Major refactoring - internal server state machine implemented

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Vladislav Khorev committed 2026-10-29 00:09:16 +06:00
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commit 66e93d46f4
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#pragma once
#include "../GameState.h"
#include "../external/nlohmann/json.hpp"
#include <cstdint>
#include <memory>
#include <string>
#include <variant>
#include <vector>
namespace FRG {
// Value-only view of authoritative state. It deliberately contains no runtime
// pointers, callbacks, renderer objects, or mutable references, so the same
// contract can later be transported over a network.
struct ChatMessageSnapshot {
std::string text;
bool incoming = false;
};
struct CharacterSnapshot {
std::string id;
CharacterState state;
};
struct InteractiveObjectSnapshot {
std::string id;
InteractiveObjectState state;
};
struct LocationSnapshot {
std::string id;
LocationState state;
std::unordered_map<std::string, CharacterSnapshot> npcs;
std::unordered_map<std::string, InteractiveObjectSnapshot> interactiveObjects;
std::unordered_map<std::string, TriggerZoneGameState> triggerZones;
std::unordered_map<std::string, bool> teleportZones;
nlohmann::json dialogue;
nlohmann::json scriptGlobals;
};
struct GameSnapshot {
std::uint64_t revision = 0;
std::string campaignId;
std::string currentLocationId;
bool isDarklands = false;
bool isNight = false;
bool isDawn = false;
float playerHp = 0.f;
float playerMaxHp = 0.f;
int money = 0;
TutorialStep tutorialStep = TutorialStep::Completed;
bool tutorialPhoneChatScreenOpened = false;
bool tutorialJournalScreenOpened = false;
bool tutorialNeedOpenTaxiScreen = false;
bool tutorialTaxiHintDone = false;
bool taxiIsCalled = false;
bool chatUnread[3] = {};
std::string chatPreview[3];
std::vector<ChatMessageSnapshot> chatHistory[3];
std::vector<std::string> inventoryItemIds;
nlohmann::json questJournal;
std::unordered_map<std::string, int> globalInts;
std::unordered_map<std::string, float> globalFloats;
std::unordered_map<std::string, CharacterSnapshot> players;
std::unordered_map<std::string, LocationSnapshot> locations;
std::vector<Quest::QuestState> quests;
bool isTutorialActive() const { return tutorialStep != TutorialStep::Completed; }
};
struct SetWorldModeCommand { bool darklands; bool night; bool dawn; };
struct SetCurrentLocationCommand { std::string locationId; };
struct SetPlayerHealthCommand { float hp; float maxHp; };
struct SetMoneyCommand { int amount; };
struct SpendMoneyCommand { int amount; };
struct CompleteTutorialStepCommand { TutorialStep step; };
struct SetTutorialStepCommand { TutorialStep step; };
struct SetTutorialFlagsCommand {
bool phoneChatOpened;
bool journalOpened;
bool needTaxiHint;
bool taxiHintDone;
};
struct SetChatCommand {
int index;
bool unread;
std::string preview;
};
struct AppendChatMessageCommand {
int index;
std::string text;
bool incoming;
};
struct SetTaxiCalledCommand { bool called; };
struct StartTaxiCommand { std::string locationId; };
struct AddInventoryItemCommand { std::string itemId; };
struct RemoveInventoryItemCommand { std::string itemId; };
struct SetGlobalIntCommand { std::string key; int value; };
struct SetGlobalFloatCommand { std::string key; float value; };
struct SetCharacterTransformCommand {
std::string locationId;
std::string characterId;
Eigen::Vector3f position;
float facingAngle;
};
struct SetCharacterTargetCommand {
std::string locationId;
std::string characterId;
std::string targetId;
};
struct ClearCharacterAttackTargetCommand {
std::string locationId;
std::string characterId;
};
struct SetCharacterDestinationCommand {
std::string locationId;
std::string characterId;
Eigen::Vector3f target;
std::string callbackName;
};
struct StopCharacterCommand {
