registry. Content paths are
resolved from the process working directory, so run from the repository root
@@ -56,6 +62,8 @@ Available startup options:
--campaign ID
--location ID
--campaigns PATH
--address IP
--port N
--tick-ms N
--ticks N
--no-sleep
@@ -64,8 +72,9 @@ Available startup options:
The graphical client executes Lua/dialogue behavior after building its runtime
`Location`; the headless content pass loads authoritative navigation, NPC,
interactive-object, trigger, teleport, taxi, and animation metadata only.
The standalone lifecycle intentionally creates neither the local `"player"` nor
the battle-zone test bot. Those are opt-ins used by the graphical host.
The standalone WebSocket lifecycle creates the existing shared `"player"` so
the graphical client can render its local character. It does not create the
battle-zone test bot.
## Tests
+39 -5
View File
@@ -1,4 +1,7 @@
#include "game_server/InternalGameServer.h"
#if defined(NETWORK)
#include "game_server/WebsocketGameServer.h"
#endif
#include "Campaign.h"
#include <atomic>
#include <chrono>
@@ -7,6 +10,7 @@
#include <exception>
#include <iostream>
#include <limits>
#include <memory>
#include <string>
#include <thread>
@@ -38,12 +42,14 @@ std::int64_t parsePositiveNumber(const char* value, const char* option)
int main(int argc, char** argv)
{
std::int64_t tickMs = 50;
std::int64_t tickMs = 500;
std::int64_t maxTicks = (std::numeric_limits<std::int64_t>::max)();
bool sleepBetweenTicks = true;
std::string campaignId;
std::string locationId;
std::string campaignsPath = "resources/config/campaigns.json";
std::string listenAddress = "0.0.0.0";
std::int64_t listenPort = 8080;
try {
for (int index = 1; index < argc; ++index) {
@@ -60,11 +66,17 @@ int main(int argc, char** argv)
locationId = argv[++index];
} else if (option == "--campaigns" && index + 1 < argc) {
campaignsPath = argv[++index];
} else if (option == "--address" && index + 1 < argc) {
listenAddress = argv[++index];
} else if (option == "--port" && index + 1 < argc) {
listenPort = parsePositiveNumber(argv[++index], "--port");
if (listenPort > 65535)
throw std::runtime_error("Invalid value for --port");
} else if (option == "--help") {
std::cout
<< "Usage: GameServer [--ticks N] [--tick-ms N] "
"[--no-sleep] [--campaign ID] [--location ID] "
"[--campaigns PATH]\n";
"[--campaigns PATH] [--address IP] [--port N]\n";
return EXIT_SUCCESS;
} else {
throw std::runtime_error("Unknown or incomplete option: " + option);
@@ -75,6 +87,10 @@ int main(int argc, char** argv)
return EXIT_FAILURE;
}
//Temporary override:
campaignId = "battle_zone";
locationId = "uni_exterior";
std::signal(SIGINT, requestStop);
std::signal(SIGTERM, requestStop);
@@ -95,12 +111,12 @@ int main(int argc, char** argv)
throw std::runtime_error(
"Campaign '" + campaignId +
"' has no location '" + selectedLocation + "'");
server.startCampaign(*campaign, std::string(), false, false);
server.startCampaign(*campaign, std::string(), true, false);
server.prepareLocation(*location);
server.activateLocation(selectedLocation);
std::cout << "Loaded campaign '" << campaignId
<< "', location '" << selectedLocation
<< "' with zero players\n";
<< "' with shared player '" << server.localPlayerId() << "'\n";
} catch (const std::exception& error) {
std::cerr << "Server content setup failed: "
<< error.what() << '\n';
@@ -110,12 +126,30 @@ int main(int argc, char** argv)
const auto tickDuration = std::chrono::milliseconds(tickMs);
auto nextTick = std::chrono::steady_clock::now();
std::cout << "GameServer started (idle headless mode, "
#if defined(NETWORK)
std::unique_ptr<FRG::WebsocketGameServer> websocketServer;
try {
websocketServer = std::make_unique<FRG::WebsocketGameServer>(
server, listenAddress, static_cast<std::uint16_t>(listenPort));
} catch (const std::exception& error) {
std::cerr << "WebSocket listener setup failed: "
