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No files matched your search
@@ -0,0 +1,47 @@
|
||||
# cmake/FetchDependenciesServer.cmake
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||||
#
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||||
# Downloads only what the headless GameServer needs (Eigen + Boost headers).
|
||||
# Skips anything already present in thirdparty/. Works on Windows and Linux.
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||||
|
||||
set(THIRDPARTY_DIR "${CMAKE_CURRENT_LIST_DIR}/../thirdparty")
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||||
file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
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||||
|
||||
macro(server_check_and_download URL ARCHIVE_NAME EXTRACTED_DIR_NAME CHECK_FILE)
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set(_archive_path "${THIRDPARTY_DIR}/${ARCHIVE_NAME}")
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set(_src_path "${THIRDPARTY_DIR}/${EXTRACTED_DIR_NAME}")
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||||
|
||||
if(NOT EXISTS "${_src_path}/${CHECK_FILE}")
|
||||
if(NOT EXISTS "${_archive_path}")
|
||||
message(STATUS "Downloading ${ARCHIVE_NAME}...")
|
||||
file(DOWNLOAD "${URL}" "${_archive_path}"
|
||||
SHOW_PROGRESS STATUS _dl_status)
|
||||
list(GET _dl_status 0 _dl_code)
|
||||
if(NOT _dl_code EQUAL 0)
|
||||
file(REMOVE "${_archive_path}")
|
||||
message(FATAL_ERROR "Failed to download ${URL}: ${_dl_status}")
|
||||
endif()
|
||||
endif()
|
||||
message(STATUS "Extracting ${ARCHIVE_NAME}...")
|
||||
execute_process(
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||||
COMMAND ${CMAKE_COMMAND} -E tar xf "${_archive_path}"
|
||||
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||
RESULT_VARIABLE _tar_res)
|
||||
if(NOT _tar_res EQUAL 0)
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||||
message(FATAL_ERROR "Failed to extract ${_archive_path}")
|
||||
endif()
|
||||
endif()
|
||||
endmacro()
|
||||
|
||||
# Eigen: only needed if no system install is available.
|
||||
find_package(Eigen3 3.3 CONFIG QUIET)
|
||||
if(NOT TARGET Eigen3::Eigen)
|
||||
server_check_and_download(
|
||||
"https://gitlab.com/libeigen/eigen/-/archive/5.0.0/eigen-5.0.0.zip"
|
||||
"eigen-5.0.0.zip" "eigen-5.0.0" "signature_of_eigen3_matrix_library")
|
||||
endif()
|
||||
|
||||
# Boost (header-only usage: asio + beast). Use bundled copy always so the
|
||||
# version matches the Windows build.
|
||||
server_check_and_download(
|
||||
"https://archives.boost.io/release/1.90.0/source/boost_1_90_0.zip"
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"boost_1_90_0.zip" "boost_1_90_0" "boost/asio.hpp")
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@@ -246,7 +246,7 @@ set(EMSCRIPTEN_LINK_FLAGS
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_interior.lua@resources/start_uni_interior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_uni_exterior.lua@resources/start_uni_exterior.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_dorm.lua@resources/start_dorm.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_dorm.lua@resources/start_battle_zone.lua"
|
||||
"--preload-file ${CMAKE_CURRENT_SOURCE_DIR}/../resources/start_battle_zone.lua@resources/start_battle_zone.lua"
|
||||
)
|
||||
|
||||
# Применяем настройки линковки
|
||||
|
||||
+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">
|
||||
<title>Shadow Over Bishkek</title>
|
||||
<style>
|
||||
:root {
|
||||
/* 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%;
|
||||
--app-h: 100dvh;
|
||||
}
|
||||
body, html {
|
||||
margin: 0; padding: 0; width: 100%; height: 100%;
|
||||
overflow: hidden; background-color: #000;
|
||||
position: fixed;
|
||||
position: fixed; top: 0; left: 0;
|
||||
}
|
||||
#canvas {
|
||||
display: block;
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||||
position: absolute;
|
||||
position: fixed;
|
||||
top: 0; left: 0;
|
||||
width: 100vw; height: 100vh;
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width: var(--app-w); height: var(--app-h);
|
||||
border: none;
|
||||
touch-action: none;
|
||||
-webkit-touch-callout: none;
|
||||
-webkit-user-select: none;
|
||||
user-select: none;
|
||||
}
|
||||
|
||||
#status { color: white; position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); }
|
||||
@@ -49,8 +60,28 @@
|
||||
loadGameScript();
|
||||
});
|
||||
|
||||
function syncViewport() {
|
||||
var vv = window.visualViewport;
|
||||
var w = (vv && vv.width) || window.innerWidth;
|
||||
var h = (vv && vv.height) || window.innerHeight;
|
||||
var root = document.documentElement;
|
||||
root.style.setProperty('--app-w', Math.round(w) + 'px');
|
||||
root.style.setProperty('--app-h', Math.round(h) + 'px');
|
||||
}
|
||||
syncViewport();
|
||||
// Registered before the game script loads, so the CSS size is updated
|
||||
// before the engine's own resize handler reads it.