std::string locationId;
std::string characterId;
};
struct FaceCharacterCommand {
std::string locationId;
std::string characterId;
std::string targetId;
};
struct ReplanCharacterCommand {
std::string locationId;
std::string characterId;
};
struct ResetCharacterAfterDeathCommand {
std::string locationId;
std::string characterId;
};
struct TryCharacterAttackComboCommand {
std::string locationId;
std::string characterId;
};
struct SetCharacterHealthCommand {
std::string locationId;
std::string characterId;
float hp;
};
struct SetCharacterAnimationMetadataCommand {
std::string locationId;
std::string characterId;
AnimationState animationState;
int startFrame;
int frameCount;
};
struct DamageCharacterCommand {
std::string locationId;
std::string characterId;
float amount;
std::string attackerId;
};
struct CommitCharacterStateCommand {
std::string locationId;
std::string characterId;
CharacterState state;
};
struct SetInteractiveObjectActiveCommand {
std::string locationId;
std::string objectId;
bool active;
};
struct SetTriggerZoneEnabledCommand {
std::string locationId;
std::string zoneId;
bool enabled;
};
struct ReloadQuestDefinitionsCommand { std::string path; std::string zipFile; };
using GameCommand = std::variant<
SetWorldModeCommand,
SetCurrentLocationCommand,
SetPlayerHealthCommand,
SetMoneyCommand,
SpendMoneyCommand,
CompleteTutorialStepCommand,
SetTutorialStepCommand,
SetTutorialFlagsCommand,
SetChatCommand,
AppendChatMessageCommand,
SetTaxiCalledCommand,
StartTaxiCommand,
AddInventoryItemCommand,
RemoveInventoryItemCommand,
SetGlobalIntCommand,
SetGlobalFloatCommand,
SetCharacterTransformCommand,
SetCharacterTargetCommand,
ClearCharacterAttackTargetCommand,
SetCharacterDestinationCommand,
StopCharacterCommand,
FaceCharacterCommand,
ReplanCharacterCommand,
ResetCharacterAfterDeathCommand,
TryCharacterAttackComboCommand,
SetCharacterHealthCommand,
SetCharacterAnimationMetadataCommand,
DamageCharacterCommand,
CommitCharacterStateCommand,
SetInteractiveObjectActiveCommand,
SetTriggerZoneEnabledCommand,
ReloadQuestDefinitionsCommand>;
class IGameServer {
public:
virtual ~IGameServer() = default;
// Each returned object is immutable and remains valid after later commands.
virtual std::shared_ptr<const GameSnapshot> snapshot() const = 0;
virtual void submit(const GameCommand& command) = 0;
virtual void update(std::int64_t deltaMs) = 0;
// Persistence stays server-side. The JSON shape is GameState's established
// save schema and is intentionally not the wire snapshot shape.
virtual void save(nlohmann::json& out) const = 0;
virtual void load(const nlohmann::json& in) = 0;
};
} // namespace FRG
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#include "InternalGameServer.h"
#include "../Location.h"
#include <algorithm>
#include <type_traits>
namespace FRG {
InternalGameServer::InternalGameServer() = default;
GameSnapshot InternalGameServer::buildSnapshot() const
{
GameSnapshot result;
result.revision = revision_;
result.campaignId = state_.campaignId;
result.currentLocationId = state_.currentLocationName;
result.isDarklands = state_.isDarklands;
result.isNight = state_.isNight;
result.isDawn = state_.isDawn;
result.playerHp = state_.playerHp;
result.playerMaxHp = state_.playerMaxHp;
result.money = state_.money;
result.tutorialStep = state_.tutorialStep;
result.tutorialPhoneChatScreenOpened = state_.tutorialPhoneChatScreenOpened;
result.tutorialJournalScreenOpened = state_.tutorialJournalScreenOpened;
result.tutorialNeedOpenTaxiScreen = state_.tutorialNeedOpenTaxiScreen;
result.tutorialTaxiHintDone = state_.tutorialTaxiHintDone;
result.taxiIsCalled = state_.taxiIsCalled;
for (int i = 0; i < 3; ++i) {
result.chatUnread[i] = state_.chatUnread[i];
result.chatPreview[i] = state_.chatPreviewMsg[i];
result.chatHistory[i].reserve(state_.chatHistory[i].size());
