Added battles in networking
This commit is contained in:
1 parent
be8ee31f03
commit
40527f10ac
8 files changed
+302
-36
No files matched your search
@@ -429,8 +429,10 @@ there is no prediction or rollback.
|
||||
|
||||
Current boundaries remain:
|
||||
|
||||
- client intent is limited to `SetCharacterDestinationCommand`; server presence
|
||||
changes use `SetCharacterEnabledCommand` in tick bundles;
|
||||
- client intent is limited to `SetCharacterDestinationCommand`,
|
||||
`SetCharacterTargetCommand`, `ClearCharacterAttackTargetCommand`, and
|
||||
`TryCharacterAttackComboCommand`; server presence changes use
|
||||
`SetCharacterEnabledCommand` in tick bundles;
|
||||
- player characters must already exist in the initial state and campaign slot
|
||||
list; dynamic spawning and reconnect history are not implemented;
|
||||
- authentication and automatic checkpoint resynchronization are absent;
|
||||
|
||||
+22
-12
@@ -5,10 +5,13 @@
|
||||
The Windows WebSocket transport uses Boost.Asio and Boost.Beast to run a
|
||||
server-sequenced deterministic lockstep simulation. A client receives one
|
||||
authoritative state at a completed tick boundary. After that, the server sends
|
||||
only numbered tick messages containing ordered destination and presence
|
||||
commands (or an empty command list).
|
||||
only numbered tick messages containing ordered destination, combat-intent,
|
||||
and presence commands (or an empty command list).
|
||||
|
||||
Client intent is intentionally limited to `SetCharacterDestinationCommand`.
|
||||
Client intent is intentionally limited to
|
||||
`SetCharacterDestinationCommand`, `SetCharacterTargetCommand`,
|
||||
`ClearCharacterAttackTargetCommand`, and
|
||||
`TryCharacterAttackComboCommand`.
|
||||
The server also sends `SetCharacterEnabledCommand` in tick bundles when a
|
||||
configured player slot connects or disconnects.
|
||||
|
||||
@@ -27,9 +30,10 @@ configured player slot connects or disconnects.
|
||||
the newly connected client.
|
||||
- The initial message contains the state, completed snapshot tick, assigned
|
||||
player ID, tick duration, two-tick input delay, and compatibility fingerprint.
|
||||
- Destination inputs cross from the Asio thread through a queue. The simulation
|
||||
thread validates client sequence numbers, replaces client identity with the
|
||||
assigned slot, and schedules commands two ticks in the future.
|
||||
- Destination and character-action inputs cross from the Asio thread through a
|
||||
queue. The simulation thread validates client sequence numbers, replaces
|
||||
client identity with the assigned slot, and schedules commands two ticks in
|
||||
the future.
|
||||
- Every tick is broadcast, including ticks with no commands. No periodic state
|
||||
snapshots are sent.
|
||||
|
||||
@@ -44,8 +48,8 @@ configured player slot connects or disconnects.
|
||||
consumers and transitional runtime-state bindings continue to work.
|
||||
- Camera orientation lives in host-owned `LocationLocalState`, so incoming
|
||||
authoritative snapshots cannot overwrite camera movement.
|
||||
- `submit()` serializes destination intent only. Other command variants remain
|
||||
local no-ops for a remote connection.
|
||||
- `submit()` serializes destination and tagged character-action intent. Other
|
||||
command variants remain local no-ops for a remote connection.
|
||||
- Tick bundles are buffered by ID. The replica advances only while the next
|
||||
contiguous tick is available, applying its commands before one exact 100 ms
|
||||
simulation step.
|
||||
@@ -106,13 +110,19 @@ Message types are:
|
||||
- `initial_state` (server to client): one state snapshot and lockstep metadata;
|
||||
- `destination_input` (client to server): monotonic client sequence and a
|
||||
centimetre-normalized finite target;
|
||||
- `tick` (server to client): tick ID, globally sequenced destination and
|
||||
character-presence commands, and post-tick diagnostic state hash;
|
||||
- `character_action` (client to server): monotonic client sequence, an action
|
||||
tag (`set_target`, `clear_attack_target`, or `try_attack_combo`), and a
|
||||
target ID for `set_target`;
|
||||
- `tick` (server to client): tick ID, globally sequenced destination,
|
||||
character-action, and character-presence commands, and post-tick diagnostic
|
||||
state hash;
|
||||
- `error` (server to client): invalid input, incompatibility, or full server.