|
||||
window.addEventListener('resize', syncViewport);
|
||||
if (window.visualViewport) {
|
||||
window.visualViewport.addEventListener('resize', function () {
|
||||
syncViewport();
|
||||
window.dispatchEvent(new Event('resize'));
|
||||
});
|
||||
}
|
||||
|
||||
window.addEventListener("orientationchange", function() {
|
||||
setTimeout(() => {
|
||||
syncViewport();
|
||||
window.dispatchEvent(new Event('resize'));
|
||||
}, 200);
|
||||
});
|
||||
|
||||
@@ -131,8 +131,14 @@ set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT S
|
||||
# include-пути проекта
|
||||
target_include_directories(ShadowOverBishkekDemo PRIVATE
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/../src"
|
||||
"${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/Clipper2-Clipper2_2.0.1/CPP/build/Release/include"
|
||||
)
|
||||
|
||||
#target_link_directories(ShadowOverBishkekDemo PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/Clipper2-Clipper2_2.0.1/CPP/build/Release/lib")
|
||||
|
||||
target_link_directories(ShadowOverBishkekDemo PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/../thirdparty/Clipper2-Clipper2_2.0.1/CPP/build_debug/Debug/lib")
|
||||
|
||||
|
||||
set_target_properties(ShadowOverBishkekDemo PROPERTIES
|
||||
OUTPUT_NAME "ShadowOverBishkekDemo"
|
||||
)
|
||||
@@ -162,6 +168,7 @@ target_link_libraries(ShadowOverBishkekDemo PRIVATE
|
||||
sol2_external_lib
|
||||
SDL2_mixer_external_lib
|
||||
openssl_ssl_external_lib
|
||||
Clipper2.lib
|
||||
)
|
||||
|
||||
# Линкуем OpenGL (Windows)
|
||||
|
||||
@@ -125,7 +125,7 @@
|
||||
"y": 10,
|
||||
"width": 160,
|
||||
"height": 36,
|
||||
"text": "v. 1.0.7",
|
||||
"text": "v. 1.1.2",
|
||||
"fontSize": 24,
|
||||
"textCentered": false,
|
||||
"topAligned": true,
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
"y": 10,
|
||||
"width": 160,
|
||||
"height": 36,
|
||||
"text": "v. 1.0.7",
|
||||
"text": "v. 1.1.2",
|
||||
"fontSize": 24,
|
||||
"textCentered": false,
|
||||
"topAligned": true,
|
||||
|
||||
@@ -125,7 +125,7 @@
|
||||
"y": 10,
|
||||
"width": 160,
|
||||
"height": 36,
|
||||
"text": "v. 1.0.7",
|
||||
"text": "v. 1.1.2",
|
||||
"fontSize": 24,
|
||||
"textCentered": false,
|
||||
"topAligned": true,
|
||||
|
||||
@@ -125,7 +125,7 @@
|
||||
"y": 10,
|
||||
"width": 160,
|
||||
"height": 36,
|
||||
"text": "v. 1.0.7",
|
||||
"text": "v. 1.1.2",
|
||||
"fontSize": 24,
|
||||
"textCentered": false,
|
||||
"topAligned": true,
|
||||
|
||||
+33
-17
@@ -9,6 +9,7 @@ set(CMAKE_CXX_EXTENSIONS OFF)
|
||||
set(GAME_ROOT "${CMAKE_CURRENT_LIST_DIR}/..")
|
||||
|
||||
find_package(Threads REQUIRED)
|
||||
include("${GAME_ROOT}/cmake/FetchDependenciesServer.cmake")
|
||||
find_package(Eigen3 3.3 CONFIG QUIET)
|
||||
if(NOT TARGET Eigen3::Eigen)
|
||||
set(EIGEN_BUNDLED_DIR "${GAME_ROOT}/thirdparty/eigen-5.0.0")
|
||||
@@ -105,24 +106,32 @@ endif()
|
||||
add_executable(GameServer src/main.cpp README.md)
|
||||
source_group("Server" FILES src/main.cpp README.md)
|
||||
target_link_libraries(GameServer PRIVATE game_server_core)
|
||||
set(BOOST_BUNDLED_DIR "${GAME_ROOT}/thirdparty/boost_1_90_0")
|
||||
if(NOT EXISTS "${BOOST_BUNDLED_DIR}/boost/asio.hpp")
|
||||
message(FATAL_ERROR
|
||||
"Boost was not found at thirdparty/boost_1_90_0 and could not be "
|
||||
"downloaded.")
|
||||
endif()
|
||||
target_sources(GameServer PRIVATE
|
||||
"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
|
||||
"${GAME_ROOT}/src/game_server/NetworkProtocol.h"
|
||||
"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp"
|
||||
"${GAME_ROOT}/src/game_server/WebsocketGameServer.h")
|
||||
target_include_directories(GameServer PRIVATE "${BOOST_BUNDLED_DIR}")
|
||||
target_compile_definitions(GameServer PRIVATE NETWORK)
|
||||
if(WIN32)
|
||||
set(BOOST_BUNDLED_DIR "${GAME_ROOT}/thirdparty/boost_1_90_0")
|
||||
if(NOT EXISTS "${BOOST_BUNDLED_DIR}/boost/asio.hpp")
|
||||
message(FATAL_ERROR
|
||||
"Boost was not found at thirdparty/boost_1_90_0. Configure the "
|
||||
"graphical project once to populate it.")
|
||||
endif()
|
||||
target_sources(GameServer PRIVATE
|
||||
"${GAME_ROOT}/src/game_server/NetworkProtocol.cpp"
|
||||
"${GAME_ROOT}/src/game_server/NetworkProtocol.h"
|
||||
"${GAME_ROOT}/src/game_server/WebsocketGameServer.cpp"
|
||||
"${GAME_ROOT}/src/game_server/WebsocketGameServer.h")
|
||||
target_include_directories(GameServer PRIVATE "${BOOST_BUNDLED_DIR}")
|
||||
target_compile_definitions(
|
||||
GameServer PRIVATE NETWORK WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
|
||||
GameServer PRIVATE WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
|
||||
target_link_libraries(GameServer PRIVATE ws2_32 mswsock)
|
||||
endif()