for (const StoredChatMessage& message : state_.chatHistory[i])
result.chatHistory[i].push_back({message.text, message.incoming});
}
nlohmann::json inventoryJson;
state_.inventory.save(inventoryJson);
if (inventoryJson.contains("items") && inventoryJson["items"].is_array()) {
for (const auto& item : inventoryJson["items"])
if (item.is_string()) result.inventoryItemIds.push_back(item.get<std::string>());
}
state_.questJournal.save(result.questJournal);
result.globalInts = state_.globalInts;
result.globalFloats = state_.globalFloats;
for (const Quest::QuestState* quest : state_.questJournal.getVisibleQuests())
if (quest) result.quests.push_back(*quest);
for (const auto& [playerId, source] : state_.players) {
if (!source) continue;
CharacterState clean = *source;
result.players.emplace(playerId, CharacterSnapshot{playerId, std::move(clean)});
}
for (const auto& [locationId, source] : state_.locations) {
LocationSnapshot location;
location.id = locationId;
location.state = *source.location;
for (const auto& [id, sourceNpc] : source.npcs) {
if (!sourceNpc) continue;
CharacterState clean = *sourceNpc;
location.npcs.emplace(
id, CharacterSnapshot{id, std::move(clean)});
}
for (const auto& [id, sourceObject] : source.interactiveObjects) {
if (!sourceObject) continue;
InteractiveObjectState clean = *sourceObject;
location.interactiveObjects.emplace(
id, InteractiveObjectSnapshot{id, std::move(clean)});
}
location.triggerZones = source.triggerZones;
location.teleportZones = source.teleportZones;
location.dialogue = source.dialogue;
location.scriptGlobals = source.scriptGlobals;
result.locations.emplace(locationId, std::move(location));
}
return result;
}
std::shared_ptr<const GameSnapshot> InternalGameServer::snapshot() const
{
if (!cachedSnapshot_ || cachedRevision_ != revision_) {
cachedSnapshot_ = std::make_shared<const GameSnapshot>(buildSnapshot());
cachedRevision_ = revision_;
}
return cachedSnapshot_;
}
void InternalGameServer::submit(const GameCommand& command)
{
std::visit([this](const auto& value) {
using T = std::decay_t<decltype(value)>;
if constexpr (std::is_same_v<T, SetWorldModeCommand>) {
state_.isDarklands = value.darklands;
state_.isNight = value.night;
state_.isDawn = value.dawn;
} else if constexpr (std::is_same_v<T, SetCurrentLocationCommand>) {
state_.currentLocationName = value.locationId;
} else if constexpr (std::is_same_v<T, SetPlayerHealthCommand>) {
state_.playerHp = value.hp;
state_.playerMaxHp = value.maxHp;
} else if constexpr (std::is_same_v<T, SetMoneyCommand>) {
state_.money = value.amount;
} else if constexpr (std::is_same_v<T, SpendMoneyCommand>) {
state_.money -= value.amount;
} else if constexpr (std::is_same_v<T, CompleteTutorialStepCommand>) {
state_.completeTutorialStep(value.step);
} else if constexpr (std::is_same_v<T, SetTutorialStepCommand>) {
state_.tutorialStep = value.step;
} else if constexpr (std::is_same_v<T, SetTutorialFlagsCommand>) {
state_.tutorialPhoneChatScreenOpened = value.phoneChatOpened;
state_.tutorialJournalScreenOpened = value.journalOpened;
state_.tutorialNeedOpenTaxiScreen = value.needTaxiHint;
state_.tutorialTaxiHintDone = value.taxiHintDone;
} else if constexpr (std::is_same_v<T, SetChatCommand>) {
if (value.index >= 0 && value.index < 3) {
state_.chatUnread[value.index] = value.unread;
state_.chatPreviewMsg[value.index] = value.preview;
}
} else if constexpr (std::is_same_v<T, AppendChatMessageCommand>) {
if (value.index >= 0 && value.index < 3) {
if (state_.chatHistory[value.index].size() >= 5)
state_.chatHistory[value.index].erase(state_.chatHistory[value.index].begin());
state_.chatHistory[value.index].push_back({value.text, value.incoming});
}
} else if constexpr (std::is_same_v<T, SetTaxiCalledCommand>) {
state_.taxiIsCalled = value.called;