|
||||
|
||||
Protocol v1 is not compatible. Malformed payloads, non-finite or out-of-range
|
||||
coordinates, duplicate client sequences, and unsupported commands cannot enter
|
||||
the authoritative command stream.
|
||||
coordinates, duplicate client sequences, empty action IDs, and unsupported
|
||||
commands cannot enter the authoritative command stream. The server derives the
|
||||
location and player character from the assigned connection slot; clients cannot
|
||||
use these actions to control another player or an NPC.
|
||||
|
||||
WebSocket ordering is not used as simulation time. Integer tick IDs are the
|
||||
only authoritative clock. The server uses `steady_clock` only to pace its loop,
|
||||
|
||||
@@ -60,12 +60,38 @@ int main()
|
||||
parsedInput.target.isApprox(Eigen::Vector3f(1.23f, 0.f, -5.68f)),
|
||||
"destination input was not normalized");
|
||||
|
||||
FRG::CharacterActionInputMessage actionInput{
|
||||
8, "set_target", "hostile_npc"};
|
||||
FRG::CharacterActionInputMessage parsedActionInput;
|
||||
require(
|
||||
FRG::parseCharacterActionInputMessage(
|
||||
FRG::makeCharacterActionInputMessage(actionInput),
|
||||
parsedActionInput, error),
|
||||
"character action input did not round trip");
|
||||
require(
|
||||
parsedActionInput.clientSequence == 8 &&
|
||||
parsedActionInput.action == "set_target" &&
|
||||
parsedActionInput.targetId == "hostile_npc",
|
||||
"character action input fields did not round trip");
|
||||
require(
|
||||
!FRG::parseCharacterActionInputMessage(
|
||||
R"({"protocolVersion":2,"type":"character_action","payload":{"clientSequence":1,"action":"unknown","targetId":""}})",
|
||||
parsedActionInput, error),
|
||||
"unknown character action was accepted");
|
||||
require(
|
||||
!FRG::parseCharacterActionInputMessage(
|
||||
R"({"protocolVersion":2,"type":"character_action","payload":{"clientSequence":1,"action":"set_target","targetId":""}})",
|
||||
parsedActionInput, error),
|
||||
"empty attack target was accepted");
|
||||
|
||||
FRG::TickMessage tick;
|
||||
tick.tickId = 43;
|
||||
tick.commands.push_back(FRG::ScheduledDestinationCommand{
|
||||
1, "player", parsedInput.target});
|
||||
tick.commands.push_back(FRG::ScheduledCharacterEnabledCommand{
|
||||
2, "uni_exterior", "player2", true});
|
||||
tick.commands.push_back(FRG::ScheduledCharacterActionCommand{
|
||||
3, "player", "set_target", "hostile_npc"});
|
||||
tick.stateHash = "0123456789abcdef";
|
||||
FRG::TickMessage parsedTick;
|
||||
require(
|
||||
@@ -73,11 +99,15 @@ int main()
|
||||
FRG::makeTickMessage(tick), parsedTick, error),
|
||||
"tick message did not round trip");
|
||||
require(
|
||||
parsedTick.tickId == 43 && parsedTick.commands.size() == 2 &&
|
||||
parsedTick.tickId == 43 && parsedTick.commands.size() == 3 &&
|
||||
std::holds_alternative<FRG::ScheduledCharacterEnabledCommand>(
|
||||
parsedTick.commands[1]) &&
|
||||
std::get<FRG::ScheduledCharacterEnabledCommand>(
|
||||
parsedTick.commands[1]).enabled,
|
||||
parsedTick.commands[1]).enabled &&
|
||||
std::holds_alternative<FRG::ScheduledCharacterActionCommand>(
|
||||
parsedTick.commands[2]) &&
|
||||
std::get<FRG::ScheduledCharacterActionCommand>(
|
||||
parsedTick.commands[2]).targetId == "hostile_npc",
|
||||
"tick contents did not round trip");
|
||||
|
||||
require(
|
||||
@@ -134,12 +164,20 @@ int main()
|
||||
"scheduled commands were not finalized in stable order");
|
||||
|
||||
timeline.scheduleCharacterEnabled("uni_exterior", "player2", true);
|
||||
timeline.scheduleCharacterAction("player", "clear_attack_target");
|
||||
const FRG::TickMessage presenceTick = timeline.advance();
|
||||
require(
|
||||
presenceTick.commands.size() == 1 &&
|
||||
std::holds_alternative<FRG::ScheduledCharacterEnabledCommand>(
|
||||
presenceTick.commands[0]),
|
||||