|
||||
|
||||
# The server reads configs from ./resources relative to its working directory,
|
||||
# so keep a copy next to the binary after every build.
|
||||
add_custom_command(TARGET GameServer POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_directory
|
||||
"${GAME_ROOT}/resources" "$<TARGET_FILE_DIR:GameServer>/resources"
|
||||
COMMENT "Copying resources next to GameServer")
|
||||
|
||||
include(CTest)
|
||||
if(BUILD_TESTING)
|
||||
add_executable(
|
||||
@@ -141,7 +150,8 @@ if(BUILD_TESTING)
|
||||
add_test(
|
||||
NAME GameServer.LocationState
|
||||
COMMAND GameServerStateTests)
|
||||
if(WIN32)
|
||||
# network tests (all platforms)
|
||||
if(TRUE)
|
||||
add_executable(
|
||||
GameServerNetworkProtocolTests
|
||||
tests/NetworkProtocolTests.cpp
|
||||
@@ -169,8 +179,14 @@ if(BUILD_TESTING)
|
||||
PROPERTIES COMPILE_OPTIONS "/bigobj")
|
||||
endif()
|
||||
target_link_libraries(
|
||||
GameServerWebsocketLockstepTests PRIVATE
|
||||
game_server_core ws2_32 mswsock)
|
||||
GameServerWebsocketLockstepTests PRIVATE game_server_core)
|
||||
if(WIN32)
|
||||
target_compile_definitions(
|
||||
GameServerWebsocketLockstepTests PRIVATE
|
||||
WIN32_LEAN_AND_MEAN _WIN32_WINNT=0x0A00)
|
||||
target_link_libraries(
|
||||
GameServerWebsocketLockstepTests PRIVATE ws2_32 mswsock)
|
||||
endif()
|
||||
add_test(
|
||||
NAME GameServer.WebsocketLockstep
|
||||
COMMAND GameServerWebsocketLockstepTests)
|
||||
@@ -180,7 +196,7 @@ if(BUILD_TESTING)
|
||||
COMMAND GameServer --ticks 2 --no-sleep)
|
||||
add_test(
|
||||
NAME GameServer.BattleZoneSharedPlayer
|
||||
COMMAND GameServer --campaign battle_zone --location uni_exterior
|
||||
COMMAND GameServer --campaign battle_zone --location park_korea
|
||||
--ticks 2 --no-sleep)
|
||||
set_tests_properties(
|
||||
GameServer.BattleZoneSharedPlayer
|
||||
|
||||
+123
-62
@@ -1,11 +1,37 @@
|
||||
# Headless GameServer
|
||||
|
||||
This target runs the authoritative `InternalGameServer` without SDL, OpenGL,
|
||||
audio, Lua, or rendering dependencies. On Windows it exposes a deterministic
|
||||
lockstep session through a Boost.Beast WebSocket listener.
|
||||
audio, Lua, or rendering dependencies. It exposes a deterministic lockstep
|
||||
session through a Boost.Beast WebSocket listener (Windows and Linux).
|
||||
|
||||
## Requirements
|
||||
|
||||
- CMake >= 3.16, a C++17 compiler (MSVC, or GCC/Clang on Linux)
|
||||
- Ubuntu: `sudo apt install build-essential cmake git unzip curl`
|
||||
- Internet access on the first configure (see below)
|
||||
|
||||
Eigen and Boost are **downloaded automatically** by
|
||||
`cmake/FetchDependenciesServer.cmake` into `thirdparty/` the first time CMake
|
||||
configures the project (Boost zip is ~200 MB). A system Eigen3 is used if
|
||||
installed; Boost is always taken from `thirdparty/boost_1_90_0` so versions match
|
||||
the Windows build. Nothing else (SDL, zlib, libzip, ...) is needed.
|
||||
|
||||
## Build
|
||||
|
||||
Linux (recommended helper, 1 compile job to stay within low RAM):
|
||||
|
||||
```bash
|
||||
server/scripts/build.sh # JOBS=2 server/scripts/build.sh for more
|
||||
```
|
||||
|
||||
Or manually:
|
||||
|
||||
```bash
|
||||
cmake -S server -B server/build -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build server/build --target GameServer --parallel 1
|
||||
ctest --test-dir server/build --output-on-failure
|
||||
```
|
||||
|
||||
Windows:
|
||||
|
||||
```powershell
|
||||
@@ -14,91 +40,126 @@ cmake --build server/build --config Release --target GameServer
|
||||
ctest --test-dir server/build -C Release --output-on-failure
|
||||
```
|
||||
|
||||
Linux:
|
||||
> **Memory note:** compiling Boost.Beast code can use 1-1.5 GB per translation
|
||||
> unit. On a small VDS keep `--parallel 1`; if the compiler gets OOM-killed, add
|
||||
> temporary swap (`sudo fallocate -l 2G /swapfile && sudo chmod 600 /swapfile &&
|
||||
> sudo mkswap /swapfile && sudo swapon /swapfile`). The running server itself
|
||||
> needs only a few tens of MB.
|
||||
|
||||
After every build the repository's `resources/` directory is copied next to the
|
||||
binary (`server/build/resources`, or `server/build/Release/resources` on
|
||||
Windows). Content paths are resolved from the process working directory, so the
|
||||
server must be started from the directory that contains `resources/`.
|
||||
|
||||
## Run
|
||||
|
||||
```bash
|
||||
cmake -S server -B server/build -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build server/build --target GameServer --parallel
|
||||
ctest --test-dir server/build --output-on-failure
|
||||
server/scripts/run-server.sh
|
||||
```
|
||||
|
||||
Eigen3 must either be installed or be available at
|
||||
`thirdparty/eigen-5.0.0`. The headless target reads ordinary filesystem resources
|
||||
only; ZIP-backed campaign loading belongs to the later content-loading
|
||||
milestone.
|
||||
|
||||
Run until interrupted:
|
||||
This does `cd server/build` and runs
|
||||
|
||||
```bash
|
||||
./server/build/GameServer
|
||||
./GameServer --campaign battle_zone_multiplayer --address 127.0.0.1 --port 8081
|
||||
```
|
||||
|
||||
For a multi-configuration Windows build, the executable is normally
|
||||
`server/build/Release/GameServer.exe`.
|
||||
Environment overrides: `CAMPAIGN`, `LOCATION`, `ADDRESS`, `PORT`, `BUILD_DIR`.
|
||||
|
||||
For smoke tests, `--ticks N` limits execution and `--no-sleep` skips the
|
||||
real-time delay.