<< error.what() << '\n';
return EXIT_FAILURE;
}
std::cout << "GameServer listening on ws://" << listenAddress << ':'
<< websocketServer->port() << " (" << tickMs << " ms tick)\n";
#else
std::cout << "GameServer started (network disabled, "
<< tickMs << " ms tick)\n";
#endif
for (std::int64_t tick = 0;
tick < maxTicks && !stopRequested.load(); ++tick) {
nextTick += tickDuration;
#if defined(NETWORK)
websocketServer->update(tickMs);
#else
server.update(tickMs);
#endif
if (sleepBetweenTicks) std::this_thread::sleep_until(nextTick);
}
std::cout << "GameServer stopped\n";
+8
View File
@@ -86,5 +86,13 @@ int main()
return fail("Battle Zone test bot animation metadata was not loaded");
}
FRG::InternalGameServer networkServer;
networkServer.startCampaign(battleZone, {}, true, false);
const auto networkSnapshot = networkServer.snapshot();
if (networkSnapshot->players.count("player") != 1)
return fail("Network campaign shared player was not created");
if (networkSnapshot->players.count("battle_zone_test_bot") != 0)
return fail("Network campaign unexpectedly created the test bot");
return EXIT_SUCCESS;
}
+47
View File
@@ -0,0 +1,47 @@
#include "game_server/NetworkProtocol.h"
#include <cstdlib>
#include <iostream>
#include <string>
namespace {
void require(bool condition, const char* message)
{
if (condition) return;
std::cerr << "NetworkProtocolTests: " << message << '\n';
std::exit(EXIT_FAILURE);
}
} // namespace
int main()
{
const nlohmann::json original{
{"schemaVersion", 1},
{"campaignId", "battle_zone"},
{"players", {{"player", {{"hp", 200.0}}}}}
};
const std::string message = FRG::makeStateMessage(original);
nlohmann::json parsed;
std::string error;
require(
FRG::parseStateMessage(message, parsed, error),
"valid state envelope was rejected");
require(parsed == original, "state payload did not round trip");
require(
!FRG::parseStateMessage(
R"({"protocolVersion":2,"type":"state","payload":{}})",
parsed, error),
"unknown protocol version was accepted");
require(
!FRG::parseStateMessage(
R"({"protocolVersion":1,"type":"command","payload":{}})",
parsed, error),
"unknown message type was accepted");
require(
!FRG::parseStateMessage("not json", parsed, error),
"malformed JSON was accepted");
return EXIT_SUCCESS;
}
+48 -24
View File
@@ -85,8 +85,10 @@ namespace FRG
Game::Game()
: audioPlayer(std::make_unique<AudioPlayerAsync>())
, internalGameServer()
, gameServerHost(internalGameServer)
, menuManager(renderer, internalGameServer, *audioPlayer)
, localGameServerHost(internalGameServer)
, gameServer(internalGameServer)
, gameServerHost(localGameServerHost)
, menuManager(renderer, gameServer, *audioPlayer)
, newTickCount(0)
, lastTickCount(0)
{
@@ -400,7 +402,7 @@ namespace FRG
performResetToInitialState();
applyTutorialSetting();
const CampaignConfig& campaign = activeCampaign();
internalGameServer.submit(
server().submit(
SetCurrentLocationCommand{campaign.startLocation});
menuManager.showGameplayHud(); // first HUD frame drawn from the fresh state
if (currentLocation()) currentLocation()->scriptEngine.callLocationEnterCallback();
@@ -549,12 +551,27 @@ namespace FRG
const CampaignConfig* campaign =
CampaignRegistry::instance().find(campaignId);
if (!campaign) return;
#if defined(NETWORK)
remoteCampaignActive = campaignId == "battle_zone";
if (remoteCampaignActive) {
websocketGameClient = std::make_unique<WebsocketGameClient>();
remoteGameServerHost =
std::make_unique<RemoteGameServerHost>(*websocketGameClient);
gameServer.use(*websocketGameClient);
gameServerHost.use(*remoteGameServerHost);
} else {
gameServer.use(internalGameServer);
gameServerHost.use(localGameServerHost);
}
#else
remoteCampaignActive = false;
#endif
gameServerHost.initializeCampaign(
campaignId, campaign->questsPath, CONST_ZIP_FILE);
// The player stays loaded for the whole campaign; locations come and go around him.