"character enabled command was not scheduled for the next tick");
|
||||
const FRG::TickMessage actionTick =
|
||||
timeline.advance();
|
||||
require(
|
||||
actionTick.commands.size() == 1 &&
|
||||
std::holds_alternative<FRG::ScheduledCharacterActionCommand>(
|
||||
actionTick.commands[0]),
|
||||
"character action was not scheduled with input delay");
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
@@ -104,6 +104,55 @@ int main()
|
||||
}),
|
||||
"client did not consume finalized lockstep ticks");
|
||||
|
||||
client->submit(FRG::SetCharacterTargetCommand{
|
||||
"stale_location", "spoofed_character", "hostile_npc"});
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(20));
|
||||
server.update();
|
||||
server.update();
|
||||
require(
|
||||
waitFor([&]() {
|
||||
client->update(0);
|
||||
secondClient->update(0);
|
||||
return client->snapshot()->players.at("player").state.attackTargetId ==
|
||||
"hostile_npc" &&
|
||||
secondClient->snapshot()->players.at("player").state.attackTargetId ==
|
||||
"hostile_npc" &&
|
||||
authoritative.snapshot()->players.at("player").state.attackTargetId ==
|
||||
"hostile_npc";
|
||||
}),
|
||||
"target command was not delayed and rebroadcast");
|
||||
|
||||
client->submit(FRG::ClearCharacterAttackTargetCommand{
|
||||
"stale_location", "spoofed_character"});
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(20));
|
||||
server.update();
|
||||
server.update();
|
||||
require(
|
||||
waitFor([&]() {
|
||||
client->update(0);
|
||||
secondClient->update(0);
|
||||
return client->snapshot()->players.at("player").state.attackTargetId.empty() &&
|
||||
secondClient->snapshot()->players.at("player").state.attackTargetId.empty() &&
|
||||
authoritative.snapshot()->players.at("player").state.attackTargetId.empty();
|
||||
}),
|
||||
"clear attack target command was not delayed and rebroadcast");
|
||||
|
||||
client->submit(FRG::TryCharacterAttackComboCommand{
|
||||
"stale_location", "spoofed_character"});
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(20));
|
||||
server.update();
|
||||
server.update();
|
||||
require(
|
||||
waitFor([&]() {
|
||||
client->update(0);
|
||||
secondClient->update(0);
|
||||
return client->snapshot()->revision ==
|
||||
secondClient->snapshot()->revision &&
|
||||
client->snapshot()->revision ==
|
||||
authoritative.snapshot()->revision;
|
||||
}),
|
||||
"attack combo command was not rebroadcast in lockstep");
|
||||
|
||||
secondClient.reset();
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(50));
|
||||
server.update();
|
||||
|
||||
@@ -96,6 +96,27 @@ nlohmann::json targetJson(const Eigen::Vector3f& target)
|
||||
return nlohmann::json::array({target.x(), target.y(), target.z()});
|
||||
}
|
||||
|
||||
bool validCharacterAction(
|
||||
const std::string& action, const std::string& targetId,
|
||||
std::string& error)
|
||||
{
|
||||
if (action != "set_target" &&
|
||||
action != "clear_attack_target" &&
|
||||
action != "try_attack_combo") {
|
||||
error = "unsupported character action";
|
||||
return false;
|
||||
}
|
||||
if (action == "set_target" && targetId.empty()) {
|
||||
error = "set_target requires a targetId";
|
||||
return false;
|
||||
}
|
||||
if (action != "set_target" && !targetId.empty()) {
|
||||
error = "targetId is only valid for set_target";
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
std::string makeInitialStateMessage(const InitialStateMessage& message)
|
||||
@@ -159,6 +180,16 @@ std::uint64_t LockstepTimeline::scheduleCharacterEnabled(
|
||||
return sequence;
|
||||
}
|
||||
|
||||
std::uint64_t LockstepTimeline::scheduleCharacterAction(
|
||||
const std::string& playerId, std::string action, std::string targetId)
|
||||
{
|
||||
const std::uint64_t sequence = nextCommandSequence_++;
|
||||
pending_[currentTick_ + inputDelayTicks_].push_back(
|
||||
ScheduledCharacterActionCommand{
