Minor fixing
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11 files changed
+123
-65
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+34
-3
@@ -5,17 +5,28 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
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<title>Shadow Over Bishkek</title>
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<style>
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:root {
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/* Visible viewport size, kept in sync by syncViewport() below.
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100vh on mobile is the *largest* viewport (URL bar hidden) and
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would push the bottom of the canvas off-screen. */
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--app-w: 100%;
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--app-h: 100dvh;
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}
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body, html {
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margin: 0; padding: 0; width: 100%; height: 100%;
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overflow: hidden; background-color: #000;
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position: fixed;
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position: fixed; top: 0; left: 0;
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}
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#canvas {
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display: block;
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position: absolute;
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position: fixed;
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top: 0; left: 0;
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width: 100vw; height: 100vh;
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width: var(--app-w); height: var(--app-h);
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border: none;
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touch-action: none;
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-webkit-touch-callout: none;
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-webkit-user-select: none;
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user-select: none;
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}
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#status { color: white; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); }
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@@ -49,8 +60,28 @@
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loadGameScript();
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});
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function syncViewport() {
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var vv = window.visualViewport;
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var w = (vv && vv.width) || window.innerWidth;
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var h = (vv && vv.height) || window.innerHeight;
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var root = document.documentElement;
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root.style.setProperty('--app-w', Math.round(w) + 'px');
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root.style.setProperty('--app-h', Math.round(h) + 'px');
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}
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syncViewport();
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// Registered before the game script loads, so the CSS size is updated
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// before the engine's own resize handler reads it.
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window.addEventListener('resize', syncViewport);
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if (window.visualViewport) {
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window.visualViewport.addEventListener('resize', function () {
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syncViewport();
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window.dispatchEvent(new Event('resize'));
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});
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}
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window.addEventListener("orientationchange", function() {
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setTimeout(() => {
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syncViewport();
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window.dispatchEvent(new Event('resize'));
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}, 200);
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});
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@@ -171,7 +171,6 @@ if(BUILD_TESTING)
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target_include_directories(
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GameServerWebsocketLockstepTests PRIVATE "${BOOST_BUNDLED_DIR}")
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target_compile_definitions(
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GameServerWebsocketLockstepTests PRIVATE NETWORK)
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GameServerWebsocketLockstepTests PRIVATE
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NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
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if(MSVC)
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@@ -197,7 +196,7 @@ if(BUILD_TESTING)
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COMMAND GameServer --ticks 2 --no-sleep)
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add_test(
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NAME GameServer.BattleZoneSharedPlayer
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COMMAND GameServer --campaign battle_zone --location uni_exterior
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COMMAND GameServer --campaign battle_zone --location park_korea
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--ticks 2 --no-sleep)
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set_tests_properties(
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GameServer.BattleZoneSharedPlayer
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@@ -79,7 +79,7 @@ int main()
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return fail("Battle Zone modes do not share their initial state");
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}
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if (multiplayerBattleZoneConfig->networkPlayerSlots.size() != 2 ||
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multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player" ||
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multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player1" ||
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multiplayerBattleZoneConfig->networkPlayerSlots[1] !=
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"player2" ||
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multiplayerBattleZoneConfig->networkCompatibility.empty()) {
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@@ -140,7 +140,7 @@ int main()
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disabledPlayer->enabled = false;
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state.location->targetInteractiveObjectId = "object";
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state.location->targetInteractNpcId = "npc";
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FRG::PlayerStateMap disabledPlayers{{"player", disabledPlayer}};
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FRG::PlayerStateMap disabledPlayers{{"player1", disabledPlayer}};
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const FRG::LocationSimulationEvents disabledEvents =
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state.update(50, disabledPlayers, false);
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if (!disabledEvents.interactiveObjects.empty() ||