player = Location::createPlayer(
renderer, audioPlayer.get(), internalGameServer,
internalGameServer.localPlayerId());
renderer, audioPlayer.get(), server(),
server().localPlayerId());
if (player)
player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
}
@@ -564,6 +581,13 @@ namespace FRG
player.reset();
loadedCampaignId.clear();
gameServerHost.clearCampaign();
#if defined(NETWORK)
gameServer.use(internalGameServer);
gameServerHost.use(localGameServerHost);
remoteGameServerHost.reset();
websocketGameClient.reset();
#endif
remoteCampaignActive = false;
renderer.textureManager.UnloadUnused(); // the player's textures
}
@@ -609,7 +633,7 @@ namespace FRG
const auto state = stateSnapshot();
if (!state) return;
enterLocationThen(state->campaignId, destName, [this, destName, destPos, destRotY]() {
internalGameServer.submit(SetCurrentLocationCommand{destName});
server().submit(SetCurrentLocationCommand{destName});
Location* loc = currentLocation();
if (!loc) return;
if (loc->player) {
@@ -624,13 +648,13 @@ namespace FRG
const float inclination = locationState
? locationState->cameraInclination
: 1.1036f;
internalGameServer.submit(SetLocationCameraCommand{
server().submit(SetLocationCameraCommand{
destName, destRotY, inclination});
loc->scriptEngine.callLocationEnterCallback();
//Reset taxi
internalGameServer.submit(ResetTaxiCommand{destName});
internalGameServer.submit(SetTaxiCalledCommand{false});
server().submit(ResetTaxiCommand{destName});
server().submit(SetTaxiCalledCommand{false});
menuManager.onLocationChanged(destName);
});
@@ -693,7 +717,7 @@ namespace FRG
// (if the campaign has one); a disabled tutorial is simply one that is already completed.
void Game::applyTutorialSetting() {
if (!activeCampaign().tutorial || !menuManager.tutorialEnabledSetting)
internalGameServer.submit(
server().submit(
SetTutorialStepCommand{TutorialStep::Completed});
}
@@ -731,20 +755,20 @@ namespace FRG
params.player = player;
auto loc = std::make_shared<Location>(
renderer, internalGameServer, config.id);
renderer, server(), config.id);
gameServerHost.setupRuntimeLocation(
config.id, loc, std::move(params), audioPlayer.get());
loc->requestNightDayTransition = [this](bool isNight, bool isDawn) {
const auto state = stateSnapshot();
if (!state) return;
internalGameServer.submit(SetWorldModeCommand{
server().submit(SetWorldModeCommand{
state->isDarklands, isNight, isDawn});
};
loc->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
loc->requestAdvanceDarklandsHud = [this]() { menuManager.advanceUniIntDarklandsHud(); };
loc->requestClosePhone = [this]() { menuManager.closePhoneEntirely(); };
loc->requestReturnToMainMenu = [this]() {
internalGameServer.submit(SetCurrentLocationCommand{std::string()});
server().submit(SetCurrentLocationCommand{std::string()});
menuManager.showMenuAfterGameCompleted();
};
loc->requestSetChatUnread = [this](int idx, bool unread, const std::string& msg) {
@@ -783,11 +807,11 @@ namespace FRG
// completeTutorialStep() only acts on the current step, so sharing is safe.
{
loc->dialogueSystem.setOnDialogueAdvanced([this]() {
internalGameServer.submit(
server().submit(
CompleteTutorialStepCommand{TutorialStep::AdvanceDialogue});
});
loc->onPlayerFloorWalk = [this]() {
internalGameServer.submit(
server().submit(
CompleteTutorialStepCommand{TutorialStep::Walk});
menuManager.onPlayerStartedWalking();
};
@@ -840,9 +864,9 @@ namespace FRG
loc->player->isMoving() == false
&&
loc->player->getHp() > 0) {
internalGameServer.submit(SetCharacterTargetCommand{
server().submit(SetCharacterTargetCommand{
loc->locationId(),
internalGameServer.localPlayerId(), attackerId});
server().localPlayerId(), attackerId});
}
}
@@ -1134,7 +1158,7 @@ namespace FRG
if (!menuManager.isMainMenuOpen())
menuManager.update(static_cast<float>(delta));
if (loadingCompleted && currentLocation())
if (loadingCompleted)
{
// The authoritative implementation advances simulation; a future
// network client can use the same call to poll/apply server updates.
@@ -1147,7 +1171,7 @@ namespace FRG
void Game::processServerEvents()
{
for (GameServerEvent& event : internalGameServer.drainEvents()) {
for (GameServerEvent& event : server().drainEvents()) {
std::visit([this](const auto& value) {
using T = std::decay_t<decltype(value)>;
if constexpr (std::is_same_v<T, InventoryItemAddedEvent>) {
@@ -1380,7 +1404,7 @@ namespace FRG
}
//logger() << "Current zoom: " << Environment::zoom << std::endl;
// Tutorial: any mouse-wheel scroll counts as the "zoom gesture".
internalGameServer.submit(
server().submit(
CompleteTutorialStepCommand{TutorialStep::Zoom});
}
@@ -1564,7 +1588,7 @@ namespace FRG
// Tutorial: detect a significant pinch-zoom (≥ 2 zoom units).