} else if constexpr (std::is_same_v<T, StartTaxiCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end())
location->second.startTaxi();
} else if constexpr (std::is_same_v<T, AddInventoryItemCommand>) {
state_.inventory.addItem(value.itemId);
} else if constexpr (std::is_same_v<T, RemoveInventoryItemCommand>) {
state_.inventory.removeItem(value.itemId);
} else if constexpr (std::is_same_v<T, SetGlobalIntCommand>) {
state_.globalInts[value.key] = value.value;
} else if constexpr (std::is_same_v<T, SetGlobalFloatCommand>) {
state_.globalFloats[value.key] = value.value;
} else if constexpr (std::is_same_v<T, SetCharacterTransformCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) {
character->position = value.position;
character->facingAngle = value.facingAngle;
character->targetFacingAngle = value.facingAngle;
}
} else if constexpr (std::is_same_v<T, SetCharacterTargetCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->attackTargetId = value.targetId;
} else if constexpr (std::is_same_v<T, ClearCharacterAttackTargetCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->attackTargetId.clear();
} else if constexpr (std::is_same_v<T, SetCharacterDestinationCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->setTarget(
value.target, value.callbackName,
*location->second.location, value.characterId);
}
} else if constexpr (std::is_same_v<T, StopCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->stopInPlace();
} else if constexpr (std::is_same_v<T, FaceCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character)
character->stopAndRotateToTarget(value.targetId);
} else if constexpr (std::is_same_v<T, ReplanCharacterCommand>) {
auto location = state_.locations.find(value.locationId);
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character && location != state_.locations.end() &&
location->second.location) {
character->forceReplan(
*location->second.location, value.characterId);
}
} else if constexpr (std::is_same_v<T, ResetCharacterAfterDeathCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->resetPlayerAfterDeath();
} else if constexpr (std::is_same_v<T, TryCharacterAttackComboCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->tryAttackCombo();
} else if constexpr (std::is_same_v<T, SetCharacterHealthCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->setHp(value.hp);
} else if constexpr (std::is_same_v<T, SetCharacterAnimationMetadataCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) {
character->setAnimationMetadata(
value.animationState, value.startFrame, value.frameCount);
}
} else if constexpr (std::is_same_v<T, DamageCharacterCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) character->hp = (std::max)(0.f, character->hp - (std::max)(0.f, value.amount));
} else if constexpr (std::is_same_v<T, CommitCharacterStateCommand>) {
CharacterState* character =
state_.findCharacter(value.locationId, value.characterId);
if (character) *character = value.state;
} else if constexpr (std::is_same_v<T, SetInteractiveObjectActiveCommand>) {
auto location = state_.locations.find(value.locationId);
if (location == state_.locations.end()) return;
auto object = location->second.interactiveObjects.find(value.objectId);
if (object != location->second.interactiveObjects.end() && object->second)
object->second->isActive = value.active;
} else if constexpr (std::is_same_v<T, SetTriggerZoneEnabledCommand>) {
auto location = state_.locations.find(value.locationId);
if (location != state_.locations.end()) {
location->second.triggerZones[value.zoneId].enabled = value.enabled;
auto runtime = runtimeLocations_.find(value.locationId);
if (runtime != runtimeLocations_.end() && runtime->second) {
for (auto& zone : runtime->second->triggerZones)
if (zone.id == value.zoneId) zone.enabled = value.enabled;
}
}