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@@ -165,7 +165,7 @@ int main()
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playerTwo->enabled = true;
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playerTwo->position = {2.f, 0.f, 0.f};
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FRG::PlayerStateMap combatPlayers{
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{"player", playerOne}, {"player2", playerTwo}};
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{"player1", playerOne}, {"player2", playerTwo}};
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state.update(100, combatPlayers, false);
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if (hostileNpc.attackTargetId != "player2") {
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@@ -181,7 +181,7 @@ int main()
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playerTwo->hp = 0.f;
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state.update(100, combatPlayers, false);
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if (hostileNpc.attackTargetId != "player") {
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if (hostileNpc.attackTargetId != "player1") {
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return fail("Hostile NPC did not acquire a replacement after target death");
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}
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@@ -201,7 +201,7 @@ int main()
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state.npcs["blocker"] = blocker;
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hostileNpc.position = Eigen::Vector3f::Zero();
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hostileNpc.homePosition = {5.f, 0.f, 0.f};
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hostileNpc.attackTargetId = "player";
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hostileNpc.attackTargetId = "player1";
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hostileNpc.requestedWalkTarget = playerOne->position;
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hostileNpc.walkTarget = playerOne->position;
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hostileNpc.pathWaypoints = {playerOne->position};
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@@ -267,22 +267,22 @@ int main()
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FRG::CampaignConfig multiplayerBattleZone = battleZone;
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multiplayerBattleZone.id = "battle_zone_multiplayer";
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multiplayerBattleZone.networkPlayerSlots = {
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"player", "player2"};
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"player1", "player2"};
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networkServer.startCampaign(multiplayerBattleZone, {}, true, false);
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const auto networkSnapshot = networkServer.snapshot();
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if (networkSnapshot->campaignId != "battle_zone_multiplayer")
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return fail("Network campaign ID was not retained");
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if (networkSnapshot->players.count("player") != 1)
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if (networkSnapshot->players.count("player1") != 1)
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return fail("Network campaign shared player was not created");
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if (networkSnapshot->players.count("player2") != 0)
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return fail("Network campaign unexpectedly created the test bot");
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if (networkSnapshot->players.at("player").state.enabled)
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if (networkSnapshot->players.at("player1").state.enabled)
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return fail("Network campaign player slot was enabled before connection");
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nlohmann::json loadedNetworkState;
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networkServer.save(loadedNetworkState);
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loadedNetworkState["players"]["player2"] =
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loadedNetworkState["players"]["player"];
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loadedNetworkState["players"]["player1"];
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loadedNetworkState["players"]["player2"]["position"] =
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{4.f, 0.f, 5.f};
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networkServer.load(loadedNetworkState);
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@@ -308,7 +308,7 @@ int main()
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networkServer.submit(FRG::SetCharacterFacingAngleCommand{
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locationId, "player2", 1.5f, true});
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networkServer.submit(FRG::SetCharacterFaceTargetCommand{
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locationId, "player2", "player"});
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locationId, "player2", "player1"});
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networkServer.submit(FRG::SetCharacterEnabledCommand{
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locationId, "player2", false});
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const auto commandSnapshot = networkServer.snapshot();
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@@ -371,6 +371,7 @@ int main()
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moving->hp = 10.f;
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moving->pathWaypoints = {Eigen::Vector3f(8.f, 0.f, 0.f)};
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moving->movedLastTick = true;
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moving->attackTargetId = "stationary";
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FRG::PlayerStateMap occupancyPlayers{
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{"stationary", stationary}, {"moving", moving}};
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if (occupancyState.collectPathObstacles(
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@@ -378,7 +379,11 @@ int main()
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occupancyState.collectPathObstacles(
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"requester", occupancyPlayers, "moving").size() != 2 ||
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!occupancyState.collectPathObstacles(
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"stationary", occupancyPlayers).empty()) {
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"stationary", occupancyPlayers).empty() ||
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!occupancyState.collectPathObstacles(
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"moving", occupancyPlayers).empty() ||
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occupancyState.collectPathObstacles(
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"moving", occupancyPlayers, "stationary").size() != 1) {
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return fail("Stationary obstacle collection policy is incorrect");
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}
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@@ -23,12 +23,12 @@ int main()
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const nlohmann::json original{
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{"schemaVersion", 2},
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{"campaignId", "battle_zone_multiplayer"},
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{"players", {{"player", {{"hp", 200.0}}}}},
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{"locations", {{"uni_exterior", {{"state", savedLocationState}}}}}
