add local server
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@@ -2,41 +2,74 @@
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#include "NetworkInterface.h"
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#include <queue>
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#include <vector>
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#include <Eigen/Dense>
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#include <chrono>
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#include <random>
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namespace ZL {
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class LocalClient : public INetworkClient {
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private:
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std::queue<std::string> messageQueue;
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public:
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void Connect(const std::string& host, uint16_t port) override;
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void Poll() override;
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struct LocalServerBox {
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Eigen::Vector3f position;
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Eigen::Matrix3f rotation;
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float collisionRadius = 2.0f;
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bool destroyed = false;
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};
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void Send(const std::string& message) override;
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struct LocalProjectile {
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int shooterId = -1;
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uint64_t spawnMs = 0;
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Eigen::Vector3f pos;
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Eigen::Vector3f vel;
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float lifeMs = 5000.0f;
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};
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bool IsConnected() const override { return true; }
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int GetClientId() const override { return 1; }
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std::vector<ProjectileInfo> getPendingProjectiles() override;
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class LocalClient : public INetworkClient {
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private:
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std::queue<std::string> messageQueue;
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std::vector<LocalServerBox> serverBoxes;
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std::vector<LocalProjectile> projectiles;
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std::vector<ProjectileInfo> pendingProjectiles;
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std::vector<DeathInfo> pendingDeaths;
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std::vector<BoxDestroyedInfo> pendingBoxDestructions;
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std::vector<int> pendingRespawns;
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std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
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return std::unordered_map<int, ClientStateInterval>();
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uint64_t lastUpdateMs = 0;
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ClientState localPlayerState;
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bool hasLocalPlayerState = false;
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void updatePhysics();
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void checkCollisions();
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void generateBoxes();
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public:
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void Connect(const std::string& host, uint16_t port) override;
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void Poll() override;
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void Send(const std::string& message) override;
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bool IsConnected() const override { return true; }
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int GetClientId() const override { return 1; }
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std::vector<ProjectileInfo> getPendingProjectiles() override;
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std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
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return std::unordered_map<int, ClientStateInterval>();
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}
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override {
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return {};
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}
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std::vector<std::pair<Eigen::Vector3f, Eigen::Matrix3f>> getServerBoxes() override;
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std::vector<DeathInfo> getPendingDeaths() override {
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return {};
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}
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std::vector<DeathInfo> getPendingDeaths() override;
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std::vector<int> getPendingRespawns() override {
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return {};
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}
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std::vector<int> getPendingRespawns() override {
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return {};
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}
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std::vector<BoxDestroyedInfo> getPendingBoxDestructions() override
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{
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return {};
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}
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};
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std::vector<BoxDestroyedInfo> getPendingBoxDestructions() override;
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void setLocalPlayerState(const ClientState& state) {
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localPlayerState = state;
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hasLocalPlayerState = true;
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}
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};
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}
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