if (std::abs(Environment::zoom - pinchStartZoom) >= 2.0f) {
internalGameServer.submit(
server().submit(
CompleteTutorialStepCommand{TutorialStep::Zoom});
}
}
@@ -1717,7 +1741,7 @@ namespace FRG
float deltaAz = std::abs(state->cameraAzimuth - dragStartAzimuth);
float deltaInc = std::abs(state->cameraInclination - dragStartInclination);
if (deltaAz >= TUTORIAL_ROTATION_THRESHOLD && deltaInc >= TUTORIAL_ROTATION_THRESHOLD) {
internalGameServer.submit(
server().submit(
CompleteTutorialStepCommand{TutorialStep::RotateCamera});
}
}
@@ -1770,7 +1794,7 @@ namespace FRG
const auto before = stateSnapshot();
if (!before) return;
if (isNightTransition) {
internalGameServer.submit(SetWorldModeCommand{
server().submit(SetWorldModeCommand{
before->isDarklands, !before->isNight, before->isDawn});
if (currentLocation())
{
@@ -1781,7 +1805,7 @@ namespace FRG
menuManager.lastMusicTrack = "music/bishkek night.ogg";
} else {
internalGameServer.submit(SetWorldModeCommand{
server().submit(SetWorldModeCommand{
!before->isDarklands, before->isNight, before->isDawn});
const auto after = stateSnapshot();
if (!after) return;
+17 -4
View File
@@ -23,6 +23,12 @@
#include "AudioPlayerAsync.h"
#include "game_server/InternalGameServer.h"
#include "game_server/LocalGameServerHost.h"
#include "game_server/GameServerRouter.h"
#include "game_server/GameServerHostRouter.h"
#if defined(NETWORK)
#include "game_server/WebsocketGameClient.h"
#include "game_server/RemoteGameServerHost.h"
#endif
namespace FRG {
struct LocationConfig;
@@ -84,11 +90,18 @@ namespace FRG {
private:
InternalGameServer internalGameServer;
LocalGameServerHost gameServerHost;
LocalGameServerHost localGameServerHost;
#if defined(NETWORK)
std::unique_ptr<WebsocketGameClient> websocketGameClient;
std::unique_ptr<RemoteGameServerHost> remoteGameServerHost;
#endif
GameServerRouter gameServer;
GameServerHostRouter gameServerHost;
bool remoteCampaignActive = false;
public:
IGameServer& server() { return internalGameServer; }
const IGameServer& server() const { return internalGameServer; }
IGameServer& server() { return gameServer; }
const IGameServer& server() const { return gameServer; }
MenuManager menuManager;
@@ -131,7 +144,7 @@ namespace FRG {
Location* currentLocation() const;
std::shared_ptr<const GameSnapshot> stateSnapshot() const {
return internalGameServer.snapshot();
return gameServer.snapshot();
}
void saveGame(int slot);
+1
View File
@@ -227,6 +227,7 @@ namespace FRG
friend class Game;
friend class ScriptEngine;
friend class LocalGameServerHost;
friend class RemoteGameServerHost;
Renderer& renderer;
AudioPlayerAsync* audioPlayer;
+60
View File
@@ -0,0 +1,60 @@
#pragma once
#include "IGameServerHost.h"
#include "../Location.h"
#include <utility>
namespace FRG {
class GameServerHostRouter final : public IGameServerHost {
public:
explicit GameServerHostRouter(IGameServerHost& initial)
: active_(&initial)
{
}
void use(IGameServerHost& host) { active_ = &host; }
void initializeCampaign(
const std::string& campaignId, const std::string& questsPath,
const std::string& zipFile) override {
active_->initializeCampaign(campaignId, questsPath, zipFile);
}
void clearCampaign() override { active_->clearCampaign(); }
void resetCampaign(
const std::string& questsPath, const std::string& zipFile) override {
active_->resetCampaign(questsPath, zipFile);
}
bool prepareLocation(const LocationConfig& config) override {
return active_->prepareLocation(config);
}
void setupRuntimeLocation(
const std::string& id, const std::shared_ptr<Location>& location,
LocationSetup params, AudioPlayerAsync* audioPlayer) override {
active_->setupRuntimeLocation(
id, location, std::move(params), audioPlayer);
}
Location* runtimeLocation(const std::string& id) const override {
return active_->runtimeLocation(id);
}
bool hasRuntimeLocation(const std::string& id) const override {
return active_->hasRuntimeLocation(id);
}
std::vector<std::string> loadedRuntimeLocationIds() const override {
return active_->loadedRuntimeLocationIds();
}
void clearRuntimeLocations(bool retainState) override {
active_->clearRuntimeLocations(retainState);
}
void bindRuntimeLocation(
const std::string& id, std::shared_ptr<Location> location) override {
active_->bindRuntimeLocation(id, std::move(location));
}
void update(std::int64_t deltaMs) override { active_->update(deltaMs); }
void save(nlohmann::json& out) override { active_->save(out); }
void load(const nlohmann::json& in) override { active_->load(in); }
private:
IGameServerHost* active_;
};
} // namespace FRG
+36
View File
@@ -0,0 +1,36 @@
#pragma once
#include "IGameServer.h"
#include <stdexcept>
namespace FRG {
// Keeps references held by UI and runtime objects stable while campaigns switch
// between the local and remote implementations.