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{"players", {{"player1", {{"hp", 200.0}}}}},
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{"locations", {{"park_korea", {{"state", savedLocationState}}}}}
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};
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FRG::InitialStateMessage initial;
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initial.state = original;
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initial.assignedPlayerId = "player";
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initial.assignedPlayerId = "player1";
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initial.snapshotTick = 42;
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initial.compatibilityFingerprint = "lockstep-v2:battle_zone_multiplayer";
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const std::string message = FRG::makeInitialStateMessage(initial);
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@@ -40,11 +40,11 @@ int main()
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require(parsed.state == original, "state payload did not round trip");
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require(parsed.snapshotTick == 42, "snapshot tick did not round trip");
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require(
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parsed.assignedPlayerId == "player",
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parsed.assignedPlayerId == "player1",
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"assigned player did not round trip");
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require(
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!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraAzimuth") &&
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!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraInclination"),
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!parsed.state["locations"]["park_korea"]["state"].contains("cameraAzimuth") &&
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!parsed.state["locations"]["park_korea"]["state"].contains("cameraInclination"),
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"local camera state leaked into the network payload");
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FRG::DestinationInputMessage input;
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@@ -87,11 +87,11 @@ int main()
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FRG::TickMessage tick;
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tick.tickId = 43;
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tick.commands.push_back(FRG::ScheduledDestinationCommand{
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1, "player", parsedInput.target});
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1, "player1", parsedInput.target});
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tick.commands.push_back(FRG::ScheduledCharacterEnabledCommand{
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2, "uni_exterior", "player2", true});
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2, "park_korea", "player2", true});
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tick.commands.push_back(FRG::ScheduledCharacterActionCommand{
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3, "player", "set_target", "hostile_npc"});
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3, "player1", "set_target", "hostile_npc"});
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tick.stateHash = "0123456789abcdef";
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FRG::TickMessage parsedTick;
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require(
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@@ -147,9 +147,9 @@ int main()
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FRG::LockstepTimeline timeline(2);
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const std::uint64_t firstSequence =
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timeline.schedule("player", Eigen::Vector3f(1.f, 0.f, 1.f));
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timeline.schedule("player1", Eigen::Vector3f(1.f, 0.f, 1.f));
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const std::uint64_t secondSequence =
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timeline.schedule("player_2", Eigen::Vector3f(2.f, 0.f, 2.f));
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timeline.schedule("player2", Eigen::Vector3f(2.f, 0.f, 2.f));
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const FRG::TickMessage emptyTick = timeline.advance();
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require(
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emptyTick.tickId == 1 && emptyTick.commands.empty(),
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@@ -163,8 +163,8 @@ int main()
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commandTick.commands[1]).commandSequence == secondSequence,
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"scheduled commands were not finalized in stable order");
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timeline.scheduleCharacterEnabled("uni_exterior", "player2", true);
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timeline.scheduleCharacterAction("player", "clear_attack_target");
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timeline.scheduleCharacterEnabled("park_korea", "player2", true);
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timeline.scheduleCharacterAction("player1", "clear_attack_target");
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const FRG::TickMessage presenceTick = timeline.advance();
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require(
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presenceTick.commands.size() == 1 &&
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@@ -59,13 +59,13 @@ int main()
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FRG::CampaignConfig campaign;
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campaign.id = "test_lockstep";
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campaign.networkPlayerSlots = {"player", "player2"};
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campaign.networkPlayerSlots = {"player1", "player2"};
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FRG::InternalGameServer authoritative;
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authoritative.startCampaign(campaign, {}, true, false);
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nlohmann::json initialState;
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authoritative.save(initialState);
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initialState["players"]["player2"] = initialState["players"]["player"];
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initialState["players"]["player2"] = initialState["players"]["player1"];
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FRG::LocationGameState testLocation;
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auto hostileNpc = std::make_shared<FRG::CharacterState>();
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hostileNpc->enabled = true;
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@@ -77,7 +77,7 @@ int main()
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initialState["locations"]["test_location"] = std::move(testLocationState);
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authoritative.load(initialState);
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FRG::WebsocketGameServer server(
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authoritative, {"player", "player2"}, "lockstep-v2:test_lockstep",
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authoritative, {"player1", "player2"}, "lockstep-v2:test_lockstep",
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"127.0.0.1", 0);
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auto client = std::make_unique<FRG::WebsocketGameClient>(
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"127.0.0.1", std::to_string(server.port()), "/");
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@@ -91,7 +91,7 @@ int main()