|
||||
sequence, playerId, std::move(action), std::move(targetId)});
|
||||
return sequence;
|
||||
}
|
||||
|
||||
TickMessage LockstepTimeline::advance()
|
||||
{
|
||||
TickMessage result;
|
||||
@@ -191,6 +222,38 @@ bool parseDestinationInputMessage(
|
||||
return readTarget(payload["target"], message.target, error);
|
||||
}
|
||||
|
||||
std::string makeCharacterActionInputMessage(
|
||||
const CharacterActionInputMessage& message)
|
||||
{
|
||||
return envelope("character_action", {
|
||||
{"clientSequence", message.clientSequence},
|
||||
{"action", message.action},
|
||||
{"targetId", message.targetId}
|
||||
});
|
||||
}
|
||||
|
||||
bool parseCharacterActionInputMessage(
|
||||
const std::string& text, CharacterActionInputMessage& message,
|
||||
std::string& error)
|
||||
{
|
||||
nlohmann::json payload;
|
||||
if (!parseEnvelope(text, "character_action", payload, error))
|
||||
return false;
|
||||
if (!readTick(payload, "clientSequence", message.clientSequence, error))
|
||||
return false;
|
||||
if (!payload.contains("action") || !payload["action"].is_string()) {
|
||||
error = "action is required";
|
||||
return false;
|
||||
}
|
||||
message.action = payload["action"].get<std::string>();
|
||||
message.targetId = payload.value("targetId", std::string());
|
||||
if (!payload.contains("targetId") || !payload["targetId"].is_string()) {
|
||||
error = "targetId must be a string";
|
||||
return false;
|
||||
}
|
||||
return validCharacterAction(message.action, message.targetId, error);
|
||||
}
|
||||
|
||||
std::string makeTickMessage(const TickMessage& message)
|
||||
{
|
||||
nlohmann::json commands = nlohmann::json::array();
|
||||
@@ -205,13 +268,23 @@ std::string makeTickMessage(const TickMessage& message)
|
||||
{"target", targetJson(command.target)}
|
||||
});
|
||||
} else {
|
||||
commands.push_back({
|
||||
{"type", "character_enabled"},
|
||||
{"commandSequence", command.commandSequence},
|
||||
{"locationId", command.locationId},
|
||||
{"characterId", command.characterId},
|
||||
{"enabled", command.enabled}
|
||||
});
|
||||
if constexpr (std::is_same_v<T, ScheduledCharacterEnabledCommand>) {
|
||||
commands.push_back({
|
||||
{"type", "character_enabled"},
|
||||
{"commandSequence", command.commandSequence},
|
||||
{"locationId", command.locationId},
|
||||
{"characterId", command.characterId},
|
||||
{"enabled", command.enabled}
|
||||
});
|
||||
} else {
|
||||
commands.push_back({
|
||||
{"type", "character_action"},
|
||||
{"commandSequence", command.commandSequence},
|
||||
{"playerId", command.playerId},
|
||||
{"action", command.action},
|
||||
{"targetId", command.targetId}
|
||||
});
|
||||
}
|
||||
}
|
||||
}, scheduled);
|
||||
}
|
||||
@@ -274,6 +347,24 @@ bool parseTickMessage(
|
||||
return false;
|
||||
}
|
||||
command = std::move(enabled);
|
||||
} else if (type == "character_action") {
|
||||
ScheduledCharacterActionCommand action;
|
||||
action.commandSequence = previousSequence;
|
||||
if (!value.contains("playerId") || !value["playerId"].is_string() ||
|
||||
!value.contains("action") || !value["action"].is_string() ||
|
||||
!value.contains("targetId") || !value["targetId"].is_string()) {
|
||||
error = "invalid character action command";
|
||||
return false;
|
||||
}
|
||||
action.playerId = value["playerId"].get<std::string>();
|
||||
action.action = value["action"].get<std::string>();
|
||||
action.targetId = value["targetId"].get<std::string>();
|
||||
if (action.playerId.empty() ||
|
||||
!validCharacterAction(action.action, action.targetId, error)) {
|
||||
if (error.empty()) error = "invalid character action command";
|
||||
return false;
|
||||
}
|
||||
command = std::move(action);
|
||||
} else {
|
||||
error = "unsupported scheduled command type";
|
||||
return false;
|
||||
|
||||
@@ -28,6 +28,12 @@ struct DestinationInputMessage {