class GameServerRouter final : public IGameServer {
public:
explicit GameServerRouter(IGameServer& initial)
: active_(&initial)
{
}
void use(IGameServer& server) { active_ = &server; }
std::shared_ptr<const GameSnapshot> snapshot() const override {
return active_->snapshot();
}
const std::string& localPlayerId() const override {
return active_->localPlayerId();
}
void submit(const GameCommand& command) override { active_->submit(command); }
std::vector<GameServerEvent> drainEvents() override {
return active_->drainEvents();
}
void update(std::int64_t deltaMs) override { active_->update(deltaMs); }
void save(nlohmann::json& out) const override { active_->save(out); }
void load(const nlohmann::json& in) override { active_->load(in); }
private:
IGameServer* active_;
};
} // namespace FRG
+2
View File
@@ -6,6 +6,7 @@
namespace FRG {
class LocalGameServerHost;
class RemoteGameServerHost;
struct LocationConfig;
// In-process implementation used by single-player. GameState exists exactly
@@ -30,6 +31,7 @@ public:
private:
friend class LocalGameServerHost;
friend class RemoteGameServerHost;
// Host-only lifecycle operations. They never expose authoritative state and
// are intentionally absent from IGameServer.
+46
View File
@@ -0,0 +1,46 @@
#include "NetworkProtocol.h"
#include <exception>
namespace FRG {
std::string makeStateMessage(const nlohmann::json& state)
{
return nlohmann::json{
{"protocolVersion", kGameProtocolVersion},
{"type", "state"},
{"payload", state}
}.dump();
}
bool parseStateMessage(
const std::string& message, nlohmann::json& state,
std::string& error)
{
try {
const nlohmann::json envelope = nlohmann::json::parse(message);
if (!envelope.is_object()) {
error = "message must be a JSON object";
return false;
}
if (envelope.value("protocolVersion", -1) != kGameProtocolVersion) {
error = "unsupported protocol version";
return false;
}
if (envelope.value("type", std::string()) != "state") {
error = "unsupported message type";
return false;
}
if (!envelope.contains("payload") || !envelope["payload"].is_object()) {
error = "state payload must be an object";
return false;
}
state = envelope["payload"];
error.clear();
return true;
} catch (const std::exception& exception) {
error = exception.what();
return false;
}
}
} // namespace FRG
+15
View File
@@ -0,0 +1,15 @@
#pragma once
#include "../external/nlohmann/json.hpp"
#include <string>
namespace FRG {
inline constexpr int kGameProtocolVersion = 1;
std::string makeStateMessage(const nlohmann::json& state);
bool parseStateMessage(
const std::string& message, nlohmann::json& state,
std::string& error);
} // namespace FRG
+109
View File
@@ -0,0 +1,109 @@
#include "RemoteGameServerHost.h"
#include "WebsocketGameClient.h"
#include "../Campaign.h"
#include "../Location.h"
#include <stdexcept>
namespace FRG {
RemoteGameServerHost::RemoteGameServerHost(WebsocketGameClient& client)
: client_(client)
{
}
void RemoteGameServerHost::initializeCampaign(
const std::string& campaignId, const std::string&,
const std::string& zipFile)
{
const CampaignConfig* campaign =
CampaignRegistry::instance().find(campaignId);
if (!campaign)
throw std::runtime_error("Unknown remote campaign '" + campaignId + "'");
client_.replica_.startCampaign(*campaign, zipFile, true, false);
}
void RemoteGameServerHost::clearCampaign()
{
runtimeLocations_.clear();
client_.replica_.clearCampaign();
}
void RemoteGameServerHost::resetCampaign(
const std::string&, const std::string&)
{
// The authoritative remote campaign cannot be reset by this client.