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return client->initialized();
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}),
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"client did not receive initial state");
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require(client->localPlayerId() == "player", "wrong player slot assigned");
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require(client->localPlayerId() == "player1", "wrong player slot assigned");
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auto secondClient = std::make_unique<FRG::WebsocketGameClient>(
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"127.0.0.1", std::to_string(server.port()), "/");
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@@ -120,9 +120,9 @@ int main()
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player2").state.enabled &&
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secondClient->snapshot()->players.at("player").state.enabled;
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secondClient->snapshot()->players.at("player1").state.enabled;
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}) &&
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authoritative.snapshot()->players.at("player").state.enabled &&
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authoritative.snapshot()->players.at("player1").state.enabled &&
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authoritative.snapshot()->players.at("player2").state.enabled,
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"connection presence was not broadcast to all replicas");
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@@ -140,16 +140,16 @@ int main()
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const auto first = client->snapshot();
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const auto second = secondClient->snapshot();
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const auto host = authoritative.snapshot();
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return first->players.at("player").state.requestedWalkTarget.isApprox(
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return first->players.at("player1").state.requestedWalkTarget.isApprox(
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Eigen::Vector3f(1.23f, 0.f, 2.35f)) &&
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second->players.at("player2").state.requestedWalkTarget.isApprox(
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Eigen::Vector3f(-1.23f, 0.f, 3.46f)) &&
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first->players.at("player2").state.requestedWalkTarget.isApprox(
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second->players.at("player2").state.requestedWalkTarget) &&
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second->players.at("player").state.requestedWalkTarget.isApprox(
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first->players.at("player").state.requestedWalkTarget) &&
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host->players.at("player").state.requestedWalkTarget.isApprox(
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first->players.at("player").state.requestedWalkTarget) &&
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second->players.at("player1").state.requestedWalkTarget.isApprox(
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first->players.at("player1").state.requestedWalkTarget) &&
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host->players.at("player1").state.requestedWalkTarget.isApprox(
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first->players.at("player1").state.requestedWalkTarget) &&
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host->players.at("player2").state.requestedWalkTarget.isApprox(
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second->players.at("player2").state.requestedWalkTarget);
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});
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@@ -160,9 +160,9 @@ int main()
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std::cerr << "destination revisions " << first->revision << ", "
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<< second->revision << ", " << host->revision << "\n"
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<< "player targets "
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<< first->players.at("player").state.requestedWalkTarget.transpose()
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<< first->players.at("player1").state.requestedWalkTarget.transpose()
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<< " / "
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<< host->players.at("player").state.requestedWalkTarget.transpose()
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<< host->players.at("player1").state.requestedWalkTarget.transpose()
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<< "\nplayer2 targets "
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<< second->players.at("player2").state.requestedWalkTarget.transpose()
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<< " / "
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@@ -183,11 +183,11 @@ int main()
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waitFor([&]() {
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player").state.attackTargetId ==
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return client->snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc" &&
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secondClient->snapshot()->players.at("player").state.attackTargetId ==
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secondClient->snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc" &&
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authoritative.snapshot()->players.at("player").state.attackTargetId ==
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authoritative.snapshot()->players.at("player1").state.attackTargetId ==
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"hostile_npc";
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}),
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"target command was not delayed and rebroadcast");
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@@ -202,9 +202,9 @@ int main()
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waitFor([&]() {
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client->update(0);
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secondClient->update(0);
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return client->snapshot()->players.at("player").state.attackTargetId.empty() &&
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secondClient->snapshot()->players.at("player").state.attackTargetId.empty() &&
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authoritative.snapshot()->players.at("player").state.attackTargetId.empty();
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return client->snapshot()->players.at("player1").state.attackTargetId.empty() &&
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secondClient->snapshot()->players.at("player1").state.attackTargetId.empty() &&
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authoritative.snapshot()->players.at("player1").state.attackTargetId.empty();
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}),
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"clear attack target command was not delayed and rebroadcast");
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@@ -89,7 +89,7 @@ public:
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bool showWeapon = true;
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// --- Stable character references ---
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// Empty means no target. "player" is the campaign player; NPC IDs are
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// Empty means no target. "player1" is the campaign player; NPC IDs are
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// location-local and validated while loading location content.