|
||||
|
||||
Start the multiplayer lockstep server:
|
||||
Windows equivalent:
|
||||
|
||||
```powershell
|
||||
.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
|
||||
.\server\build\Release\GameServer.exe --campaign battle_zone_multiplayer
|
||||
```
|
||||
|
||||
The listener defaults to `ws://0.0.0.0:8080`. Launch the Windows graphical game
|
||||
afterward and select `battle_zone_multiplayer`; that campaign connects to
|
||||
`ws://127.0.0.1:8080`. Other campaigns continue to use the in-process server.
|
||||
Command line options: `--campaign ID`, `--location ID`, `--campaigns PATH`
|
||||
(default `resources/config/campaigns.json`), `--address IP` (default `0.0.0.0`),
|
||||
`--port N` (default `8080`), `--ticks N` and `--no-sleep` (smoke tests).
|
||||
|
||||
The server sends one state snapshot when a player connects, then broadcasts one
|
||||
numbered command bundle every 100 ms. Bundles may be empty. Destination input is
|
||||
scheduled two ticks (200 ms) in the future. Tick IDs, rather than server or
|
||||
client wall-clock values, define simulation time.
|
||||
|
||||
If `--location` is omitted, the campaign's configured start location is used.
|
||||
`--campaigns PATH` selects a different campaign registry. Content paths are
|
||||
resolved from the process working directory, so run from the repository root
|
||||
when using the bundled `resources/` tree.
|
||||
## Production deployment (Ubuntu, systemd + nginx)
|
||||
|
||||
Available startup options:
|
||||
The server listens on loopback only (`127.0.0.1:8081`); nginx terminates TLS and
|
||||
proxies WebSocket traffic.
|
||||
|
||||
```text
|
||||
--campaign ID
|
||||
--location ID
|
||||
--campaigns PATH
|
||||
--address IP
|
||||
--port N
|
||||
--tick-ms 100
|
||||
--ticks N
|
||||
--no-sleep
|
||||
### 1. systemd service
|
||||
|
||||
```bash
|
||||
sudo cp server/deploy/shadow-gameserver.service /etc/systemd/system/
|
||||
sudo systemctl daemon-reload
|
||||
sudo systemctl enable --now shadow-gameserver
|
||||
systemctl status shadow-gameserver
|
||||
journalctl -u shadow-gameserver -f # logs
|
||||
```
|
||||
|
||||
Network mode requires a 100 ms tick; another `--tick-ms` value is rejected.
|
||||
The selected campaign's `networkPlayerSlots` lists pre-existing character IDs
|
||||
assigned to connections in order. `networkCompatibility` is a release token
|
||||
that must be changed whenever deterministic content changes; clients reject a
|
||||
different token. The bundled multiplayer Battle Zone has two slots (`player`
|
||||
and `player2`) and rejects additional clients. Disconnecting
|
||||
releases the slot. The bot's random autonomous controller is disabled in
|
||||
multiplayer.
|
||||
The unit caps memory at 512 MB and restarts on failure. After rebuilding run
|
||||
`sudo systemctl restart shadow-gameserver`. Edit `User=`/paths in the unit if the
|
||||
repository lives elsewhere. To run a second server, copy the unit with another
|
||||
`PORT` (and campaign) and add a matching `/server002/` location.
|
||||
|
||||
The graphical client executes presentation behavior after building its runtime
|
||||
`Location`; the headless content pass loads authoritative navigation, NPC,
|
||||
interactive-object, trigger, teleport, taxi, and animation metadata. Lua and
|
||||
dialogue-driven shared multiplayer behavior is not yet supported.
|
||||
### 2. nginx
|
||||
|
||||
## Tests
|
||||
```bash
|
||||
sudo cp server/deploy/nginx-api.shadowoverbishkek.com.conf \
|
||||
/etc/nginx/sites-available/api.shadowoverbishkek.com
|
||||
sudo ln -s /etc/nginx/sites-available/api.shadowoverbishkek.com \
|
||||
/etc/nginx/sites-enabled/
|
||||
sudo nginx -t && sudo systemctl reload nginx
|
||||
```
|
||||
|
||||
CTest covers:
|
||||
`location /server001/` proxies to `http://127.0.0.1:8081/` with WebSocket
|
||||
upgrade headers and a 1 hour read/send timeout (the trailing slashes strip the
|
||||
`/server001` prefix).
|
||||
|
||||
- repeated `LocationGameState::setup()` preserving mutable runtime state;
|
||||
- ticking a prepared location with zero players;
|
||||
- deterministic fixed-100 ms replay behavior;
|
||||
- protocol-v2 parsing, validation, target normalization, state hashing, and
|
||||
two-tick command ordering;
|
||||
- a WebSocket initial-state/slot/destination/tick integration test;
|
||||
- idle server startup;
|
||||
- headless loading of `battle_zone_multiplayer/uni_exterior`.
|
||||
### 3. HTTPS certificate
|
||||
|
||||
The lockstep implementation currently targets identical executable and content
|
||||
builds. Diagnostic state hashes detect divergence, but there is no automatic
|
||||
checkpoint resynchronization or reconnect input history yet.
|
||||
DNS for `api.shadowoverbishkek.com` must point at the VDS first.
|
||||
|
||||
```bash
|
||||
sudo certbot --nginx -d api.shadowoverbishkek.com
|
||||
```
|
||||
|
||||
Certbot issues a Let's Encrypt certificate, adds the `443 ssl` block and an HTTP
|
||||
to HTTPS redirect, and installs auto-renewal (`systemctl list-timers | grep certbot`).
|
||||
|
||||
## Connecting
|
||||
|
||||
Public endpoint: **`wss://api.shadowoverbishkek.com/server001/`**
|
||||
|
||||
Handshake check from any machine (expects `HTTP/1.1 101 Switching Protocols`):
|
||||
|
||||
```bash
|
||||
curl -i -N --max-time 3 \
|
||||
-H "Connection: Upgrade" -H "Upgrade: websocket" \
|
||||
-H "Sec-WebSocket-Version: 13" -H "Sec-WebSocket-Key: x3JJHMbDL1EzLkh9GBhXDw==" \
|
||||
https://api.shadowoverbishkek.com/server001/
|
||||
```
|
||||
|
||||
Or interactively: `npx wscat -c wss://api.shadowoverbishkek.com/server001/`.
|
||||
|
||||
Locally on the VDS, bypassing nginx: `ws://127.0.0.1:8081`.
|
||||
|
||||
> **Client limitation:** `src/game_server/WebsocketGameClient.cpp` currently
|
||||
> speaks plain `ws://host:port` to `/` (no TLS, no path). Until TLS and path
|
||||
> support are added to the client, the graphical game can only connect directly
|
||||
> to a non-proxied server (e.g. `ws://127.0.0.1:8080`), not to the `wss://` URL.