} else if constexpr (std::is_same_v<T, ReloadQuestDefinitionsCommand>) {
state_.questJournal.reloadDefinitionsPreservingState(value.path, value.zipFile);
}
}, command);
markHostMutation();
}
void InternalGameServer::update(std::int64_t deltaMs)
{
auto runtime = runtimeLocations_.find(state_.currentLocationName);
if (runtime == runtimeLocations_.end() || !runtime->second) return;
auto stored = state_.locations.find(state_.currentLocationName);
if (stored == state_.locations.end()) return;
const bool interactiveObjectsLocked =
stored->second.lockInteractiveObjectsDuringTutorial &&
state_.tutorialStep < TutorialStep::PickUpItem;
LocationSimulationEvents events =
stored->second.update(deltaMs, state_.players, interactiveObjectsLocked);
runtime->second->update(deltaMs, events);
synchronizeRuntimeAuxiliaryState();
}
void InternalGameServer::save(nlohmann::json& out) const
{
const_cast<InternalGameServer*>(this)->synchronizeRuntimeAuxiliaryState();
state_.save(out);
}
void InternalGameServer::load(const nlohmann::json& in)
{
state_.load(in);
applyStateToRuntime();
markHostMutation();
}
void InternalGameServer::bindRuntimeLocation(const std::string& id, std::shared_ptr<Location> location)
{
runtimeLocations_[id] = std::move(location);
auto stored = state_.locations.find(id);
if (stored != state_.locations.end() && stored->second.hasPersistentState) {
runtimeLocations_[id]->applyAuxiliaryState(stored->second);
} else {
runtimeLocations_[id]->captureAuxiliaryState(state_.locations[id]);
}
markHostMutation();
}
void InternalGameServer::synchronizeRuntimeAuxiliaryState()
{
for (const auto& [id, location] : runtimeLocations_) {
if (!location) continue;
location->captureAuxiliaryState(state_.locations[id]);
}
markHostMutation();
}
void InternalGameServer::applyStateToRuntime()
{
for (const auto& [id, stored] : state_.locations) {
auto runtime = runtimeLocations_.find(id);
if (runtime == runtimeLocations_.end() || !runtime->second) continue;
runtime->second->applyAuxiliaryState(stored);
}
}
void InternalGameServer::markHostMutation()
{
++revision_;
cachedSnapshot_.reset();
}
} // namespace FRG
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#pragma once
#include "IGameServer.h"
namespace FRG {
class Game;
class Character;
class Location;
// In-process implementation used by single-player. GameState exists exactly
// once, here; clients see immutable snapshots and mutate it with typed commands.
class InternalGameServer final : public IGameServer {
public:
InternalGameServer();
std::shared_ptr<const GameSnapshot> snapshot() const override;
void submit(const GameCommand& command) override;
void update(std::int64_t deltaMs) override;
void save(nlohmann::json& out) const override;
void load(const nlohmann::json& in) override;
private:
friend class Game;
// Transitional host operations are intentionally available only to Game,
// which owns location loading and old-save migration. They are never part of
// IGameServer and therefore cannot leak mutable state to UI/network clients.
GameState& hostState() { return state_; }
const GameState& hostState() const { return state_; }
std::unordered_map<std::string, std::shared_ptr<Location>>& runtimeLocations() { return runtimeLocations_; }
const std::unordered_map<std::string, std::shared_ptr<Location>>& runtimeLocations() const { return runtimeLocations_; }
void bindRuntimeLocation(const std::string& id, std::shared_ptr<Location> location);
void synchronizeRuntimeAuxiliaryState();
void applyStateToRuntime();
void markHostMutation();
GameSnapshot buildSnapshot() const;
GameState state_;
std::unordered_map<std::string, std::shared_ptr<Location>> runtimeLocations_;
std::uint64_t revision_ = 1;
mutable std::uint64_t cachedRevision_ = 0;
mutable std::shared_ptr<const GameSnapshot> cachedSnapshot_;
};
} // namespace FRG