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std::string attackTargetId;
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std::string faceTargetId;
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+4
-2
@@ -558,8 +558,10 @@ namespace FRG
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logger() << "[network] Campaign '" << campaignId
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<< "' selected; creating WebSocket client" << std::endl;
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// Use "ws://127.0.0.1:8080/" for a local development server.
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static const char* const kMultiplayerServerUrl =
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"wss://api.shadowoverbishkek.com/server001/";
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//static const char* const kMultiplayerServerUrl = "wss://api.shadowoverbishkek.com/server001/";
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static const char* const kMultiplayerServerUrl = "ws://127.0.0.1:8080/";
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WebsocketEndpoint endpoint;
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if (!endpoint.parse(kMultiplayerServerUrl)) {
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logger() << "[network] Invalid multiplayer server URL: "
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@@ -140,11 +140,16 @@ std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles
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std::sort(characters.begin(), characters.end(),
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[](const auto& lhs, const auto& rhs) { return lhs.first < rhs.first; });
|
||||
|
||||
const CharacterState* requester = findCharacter(requesterId, players);
|
||||
const std::string attackTargetId =
|
||||
requester ? requester->attackTargetId : std::string();
|
||||
std::vector<PathFinder::DynamicObstacle> obstacles;
|
||||
obstacles.reserve(characters.size());
|
||||
for (const auto& [id, character] : characters) {
|
||||
if (id == requesterId || !character->enabled || character->hp <= 0.f)
|
||||
continue;
|
||||
if (id == attackTargetId && id != forcedObstacleId)
|
||||
continue;
|
||||
if (character->movedLastTick && id != forcedObstacleId) continue;
|
||||
obstacles.push_back({character->position, character->collisionRadius});
|
||||
}
|
||||
|
||||
@@ -80,6 +80,7 @@ namespace FRG {
|
||||
ScriptEngine::~ScriptEngine() = default;
|
||||
|
||||
void ScriptEngine::init(Location* loc, AudioPlayerAsync* audioPlayer, const std::string& scriptPath) {
|
||||
logger() << "ScriptEngine::init with script path: " << scriptPath << std::endl;
|
||||
impl = std::make_unique<Impl>();
|
||||
sol::state& lua = impl->lua;
|
||||
|
||||
|
||||
@@ -293,7 +293,7 @@ LocationDefinition LocationContentLoader::load(
|
||||
for (const auto& item : root.value("npcs", json::array())) {
|
||||
NpcData data;
|
||||
data.id = item.at("id").get<std::string>();
|
||||
if (data.id.empty() || data.id == "player" ||
|
||||
if (data.id.empty() || data.id == "player1" ||
|
||||
!ids.insert(data.id).second) {
|
||||
throw std::runtime_error(
|
||||
"Missing, duplicate, or reserved NPC id in " +
|
||||
|
||||
+28
-13
@@ -2,6 +2,7 @@
|
||||
#include "Environment.h"
|
||||
#include "utils/Utils.h"
|
||||
#include <iostream>
|
||||
#include <cmath>
|
||||
#ifdef __ANDROID__
|
||||
#include <android/log.h>
|
||||
#endif
|
||||
@@ -75,14 +76,27 @@ extern "C" void EMSCRIPTEN_KEEPALIVE onFileSystemLoaded() {
|
||||
}
|
||||
|
||||
|
||||
// Single definition of the "logical" viewport size: the *visible* area of the page
|
||||
// (visualViewport), not 100vh, which on mobile includes the area under the URL bar.