}
bool RemoteGameServerHost::prepareLocation(const LocationConfig& config)
{
return client_.replica_.prepareLocation(config);
}
void RemoteGameServerHost::setupRuntimeLocation(
const std::string& id, const std::shared_ptr<Location>& location,
LocationSetup params, AudioPlayerAsync* audioPlayer)
{
auto stored = client_.replica_.state_.locations.find(id);
if (stored == client_.replica_.state_.locations.end())
throw std::runtime_error("Remote location state was not prepared");
params.definition = stored->second.definition;
params.gameState = &stored->second;
location->setup(params, audioPlayer);
}
Location* RemoteGameServerHost::runtimeLocation(const std::string& id) const
{
auto found = runtimeLocations_.find(id);
return found == runtimeLocations_.end() ? nullptr : found->second.get();
}
bool RemoteGameServerHost::hasRuntimeLocation(const std::string& id) const
{
return runtimeLocations_.count(id) > 0;
}
std::vector<std::string> RemoteGameServerHost::loadedRuntimeLocationIds() const
{
std::vector<std::string> result;
result.reserve(runtimeLocations_.size());
for (const auto& [id, location] : runtimeLocations_) result.push_back(id);
return result;
}
void RemoteGameServerHost::clearRuntimeLocations(bool)
{
runtimeLocations_.clear();
}
void RemoteGameServerHost::bindRuntimeLocation(
const std::string& id, std::shared_ptr<Location> location)
{
runtimeLocations_[id] = std::move(location);
auto stored = client_.replica_.state_.locations.find(id);
if (stored != client_.replica_.state_.locations.end() &&
stored->second.hasPersistentState) {
runtimeLocations_[id]->applyAuxiliaryState(stored->second);
}
}
void RemoteGameServerHost::update(std::int64_t deltaMs)
{
client_.update(deltaMs);
const auto state = client_.snapshot();
if (!state || state->currentLocationId.empty()) return;
auto runtime = runtimeLocations_.find(state->currentLocationId);
if (runtime == runtimeLocations_.end() || !runtime->second) return;
runtime->second->update(deltaMs, LocationSimulationEvents{});
}
void RemoteGameServerHost::save(nlohmann::json&)
{
// Persistence remains server-side.
}
void RemoteGameServerHost::load(const nlohmann::json&)
{
// Persistence remains server-side.
}
} // namespace FRG
+39
View File
@@ -0,0 +1,39 @@
#pragma once
#include "IGameServerHost.h"
#include <unordered_map>
namespace FRG {
class WebsocketGameClient;
class RemoteGameServerHost final : public IGameServerHost {
public:
explicit RemoteGameServerHost(WebsocketGameClient& client);
void initializeCampaign(
const std::string& campaignId, const std::string& questsPath,
const std::string& zipFile) override;
void clearCampaign() override;
void resetCampaign(
const std::string& questsPath, const std::string& zipFile) override;
bool prepareLocation(const LocationConfig& config) override;
void setupRuntimeLocation(
const std::string& id, const std::shared_ptr<Location>& location,
LocationSetup params, AudioPlayerAsync* audioPlayer) override;
Location* runtimeLocation(const std::string& id) const override;
bool hasRuntimeLocation(const std::string& id) const override;
std::vector<std::string> loadedRuntimeLocationIds() const override;
void clearRuntimeLocations(bool retainState) override;
void bindRuntimeLocation(
const std::string& id, std::shared_ptr<Location> location) override;
void update(std::int64_t deltaMs) override;
void save(nlohmann::json& out) override;
void load(const nlohmann::json& in) override;
private:
WebsocketGameClient& client_;
std::unordered_map<std::string, std::shared_ptr<Location>> runtimeLocations_;
};
} // namespace FRG
+189
View File
@@ -0,0 +1,189 @@
#include "WebsocketGameClient.h"
#include "NetworkProtocol.h"
#include <boost/asio.hpp>
#include <boost/beast.hpp>
#include <atomic>
#include <iostream>
#include <mutex>
#include <thread>
#include <utility>
#include <vector>
namespace FRG {
namespace {
namespace asio = boost::asio;
namespace beast = boost::beast;
namespace websocket = beast::websocket;
using tcp = asio::ip::tcp;
} // namespace
class WebsocketGameClient::Impl {
public:
Impl(std::string host, std::string port, std::string path)
: resolver_(io_)
, socket_(io_)
, host_(std::move(host))
, port_(std::move(port))
, path_(std::move(path))
{
resolve();
thread_ = std::thread([this]() { io_.run(); });
}
~Impl()
{
io_.stop();
if (thread_.joinable()) thread_.join();
}
std::vector<std::string> takeMessages()
{
std::lock_guard<std::mutex> lock(messagesMutex_);
std::vector<std::string> result;
result.swap(messages_);
return result;
}
bool connected() const { return connected_.load(); }
private:
void resolve()
{
resolver_.async_resolve(
host_, port_,
[this](beast::error_code error, tcp::resolver::results_type results) {
if (error) return fail("resolve", error);
asio::async_connect(
socket_.next_layer(), results,
[this](beast::error_code connectError,
const tcp::endpoint&) {
if (connectError) return fail("connect", connectError);
socket_.set_option(
websocket::stream_base::timeout::suggested(
beast::role_type::client));
socket_.async_handshake(
host_, path_,
[this](beast::error_code handshakeError) {
if (handshakeError)
return fail("handshake", handshakeError);