|
||||
Eigen::Vector3f target = Eigen::Vector3f::Zero();
|
||||
};
|
||||
|
||||
struct CharacterActionInputMessage {
|
||||
std::uint64_t clientSequence = 0;
|
||||
std::string action;
|
||||
std::string targetId;
|
||||
};
|
||||
|
||||
struct ScheduledDestinationCommand {
|
||||
std::uint64_t commandSequence = 0;
|
||||
std::string playerId;
|
||||
@@ -41,9 +47,17 @@ struct ScheduledCharacterEnabledCommand {
|
||||
bool enabled = false;
|
||||
};
|
||||
|
||||
struct ScheduledCharacterActionCommand {
|
||||
std::uint64_t commandSequence = 0;
|
||||
std::string playerId;
|
||||
std::string action;
|
||||
std::string targetId;
|
||||
};
|
||||
|
||||
using ScheduledCommand = std::variant<
|
||||
ScheduledDestinationCommand,
|
||||
ScheduledCharacterEnabledCommand>;
|
||||
ScheduledCharacterEnabledCommand,
|
||||
ScheduledCharacterActionCommand>;
|
||||
|
||||
struct TickMessage {
|
||||
std::uint64_t tickId = 0;
|
||||
@@ -63,6 +77,9 @@ public:
|
||||
std::uint64_t scheduleCharacterEnabled(
|
||||
const std::string& locationId, const std::string& characterId,
|
||||
bool enabled);
|
||||
std::uint64_t scheduleCharacterAction(
|
||||
const std::string& playerId, std::string action,
|
||||
std::string targetId = {});
|
||||
TickMessage advance();
|
||||
|
||||
private:
|
||||
@@ -78,6 +95,11 @@ bool parseInitialStateMessage(
|
||||
std::string makeDestinationInputMessage(const DestinationInputMessage& message);
|
||||
bool parseDestinationInputMessage(
|
||||
const std::string& text, DestinationInputMessage& message, std::string& error);
|
||||
std::string makeCharacterActionInputMessage(
|
||||
const CharacterActionInputMessage& message);
|
||||
bool parseCharacterActionInputMessage(
|
||||
const std::string& text, CharacterActionInputMessage& message,
|
||||
std::string& error);
|
||||
std::string makeTickMessage(const TickMessage& message);
|
||||
bool parseTickMessage(
|
||||
const std::string& text, TickMessage& message, std::string& error);
|
||||
|
||||
@@ -177,6 +177,16 @@ void WebsocketGameClient::submit(const GameCommand& command)
|
||||
std::get_if<SetCharacterDestinationCommand>(&command)) {
|
||||
impl_->send(makeDestinationInputMessage(
|
||||
{nextClientSequence_++, destination->target}));
|
||||
} else if (const auto* target =
|
||||
std::get_if<SetCharacterTargetCommand>(&command)) {
|
||||
impl_->send(makeCharacterActionInputMessage(
|
||||
{nextClientSequence_++, "set_target", target->targetId}));
|
||||
} else if (std::holds_alternative<ClearCharacterAttackTargetCommand>(command)) {
|
||||
impl_->send(makeCharacterActionInputMessage(
|
||||
{nextClientSequence_++, "clear_attack_target", {}}));
|
||||
} else if (std::holds_alternative<TryCharacterAttackComboCommand>(command)) {
|
||||
impl_->send(makeCharacterActionInputMessage(
|
||||
{nextClientSequence_++, "try_attack_combo", {}}));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -259,9 +269,18 @@ void WebsocketGameClient::update(std::int64_t)
|
||||
if constexpr (std::is_same_v<T, ScheduledDestinationCommand>) {
|
||||
replica_.submit(SetCharacterDestinationCommand{
|
||||
locationId, command.playerId, command.target, {}});
|
||||
} else {
|
||||
} else if constexpr (std::is_same_v<T, ScheduledCharacterEnabledCommand>) {
|
||||
replica_.submit(SetCharacterEnabledCommand{
|
||||
command.locationId, command.characterId, command.enabled});
|
||||
} else if (command.action == "set_target") {
|
||||
replica_.submit(SetCharacterTargetCommand{
|
||||
locationId, command.playerId, command.targetId});
|
||||
} else if (command.action == "clear_attack_target") {
|
||||
replica_.submit(ClearCharacterAttackTargetCommand{
|
||||
locationId, command.playerId});
|
||||
} else if (command.action == "try_attack_combo") {
|
||||
replica_.submit(TryCharacterAttackComboCommand{
|
||||