|
||||
static void getViewportCssSize(int& w, int& h) {
|
||||
w = EM_ASM_INT({
|
||||
var vv = window.visualViewport;
|
||||
return Math.round((vv && vv.width) || window.innerWidth);
|
||||
});
|
||||
h = EM_ASM_INT({
|
||||
var vv = window.visualViewport;
|
||||
return Math.round((vv && vv.height) || window.innerHeight);
|
||||
});
|
||||
}
|
||||
|
||||
static void applyResize(int logicalW, int logicalH) {
|
||||
// Получаем коэффициент плотности пикселей (например, 2.625 на Pixel или 3.0 на Samsung)
|
||||
double dpr = emscripten_get_device_pixel_ratio();
|
||||
//double dpr = 1; // low quality
|
||||
|
||||
// Вычисляем реальные физические пиксели
|
||||
int physicalW = static_cast<int>(logicalW * dpr);
|
||||
int physicalH = static_cast<int>(logicalH * dpr);
|
||||
int physicalW = static_cast<int>(std::lround(logicalW * dpr));
|
||||
int physicalH = static_cast<int>(std::lround(logicalH * dpr));
|
||||
|
||||
// Устанавливаем размер внутреннего буфера канваса
|
||||
emscripten_set_canvas_element_size("#canvas", physicalW, physicalH);
|
||||
@@ -94,6 +108,11 @@ static void applyResize(int logicalW, int logicalH) {
|
||||
SDL_SetWindowSize(FRG::Environment::window, physicalW, physicalH);
|
||||
}
|
||||
|
||||
// SDL may have written an inline CSS size derived from the physical pixels, which
|
||||
// overrides the stylesheet. Re-assert the CSS box so its aspect always matches the
|
||||
// drawing buffer (otherwise the image is stretched / cropped on mobile).
|
||||
emscripten_set_element_css_size("#canvas", logicalW, logicalH);
|
||||
|
||||
// Пушим событие, чтобы движок пересчитал матрицы проекции
|
||||
SDL_Event e = {};
|
||||
e.type = SDL_WINDOWEVENT;
|
||||
@@ -118,8 +137,8 @@ void MainLoop() {
|
||||
|
||||
// Теперь DOM перестроен, можно забирать актуальные размеры.
|
||||
// Если canvas должен занимать все окно браузера:
|
||||
int canvasW = EM_ASM_INT({ return window.innerWidth; });
|
||||
int canvasH = EM_ASM_INT({ return window.innerHeight; });
|
||||
int canvasW, canvasH;
|
||||
getViewportCssSize(canvasW, canvasH);
|
||||
|
||||
applyResize(canvasW, canvasH);
|
||||
}
|
||||
@@ -141,14 +160,10 @@ EM_BOOL onWebGLContextRestored(int /*eventType*/, const void* /*reserved*/, void
|
||||
|
||||
|
||||
EM_BOOL onWindowResized(int /*eventType*/, const EmscriptenUiEvent* e, void* /*userData*/) {
|
||||
double w, h;
|
||||
emscripten_get_element_css_size("window", &w, &h);
|
||||
int w, h;
|
||||
getViewportCssSize(w, h);
|
||||
|
||||
// Если "window" не поддерживается вашей версией SDK, используем данные из e:
|
||||
// int logicalW = e->windowInnerWidth;
|
||||
// int logicalH = e->windowInnerHeight;
|
||||
|
||||
applyResize(static_cast<int>(w), static_cast<int>(h));
|
||||
applyResize(w, h);
|
||||
return EM_FALSE;
|
||||
}
|
||||
|
||||
@@ -181,8 +196,8 @@ int main(int argc, char* argv[]) {
|
||||
emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, nullptr, EM_FALSE, onWindowResized);
|
||||
emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, EM_TRUE, onFullscreenChanged);
|
||||
|
||||
int canvasW = EM_ASM_INT({ return window.innerWidth; });
|
||||
int canvasH = EM_ASM_INT({ return window.innerHeight; });
|
||||
int canvasW, canvasH;
|
||||
getViewportCssSize(canvasW, canvasH);
|
||||
applyResize(canvasW, canvasH);
|
||||
|
||||
SDL_SetHint(SDL_HINT_MOUSE_TOUCH_EVENTS, "0");
|
||||
|
||||
Reference in new issue
Block a user