connected_.store(true);
std::cout
<< "[network] Connected to ws://"
<< host_ << ':' << port_ << path_ << '\n';
read();
});
});
});
}
void read()
{
socket_.async_read(
buffer_,
[this](beast::error_code error, std::size_t) {
if (error) {
connected_.store(false);
if (error != websocket::error::closed) fail("read", error);
return;
}
std::string message = beast::buffers_to_string(buffer_.data());
buffer_.consume(buffer_.size());
{
std::lock_guard<std::mutex> lock(messagesMutex_);
messages_.push_back(std::move(message));
}
read();
});
}
void fail(const char* operation, beast::error_code error)
{
connected_.store(false);
std::cerr << "[network] WebSocket " << operation << " failed: "
<< error.message() << '\n';
}
asio::io_context io_;
tcp::resolver resolver_;
websocket::stream<tcp::socket> socket_;
beast::flat_buffer buffer_;
std::thread thread_;
std::string host_;
std::string port_;
std::string path_;
std::atomic_bool connected_{false};
std::mutex messagesMutex_;
std::vector<std::string> messages_;
};
WebsocketGameClient::WebsocketGameClient(
std::string host, std::string port, std::string path)
: impl_(std::make_unique<Impl>(
std::move(host), std::move(port), std::move(path)))
{
}
WebsocketGameClient::~WebsocketGameClient() = default;
std::shared_ptr<const GameSnapshot> WebsocketGameClient::snapshot() const
{
return replica_.snapshot();
}
const std::string& WebsocketGameClient::localPlayerId() const
{
return replica_.localPlayerId();
}
void WebsocketGameClient::submit(const GameCommand&)
{
// Commands intentionally remain local no-ops in the first iteration.
}
std::vector<GameServerEvent> WebsocketGameClient::drainEvents()
{
return {};
}
void WebsocketGameClient::update(std::int64_t)
{
std::vector<std::string> messages = impl_->takeMessages();
if (messages.empty()) return;
// State messages are complete snapshots; only the newest queued one matters.
for (auto it = messages.rbegin(); it != messages.rend(); ++it) {
nlohmann::json state;
std::string error;
if (!parseStateMessage(*it, state, error)) {
std::cerr << "[network] Ignoring WebSocket message: "
<< error << '\n';
continue;
}
try {
replica_.load(state);
} catch (const std::exception& exception) {
std::cerr << "[network] Ignoring invalid game state: "
<< exception.what() << '\n';
}
break;
}
}
void WebsocketGameClient::save(nlohmann::json&) const
{
// Persistence remains server-side.
}
void WebsocketGameClient::load(const nlohmann::json&)
{
// Persistence remains server-side.
}
bool WebsocketGameClient::connected() const
{
return impl_->connected();
}
} // namespace FRG
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include "IGameServer.h"
#include "InternalGameServer.h"
#include <memory>
#include <string>
namespace FRG {
class RemoteGameServerHost;
class WebsocketGameClient final : public IGameServer {
public:
WebsocketGameClient(
std::string host = "127.0.0.1",
std::string port = "8080",
std::string path = "/");
~WebsocketGameClient();
WebsocketGameClient(const WebsocketGameClient&) = delete;
WebsocketGameClient& operator=(const WebsocketGameClient&) = delete;
std::shared_ptr<const GameSnapshot> snapshot() const override;
const std::string& localPlayerId() const override;
void submit(const GameCommand& command) override;
std::vector<GameServerEvent> drainEvents() override;
void update(std::int64_t deltaMs) override;
void save(nlohmann::json& out) const override;
void load(const nlohmann::json& in) override;
bool connected() const;
private:
friend class RemoteGameServerHost;
class Impl;
InternalGameServer replica_;
std::unique_ptr<Impl> impl_;
};
} // namespace FRG
+197
View File
@@ -0,0 +1,197 @@
#include "WebsocketGameServer.h"
#include "InternalGameServer.h"
#include "NetworkProtocol.h"
#include <boost/asio.hpp>
#include <boost/beast.hpp>
#include <deque>
#include <iostream>
#include <memory>
#include <thread>
#include <vector>
namespace FRG {
namespace {
namespace asio = boost::asio;
namespace beast = boost::beast;
namespace websocket = beast::websocket;
using tcp = asio::ip::tcp;
class ServerSession : public std::enable_shared_from_this<ServerSession> {
public:
explicit ServerSession(tcp::socket socket)
: socket_(std::move(socket))
{
}
void start(std::string initialState)
{
socket_.set_option(
websocket::stream_base::timeout::suggested(beast::role_type::server));
socket_.async_accept(
[self = shared_from_this(), initialState = std::move(initialState)](
beast::error_code error) mutable {
if (error) {
std::cerr << "[network] WebSocket accept failed: "
<< error.message() << '\n';
return;
}
self->socket_.text(true);
self->send(std::move(initialState));
self->read();
});
}
void send(std::string message)
{
const bool writeInProgress = !outbound_.empty();
outbound_.push_back(std::move(message));
if (!writeInProgress) write();
}
private:
void read()
{
socket_.async_read(
inbound_,
[self = shared_from_this()](beast::error_code error, std::size_t) {
if (error) {
if (error != websocket::error::closed)
std::cerr << "[network] WebSocket read failed: "
<< error.message() << '\n';
return;
}
// Commands are intentionally ignored in the first iteration.