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
- `Animation metadata failed ... Invalid animation file`: the `.anim` files are
|
||||
Git LFS pointer stubs (`version https://git-lfs...`). Fetch the real files with
|
||||
`git lfs pull` (or copy `resources/` from a full checkout) and rebuild.
|
||||
- `GameServer.LocationState` test currently fails on every platform: it expects
|
||||
`battle_zone` and `battle_zone_multiplayer` to share a start-state file, but
|
||||
`campaigns.json` points them to different files.
|
||||
|
||||
- `Server content setup failed`: the server was not started from the directory
|
||||
containing `resources/` (use `run-server.sh`).
|
||||
- `WebSocket listener setup failed`: port already in use (`ss -ltnp | grep 8081`).
|
||||
- `502 Bad Gateway` from nginx: service not running (`systemctl status
|
||||
shadow-gameserver`).
|
||||
- Connection drops after ~60 s: check `proxy_read_timeout` in the nginx location.
|
||||
- Compiler "Killed" / `internal compiler error`: out of memory, see the memory note.
|
||||
@@ -0,0 +1,47 @@
|
||||
# Install to /etc/nginx/sites-available/api.shadowoverbishkek.com and symlink
|
||||
# into sites-enabled. Then: sudo certbot --nginx -d api.shadowoverbishkek.com
|
||||
server {
|
||||
server_name api.shadowoverbishkek.com;
|
||||
|
||||
access_log /var/log/nginx/api.shadowoverbishkek.com-access.log;
|
||||
error_log /var/log/nginx/api.shadowoverbishkek.com-error.log;
|
||||
|
||||
# wss://api.shadowoverbishkek.com/server001/ -> 127.0.0.1:8081
|
||||
location /server001/ {
|
||||
proxy_pass http://127.0.0.1:8081/;
|
||||
proxy_http_version 1.1;
|
||||
proxy_set_header Upgrade $http_upgrade;
|
||||
proxy_set_header Connection "upgrade";
|
||||
proxy_set_header Host $host;
|
||||
proxy_set_header X-Real-IP $remote_addr;
|
||||
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
|
||||
proxy_set_header X-Forwarded-Proto $scheme;
|
||||
proxy_read_timeout 3600s;
|
||||
proxy_send_timeout 3600s;
|
||||
}
|
||||
|
||||
location / {
|
||||
return 404;
|
||||
}
|
||||
|
||||
listen 443 ssl; # managed by Certbot
|
||||
ssl_certificate /etc/letsencrypt/live/api.shadowoverbishkek.com/fullchain.pem; # managed by Certbot
|
||||
ssl_certificate_key /etc/letsencrypt/live/api.shadowoverbishkek.com/privkey.pem; # managed by Certbot
|
||||
include /etc/letsencrypt/options-ssl-nginx.conf; # managed by Certbot
|
||||
ssl_dhparam /etc/letsencrypt/ssl-dhparams.pem; # managed by Certbot
|
||||
|
||||
}
|
||||
|
||||
server {
|
||||
if ($host = api.shadowoverbishkek.com) {
|
||||
return 301 https://$host$request_uri;
|
||||
} # managed by Certbot
|
||||
|
||||
|
||||
server_name api.shadowoverbishkek.com;
|
||||
|
||||
listen 80;
|
||||
return 404; # managed by Certbot
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
[Unit]
|
||||
Description=Shadow Over Bishkek GameServer (server001)
|
||||
After=network.target
|
||||
|
||||
[Service]
|
||||
Type=simple
|
||||
User=ubuntu
|
||||
ExecStart=/home/ubuntu/shadowoverbishkek-work/shadow-over-bishkek001/server/scripts/run-server.sh
|
||||
Environment=PORT=8081
|
||||
Restart=on-failure
|
||||
RestartSec=3
|
||||
MemoryMax=512M
|
||||
|
||||
[Install]
|
||||
WantedBy=multi-user.target
|
||||
Executable
+9
@@ -0,0 +1,9 @@
|
||||
#!/usr/bin/env bash
|
||||
# Configure and build the headless GameServer (Release).
|
||||
# Usage: server/scripts/build.sh (uses 1 job: safe for 2 GB RAM hosts)
|
||||
# JOBS=4 server/scripts/build.sh
|
||||
set -euo pipefail
|
||||
ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)"
|
||||
cmake -S "$ROOT/server" -B "$ROOT/server/build" -DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build "$ROOT/server/build" --target GameServer --parallel "${JOBS:-1}"
|
||||
echo "Built: $ROOT/server/build/GameServer"
|
||||
Executable
+16
@@ -0,0 +1,16 @@
|
||||
#!/usr/bin/env bash
|
||||
# Start the multiplayer GameServer. Listens on loopback only; nginx proxies
|
||||
# wss://api.shadowoverbishkek.com/server001/ to it.
|
||||
# Overrides: CAMPAIGN, LOCATION, ADDRESS, PORT, BUILD_DIR
|
||||
set -euo pipefail
|
||||
ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)"
|
||||
BUILD_DIR="${BUILD_DIR:-$ROOT/server/build}"
|
||||
CAMPAIGN="${CAMPAIGN:-battle_zone_multiplayer}"
|
||||
ADDRESS="${ADDRESS:-127.0.0.1}"
|
||||
PORT="${PORT:-8081}"
