added choising spaceship type for multiplayer and some fix in respawn

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Vlad committed 2026-02-25 19:17:42 +06:00
1 parent 5216965496
commit 74c2f786a1
6 files changed
+196 -39

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+72 -9
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@@ -93,6 +93,9 @@ class Session : public std::enable_shared_from_this<Session> {
public:
ClientStateInterval timedClientStates;
std::string nickname = "Player";
int shipType = 0;
explicit Session(tcp::socket&& socket, int id)
: ws_(std::move(socket)), id_(id) {
}
@@ -205,7 +208,7 @@ public:
return latest;
}
void doWrite() {
std::lock_guard<std::mutex> lock(writeMutex_);
if (is_writing_ || writeQueue_.empty()) {
@@ -253,7 +256,6 @@ private:
void process_message(const std::string& msg) {
if (!IsMessageValid(msg)) {
// Логируем попытку подмены и просто выходим из обработки
std::cout << "[Security] Invalid packet hash. Dropping message: " << msg << std::endl;
return;
}
@@ -266,7 +268,40 @@ private:
std::string type = parts[0];
if (type == "UPD") {
if (type == "JOIN") {
std::string nick = "Player";
int sType = 0;
if (parts.size() >= 2) nick = parts[1];
if (parts.size() >= 3) {
try { sType = std::stoi(parts[2]); }
catch (...) { sType = 0; }
}
this->nickname = nick;
this->shipType = sType;
std::cout << "Server: Player " << id_ << " joined as [" << nick << "] shipType=" << sType << std::endl;
std::string info = "PLAYERINFO:" + std::to_string(id_) + ":" + nick + ":" + std::to_string(sType);
{
std::lock_guard<std::mutex> lock(g_sessions_mutex);
for (auto& session : g_sessions) {
if (session->get_id() == this->id_) continue;
session->send_message(info);
}
}
{
std::lock_guard<std::mutex> lock(g_sessions_mutex);
for (auto& session : g_sessions) {
if (session->get_id() == this->id_) continue;
std::string otherInfo = "PLAYERINFO:" + std::to_string(session->get_id()) + ":" + session->nickname + ":" + std::to_string(session->shipType);
// Отправляем именно новому клиенту
this->send_message(otherInfo);
}
}
}
else if (type == "UPD") {
{
std::lock_guard<std::mutex> gd(g_dead_mutex);
if (g_dead_players.find(id_) != g_dead_players.end()) {
@@ -284,20 +319,48 @@ private:
};
receivedState.lastUpdateServerTime = uptime_timepoint;
receivedState.handle_full_sync(parts, 2);
receivedState.nickname = this->nickname;
receivedState.shipType = this->shipType;
timedClientStates.add_state(receivedState);
retranslateMessage(cleanMessage);
}
else if (parts[0] == "RESPAWN") {
else if (type == "RESPAWN") {
{
std::lock_guard<std::mutex> gd(g_dead_mutex);
g_dead_players.erase(id_);
}
std::string respawnMsg = "RESPAWN_ACK:" + std::to_string(id_);
broadcastToAll(respawnMsg);
{
auto now_tp = std::chrono::system_clock::now();
uint64_t now_ms = static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::milliseconds>(now_tp.time_since_epoch()).count());
std::cout << "Server: Player " << id_ << " respawned\n";
ClientState st;
st.id = id_;
st.position = Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
st.rotation = Eigen::Matrix3f::Identity();
st.currentAngularVelocity = Eigen::Vector3f::Zero();
st.velocity = 0.0f;
st.selectedVelocity = 0;
st.discreteMag = 0.0f;
st.discreteAngle = -1;
st.lastUpdateServerTime = now_tp;
st.nickname = this->nickname;
st.shipType = this->shipType;
timedClientStates.add_state(st);
std::string respawnMsg = "RESPAWN_ACK:" + std::to_string(id_);
broadcastToAll(respawnMsg);
std::string playerInfo = "PLAYERINFO:" + std::to_string(id_) + ":" + st.nickname + ":" + std::to_string(st.shipType);
broadcastToAll(playerInfo);
std::string eventMsg = "EVENT:" + std::to_string(id_) + ":UPD:" + std::to_string(now_ms) + ":" + st.formPingMessageContent();
broadcastToAll(eventMsg);
std::cout << "Server: Player " << id_ << " respawned, broadcasted RESPAWN_ACK, PLAYERINFO and initial UPD\n";
}
}
else if (parts[0] == "FIRE") {
if (parts.size() < 10) return;
@@ -344,8 +407,8 @@ private:
Eigen::Vector3f(1.5f, 0.9f - 6.f, 5.0f)
};
uint64_t now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()).count();
uint64_t now_ms = std::chrono::duration_cast<std::chrono::milliseconds>((
std::chrono::system_clock::now().time_since_epoch())).count();
std::lock_guard<std::mutex> pl(g_projectiles_mutex);
for (int i = 0; i < std::min(shotCount, (int)localOffsets.size()); ++i) {