self->inbound_.consume(self->inbound_.size());
self->read();
});
}
void write()
{
socket_.async_write(
asio::buffer(outbound_.front()),
[self = shared_from_this()](beast::error_code error, std::size_t) {
if (error) {
std::cerr << "[network] WebSocket write failed: "
<< error.message() << '\n';
return;
}
self->outbound_.pop_front();
if (!self->outbound_.empty()) self->write();
});
}
websocket::stream<tcp::socket> socket_;
beast::flat_buffer inbound_;
std::deque<std::string> outbound_;
};
} // namespace
class WebsocketGameServer::Impl {
public:
Impl(const std::string& address, std::uint16_t port, std::string initialState)
: acceptor_(io_)
, latestState_(std::move(initialState))
{
const tcp::endpoint endpoint(asio::ip::make_address(address), port);
acceptor_.open(endpoint.protocol());
acceptor_.set_option(asio::socket_base::reuse_address(true));
acceptor_.bind(endpoint);
acceptor_.listen(asio::socket_base::max_listen_connections);
port_ = acceptor_.local_endpoint().port();
accept();
thread_ = std::thread([this]() { io_.run(); });
}
~Impl()
{
asio::post(io_, [this]() {
beast::error_code ignored;
acceptor_.close(ignored);
});
io_.stop();
if (thread_.joinable()) thread_.join();
}
void broadcast(std::string state)
{
asio::post(io_, [this, state = std::move(state)]() mutable {
latestState_ = std::move(state);
auto output = sessions_.begin();
for (auto input = sessions_.begin(); input != sessions_.end(); ++input) {
if (auto session = input->lock()) {
session->send(latestState_);
*output++ = *input;
}
}
sessions_.erase(output, sessions_.end());
});
}
std::uint16_t port() const { return port_; }
private:
void accept()
{
acceptor_.async_accept(
[this](beast::error_code error, tcp::socket socket) {
if (!error) {
auto session =
std::make_shared<ServerSession>(std::move(socket));
sessions_.push_back(session);
session->start(latestState_);
} else if (error != asio::error::operation_aborted) {
std::cerr << "[network] TCP accept failed: "
<< error.message() << '\n';
}
if (acceptor_.is_open()) accept();
});
}
asio::io_context io_;
tcp::acceptor acceptor_;
std::thread thread_;
std::vector<std::weak_ptr<ServerSession>> sessions_;
std::string latestState_;
std::uint16_t port_ = 0;
};
WebsocketGameServer::WebsocketGameServer(
InternalGameServer& gameServer,
const std::string& address,
std::uint16_t port)
: gameServer_(gameServer)
{
nlohmann::json state;
gameServer_.save(state);
impl_ = std::make_unique<Impl>(
address, port, makeStateMessage(state));
}
WebsocketGameServer::~WebsocketGameServer() = default;
void WebsocketGameServer::update(std::int64_t deltaMs)
{
gameServer_.update(deltaMs);
broadcastElapsedMs_ += deltaMs;
if (broadcastElapsedMs_ >= 5000) {
broadcastElapsedMs_ %= 5000;
broadcastState();
}
}
void WebsocketGameServer::broadcastState()
{
nlohmann::json state;
gameServer_.save(state);
impl_->broadcast(makeStateMessage(state));
}
std::uint16_t WebsocketGameServer::port() const
{
return impl_->port();
}
} // namespace FRG
+33
View File
@@ -0,0 +1,33 @@
#pragma once
#include <cstdint>
#include <memory>
#include <string>
namespace FRG {
class InternalGameServer;
class WebsocketGameServer {
public:
WebsocketGameServer(
InternalGameServer& gameServer,
const std::string& address = "0.0.0.0",
std::uint16_t port = 8080);
~WebsocketGameServer();
WebsocketGameServer(const WebsocketGameServer&) = delete;
WebsocketGameServer& operator=(const WebsocketGameServer&) = delete;
void update(std::int64_t deltaMs);
void broadcastState();
std::uint16_t port() const;
private:
class Impl;
InternalGameServer& gameServer_;
std::unique_ptr<Impl> impl_;
std::int64_t broadcastElapsedMs_ = 0;
};
} // namespace FRG