|
||||
|
||||
# Content paths are resolved from the working directory.
|
||||
cd "$BUILD_DIR"
|
||||
ARGS=(--campaign "$CAMPAIGN" --address "$ADDRESS" --port "$PORT")
|
||||
[ -n "${LOCATION:-}" ] && ARGS+=(--location "$LOCATION")
|
||||
exec ./GameServer "${ARGS[@]}"
|
||||
@@ -79,7 +79,7 @@ int main()
|
||||
return fail("Battle Zone modes do not share their initial state");
|
||||
}
|
||||
if (multiplayerBattleZoneConfig->networkPlayerSlots.size() != 2 ||
|
||||
multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player" ||
|
||||
multiplayerBattleZoneConfig->networkPlayerSlots[0] != "player1" ||
|
||||
multiplayerBattleZoneConfig->networkPlayerSlots[1] !=
|
||||
"player2" ||
|
||||
multiplayerBattleZoneConfig->networkCompatibility.empty()) {
|
||||
@@ -140,7 +140,7 @@ int main()
|
||||
disabledPlayer->enabled = false;
|
||||
state.location->targetInteractiveObjectId = "object";
|
||||
state.location->targetInteractNpcId = "npc";
|
||||
FRG::PlayerStateMap disabledPlayers{{"player", disabledPlayer}};
|
||||
FRG::PlayerStateMap disabledPlayers{{"player1", disabledPlayer}};
|
||||
const FRG::LocationSimulationEvents disabledEvents =
|
||||
state.update(50, disabledPlayers, false);
|
||||
if (!disabledEvents.interactiveObjects.empty() ||
|
||||
@@ -165,7 +165,7 @@ int main()
|
||||
playerTwo->enabled = true;
|
||||
playerTwo->position = {2.f, 0.f, 0.f};
|
||||
FRG::PlayerStateMap combatPlayers{
|
||||
{"player", playerOne}, {"player2", playerTwo}};
|
||||
{"player1", playerOne}, {"player2", playerTwo}};
|
||||
|
||||
state.update(100, combatPlayers, false);
|
||||
if (hostileNpc.attackTargetId != "player2") {
|
||||
@@ -181,7 +181,7 @@ int main()
|
||||
|
||||
playerTwo->hp = 0.f;
|
||||
state.update(100, combatPlayers, false);
|
||||
if (hostileNpc.attackTargetId != "player") {
|
||||
if (hostileNpc.attackTargetId != "player1") {
|
||||
return fail("Hostile NPC did not acquire a replacement after target death");
|
||||
}
|
||||
|
||||
@@ -201,7 +201,7 @@ int main()
|
||||
state.npcs["blocker"] = blocker;
|
||||
hostileNpc.position = Eigen::Vector3f::Zero();
|
||||
hostileNpc.homePosition = {5.f, 0.f, 0.f};
|
||||
hostileNpc.attackTargetId = "player";
|
||||
hostileNpc.attackTargetId = "player1";
|
||||
hostileNpc.requestedWalkTarget = playerOne->position;
|
||||
hostileNpc.walkTarget = playerOne->position;
|
||||
hostileNpc.pathWaypoints = {playerOne->position};
|
||||
@@ -267,22 +267,22 @@ int main()
|
||||
FRG::CampaignConfig multiplayerBattleZone = battleZone;
|
||||
multiplayerBattleZone.id = "battle_zone_multiplayer";
|
||||
multiplayerBattleZone.networkPlayerSlots = {
|
||||
"player", "player2"};
|
||||
"player1", "player2"};
|
||||
networkServer.startCampaign(multiplayerBattleZone, {}, true, false);
|
||||
const auto networkSnapshot = networkServer.snapshot();
|
||||
if (networkSnapshot->campaignId != "battle_zone_multiplayer")
|
||||
return fail("Network campaign ID was not retained");
|
||||
if (networkSnapshot->players.count("player") != 1)
|
||||
if (networkSnapshot->players.count("player1") != 1)
|
||||
return fail("Network campaign shared player was not created");
|
||||
if (networkSnapshot->players.count("player2") != 0)
|
||||
return fail("Network campaign unexpectedly created the test bot");
|
||||
if (networkSnapshot->players.at("player").state.enabled)
|
||||
if (networkSnapshot->players.at("player1").state.enabled)
|
||||
return fail("Network campaign player slot was enabled before connection");
|
||||
|
||||
nlohmann::json loadedNetworkState;
|
||||
networkServer.save(loadedNetworkState);
|
||||
loadedNetworkState["players"]["player2"] =
|
||||
loadedNetworkState["players"]["player"];
|
||||
loadedNetworkState["players"]["player1"];
|
||||
loadedNetworkState["players"]["player2"]["position"] =
|
||||
{4.f, 0.f, 5.f};
|
||||
networkServer.load(loadedNetworkState);
|
||||
@@ -308,7 +308,7 @@ int main()
|
||||
networkServer.submit(FRG::SetCharacterFacingAngleCommand{
|
||||
locationId, "player2", 1.5f, true});
|
||||
networkServer.submit(FRG::SetCharacterFaceTargetCommand{
|
||||
locationId, "player2", "player"});
|
||||
locationId, "player2", "player1"});
|
||||
networkServer.submit(FRG::SetCharacterEnabledCommand{
|
||||
locationId, "player2", false});
|
||||
const auto commandSnapshot = networkServer.snapshot();
|
||||
@@ -371,6 +371,7 @@ int main()
|
||||
moving->hp = 10.f;
|
||||
moving->pathWaypoints = {Eigen::Vector3f(8.f, 0.f, 0.f)};
|
||||
moving->movedLastTick = true;
|
||||
moving->attackTargetId = "stationary";
|
||||
FRG::PlayerStateMap occupancyPlayers{
|
||||
{"stationary", stationary}, {"moving", moving}};
|
||||
if (occupancyState.collectPathObstacles(
|
||||
@@ -378,7 +379,11 @@ int main()
|
||||
occupancyState.collectPathObstacles(
|
||||
"requester", occupancyPlayers, "moving").size() != 2 ||
|
||||
!occupancyState.collectPathObstacles(