locationId, command.playerId});
|
||||
}
|
||||
}, scheduled);
|
||||
}
|
||||
|
||||
@@ -132,7 +132,9 @@ class WebsocketGameServer::Impl {
|
||||
public:
|
||||
struct PendingInput {
|
||||
std::string playerId;
|
||||
DestinationInputMessage input;
|
||||
std::variant<
|
||||
DestinationInputMessage,
|
||||
CharacterActionInputMessage> input;
|
||||
};
|
||||
|
||||
Impl(
|
||||
@@ -227,17 +229,27 @@ private:
|
||||
std::move(socket), playerId,
|
||||
[this](const std::shared_ptr<ServerSession>& source,
|
||||
const std::string& message) {
|
||||
DestinationInputMessage parsed;
|
||||
std::string parseError;
|
||||
if (!parseDestinationInputMessage(
|
||||
message, parsed, parseError)) {
|
||||
DestinationInputMessage destination;
|
||||
std::string destinationError;
|
||||
if (parseDestinationInputMessage(
|
||||
message, destination, destinationError)) {
|
||||
std::lock_guard<std::mutex> lock(inputsMutex_);
|
||||
pendingInputs_.push_back(
|
||||
{source->playerId(), std::move(destination)});
|
||||
return;
|
||||
}
|
||||
CharacterActionInputMessage action;
|
||||
std::string actionError;
|
||||
if (!parseCharacterActionInputMessage(
|
||||
message, action, actionError)) {
|
||||
source->send(makeErrorMessage(
|
||||
"invalid_input", parseError));
|
||||
"invalid_input", actionError.empty()
|
||||
? destinationError : actionError));
|
||||
return;
|
||||
}
|
||||
std::lock_guard<std::mutex> lock(inputsMutex_);
|
||||
pendingInputs_.push_back(
|
||||
{source->playerId(), std::move(parsed)});
|
||||
{source->playerId(), std::move(action)});
|
||||
},
|
||||
[this](const std::shared_ptr<ServerSession>& source) {
|
||||
if (!source->playerId().empty())
|
||||
@@ -329,9 +341,20 @@ void WebsocketGameServer::update()
|
||||
lastClientSequences_.erase(playerId);
|
||||
for (const Impl::PendingInput& pending : impl_->takeInputs()) {
|
||||
std::uint64_t& previous = lastClientSequences_[pending.playerId];
|
||||
if (pending.input.clientSequence <= previous) continue;
|
||||
previous = pending.input.clientSequence;
|
||||
timeline_.schedule(pending.playerId, pending.input.target);
|
||||
const std::uint64_t sequence = std::visit(
|
||||
[](const auto& input) { return input.clientSequence; },
|
||||
pending.input);
|
||||
if (sequence <= previous) continue;
|
||||
previous = sequence;
|
||||
std::visit([&](const auto& input) {
|
||||
using T = std::decay_t<decltype(input)>;
|
||||
if constexpr (std::is_same_v<T, DestinationInputMessage>) {
|
||||
timeline_.schedule(pending.playerId, input.target);
|
||||
} else {
|
||||
timeline_.scheduleCharacterAction(
|
||||
pending.playerId, input.action, input.targetId);
|
||||
}
|
||||
}, pending.input);
|
||||
}
|
||||
|
||||
TickMessage tick = timeline_.advance();
|
||||
@@ -342,9 +365,21 @@ void WebsocketGameServer::update()
|
||||
gameServer_.submit(SetCharacterDestinationCommand{
|
||||
gameServer_.snapshot()->currentLocationId,
|
||||
command.playerId, command.target, {}});
|
||||
} else {
|
||||
} else if constexpr (std::is_same_v<T, ScheduledCharacterEnabledCommand>) {
|
||||
gameServer_.submit(SetCharacterEnabledCommand{
|
||||
command.locationId, command.characterId, command.enabled});
|
||||
} else if (command.action == "set_target") {
|
||||
gameServer_.submit(SetCharacterTargetCommand{
|
||||
gameServer_.snapshot()->currentLocationId,
|
||||
command.playerId, command.targetId});
|
||||
} else if (command.action == "clear_attack_target") {
|
||||
gameServer_.submit(ClearCharacterAttackTargetCommand{
|
||||
gameServer_.snapshot()->currentLocationId,
|
||||
command.playerId});
|
||||
} else if (command.action == "try_attack_combo") {
|
||||
gameServer_.submit(TryCharacterAttackComboCommand{
|
||||
gameServer_.snapshot()->currentLocationId,
|
||||
command.playerId});
|
||||
}
|
||||
}, scheduled);
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user