|
||||
"stationary", occupancyPlayers).empty()) {
|
||||
"stationary", occupancyPlayers).empty() ||
|
||||
!occupancyState.collectPathObstacles(
|
||||
"moving", occupancyPlayers).empty() ||
|
||||
occupancyState.collectPathObstacles(
|
||||
"moving", occupancyPlayers, "stationary").size() != 1) {
|
||||
return fail("Stationary obstacle collection policy is incorrect");
|
||||
}
|
||||
|
||||
|
||||
@@ -23,12 +23,12 @@ int main()
|
||||
const nlohmann::json original{
|
||||
{"schemaVersion", 2},
|
||||
{"campaignId", "battle_zone_multiplayer"},
|
||||
{"players", {{"player", {{"hp", 200.0}}}}},
|
||||
{"locations", {{"uni_exterior", {{"state", savedLocationState}}}}}
|
||||
{"players", {{"player1", {{"hp", 200.0}}}}},
|
||||
{"locations", {{"park_korea", {{"state", savedLocationState}}}}}
|
||||
};
|
||||
FRG::InitialStateMessage initial;
|
||||
initial.state = original;
|
||||
initial.assignedPlayerId = "player";
|
||||
initial.assignedPlayerId = "player1";
|
||||
initial.snapshotTick = 42;
|
||||
initial.compatibilityFingerprint = "lockstep-v2:battle_zone_multiplayer";
|
||||
const std::string message = FRG::makeInitialStateMessage(initial);
|
||||
@@ -40,11 +40,11 @@ int main()
|
||||
require(parsed.state == original, "state payload did not round trip");
|
||||
require(parsed.snapshotTick == 42, "snapshot tick did not round trip");
|
||||
require(
|
||||
parsed.assignedPlayerId == "player",
|
||||
parsed.assignedPlayerId == "player1",
|
||||
"assigned player did not round trip");
|
||||
require(
|
||||
!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraAzimuth") &&
|
||||
!parsed.state["locations"]["uni_exterior"]["state"].contains("cameraInclination"),
|
||||
!parsed.state["locations"]["park_korea"]["state"].contains("cameraAzimuth") &&
|
||||
!parsed.state["locations"]["park_korea"]["state"].contains("cameraInclination"),
|
||||
"local camera state leaked into the network payload");
|
||||
|
||||
FRG::DestinationInputMessage input;
|
||||
@@ -87,11 +87,11 @@ int main()
|
||||
FRG::TickMessage tick;
|
||||
tick.tickId = 43;
|
||||
tick.commands.push_back(FRG::ScheduledDestinationCommand{
|
||||
1, "player", parsedInput.target});
|
||||
1, "player1", parsedInput.target});
|
||||
tick.commands.push_back(FRG::ScheduledCharacterEnabledCommand{
|
||||
2, "uni_exterior", "player2", true});
|
||||
2, "park_korea", "player2", true});
|
||||
tick.commands.push_back(FRG::ScheduledCharacterActionCommand{
|
||||
3, "player", "set_target", "hostile_npc"});
|
||||
3, "player1", "set_target", "hostile_npc"});
|
||||
tick.stateHash = "0123456789abcdef";
|
||||
FRG::TickMessage parsedTick;
|
||||
require(
|
||||
@@ -147,9 +147,9 @@ int main()
|
||||
|
||||
FRG::LockstepTimeline timeline(2);
|
||||
const std::uint64_t firstSequence =
|
||||
timeline.schedule("player", Eigen::Vector3f(1.f, 0.f, 1.f));
|
||||
timeline.schedule("player1", Eigen::Vector3f(1.f, 0.f, 1.f));
|
||||
const std::uint64_t secondSequence =
|
||||
timeline.schedule("player_2", Eigen::Vector3f(2.f, 0.f, 2.f));
|
||||
timeline.schedule("player2", Eigen::Vector3f(2.f, 0.f, 2.f));
|
||||
const FRG::TickMessage emptyTick = timeline.advance();
|
||||
require(
|
||||
emptyTick.tickId == 1 && emptyTick.commands.empty(),
|
||||
@@ -163,8 +163,8 @@ int main()
|
||||
commandTick.commands[1]).commandSequence == secondSequence,
|
||||
"scheduled commands were not finalized in stable order");
|
||||
|
||||
timeline.scheduleCharacterEnabled("uni_exterior", "player2", true);
|
||||
timeline.scheduleCharacterAction("player", "clear_attack_target");
|
||||
timeline.scheduleCharacterEnabled("park_korea", "player2", true);
|
||||
timeline.scheduleCharacterAction("player1", "clear_attack_target");
|
||||
const FRG::TickMessage presenceTick = timeline.advance();
|
||||
require(
|
||||
presenceTick.commands.size() == 1 &&
|
||||
|
||||
@@ -59,13 +59,13 @@ int main()
|
||||
|
||||
FRG::CampaignConfig campaign;
|
||||
campaign.id = "test_lockstep";
|
||||
campaign.networkPlayerSlots = {"player", "player2"};
|
||||
campaign.networkPlayerSlots = {"player1", "player2"};
|
||||
|
||||
FRG::InternalGameServer authoritative;
|
||||
authoritative.startCampaign(campaign, {}, true, false);
|
||||
nlohmann::json initialState;
|
||||
authoritative.save(initialState);
|
||||
initialState["players"]["player2"] = initialState["players"]["player"];
|
||||
initialState["players"]["player2"] = initialState["players"]["player1"];
|
||||
FRG::LocationGameState testLocation;
|
||||
auto hostileNpc = std::make_shared<FRG::CharacterState>();
|
||||
hostileNpc->enabled = true;
|
||||
@@ -77,7 +77,7 @@ int main()
|
||||
initialState["locations"]["test_location"] = std::move(testLocationState);
|
||||
authoritative.load(initialState);
|
||||
FRG::WebsocketGameServer server(
|
||||
authoritative, {"player", "player2"}, "lockstep-v2:test_lockstep",
|
||||
authoritative, {"player1", "player2"}, "lockstep-v2:test_lockstep",
|
||||
"127.0.0.1", 0);
|
||||
auto client = std::make_unique<FRG::WebsocketGameClient>(
|
||||
"127.0.0.1", std::to_string(server.port()), "/");
|
||||
@@ -91,7 +91,7 @@ int main()
|
||||
return client->initialized();
|
||||
}),
|
||||
"client did not receive initial state");
|
||||
require(client->localPlayerId() == "player", "wrong player slot assigned");
|
||||
require(client->localPlayerId() == "player1", "wrong player slot assigned");
|
||||
|
||||
auto secondClient = std::make_unique<FRG::WebsocketGameClient>(
|
||||
"127.0.0.1", std::to_string(server.port()), "/");
|
||||
@@ -120,9 +120,9 @@ int main()
|
||||
client->update(0);
|
||||
secondClient->update(0);
|
||||
return client->snapshot()->players.at("player2").state.enabled &&
|
||||
secondClient->snapshot()->players.at("player").state.enabled;
|
||||
secondClient->snapshot()->players.at("player1").state.enabled;
|
||||
}) &&
|
||||
authoritative.snapshot()->players.at("player").state.enabled &&
|
||||
authoritative.snapshot()->players.at("player1").state.enabled &&
|
||||
authoritative.snapshot()->players.at("player2").state.enabled,
|
||||
"connection presence was not broadcast to all replicas");
|
||||
|
||||
@@ -140,16 +140,16 @@ int main()
|
||||
const auto first = client->snapshot();
|
||||
const auto second = secondClient->snapshot();
|
||||
const auto host = authoritative.snapshot();
|
||||
return first->players.at("player").state.requestedWalkTarget.isApprox(
|
||||
return first->players.at("player1").state.requestedWalkTarget.isApprox(
|
||||
Eigen::Vector3f(1.23f, 0.f, 2.35f)) &&
|
||||
second->players.at("player2").state.requestedWalkTarget.isApprox(
|
||||
Eigen::Vector3f(-1.23f, 0.f, 3.46f)) &&
|
||||
first->players.at("player2").state.requestedWalkTarget.isApprox(
|
||||
second->players.at("player2").state.requestedWalkTarget) &&
|
||||
second->players.at("player").state.requestedWalkTarget.isApprox(
|
||||
first->players.at("player").state.requestedWalkTarget) &&
|
||||
host->players.at("player").state.requestedWalkTarget.isApprox(
|
||||
first->players.at("player").state.requestedWalkTarget) &&
|
||||
second->players.at("player1").state.requestedWalkTarget.isApprox(
|
||||
first->players.at("player1").state.requestedWalkTarget) &&
|
||||
host->players.at("player1").state.requestedWalkTarget.isApprox(
|
||||
first->players.at("player1").state.requestedWalkTarget) &&
|
||||
host->players.at("player2").state.requestedWalkTarget.isApprox(
|
||||
second->players.at("player2").state.requestedWalkTarget);
|
||||
});
|
||||
@@ -160,9 +160,9 @@ int main()
|
||||
std::cerr << "destination revisions " << first->revision << ", "
|
||||
<< second->revision << ", " << host->revision << "\n"
|
||||
<< "player targets "
|
||||
<< first->players.at("player").state.requestedWalkTarget.transpose()
|
||||
<< first->players.at("player1").state.requestedWalkTarget.transpose()
|
||||
<< " / "
|
||||
<< host->players.at("player").state.requestedWalkTarget.transpose()
|
||||
<< host->players.at("player1").state.requestedWalkTarget.transpose()
|
||||
<< "\nplayer2 targets "
|
||||
<< second->players.at("player2").state.requestedWalkTarget.transpose()
|
||||
<< " / "
|
||||
@@ -183,11 +183,11 @@ int main()
|
||||
waitFor([&]() {
|
||||
client->update(0);
|
||||
secondClient->update(0);
|
||||
return client->snapshot()->players.at("player").state.attackTargetId ==
|
||||
return client->snapshot()->players.at("player1").state.attackTargetId ==
|
||||
"hostile_npc" &&
|
||||
secondClient->snapshot()->players.at("player").state.attackTargetId ==
|
||||
secondClient->snapshot()->players.at("player1").state.attackTargetId ==
|
||||
"hostile_npc" &&
|
||||
authoritative.snapshot()->players.at("player").state.attackTargetId ==
|
||||
authoritative.snapshot()->players.at("player1").state.attackTargetId ==
|
||||
"hostile_npc";
|
||||
}),
|
||||
"target command was not delayed and rebroadcast");
|
||||
@@ -202,9 +202,9 @@ int main()
|
||||
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();
|
||||
return client->snapshot()->players.at("player1").state.attackTargetId.empty() &&
|
||||
secondClient->snapshot()->players.at("player1").state.attackTargetId.empty() &&
|
||||
authoritative.snapshot()->players.at("player1").state.attackTargetId.empty();
|
||||
}),
|
||||
"clear attack target command was not delayed and rebroadcast");
|
||||
|
||||
|
||||
+8
-12
@@ -93,8 +93,7 @@ void CharacterState::setTarget(
|
||||
const Eigen::Vector3f& target,
|
||||
std::string callbackName,
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId,
|
||||
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles)
|
||||
const std::string& entityId)
|
||||
{
|
||||
const Eigen::Vector3f normalizedTarget(target.x(), 0.f, target.z());
|
||||
const bool sameRequestedTarget =
|
||||
@@ -115,10 +114,9 @@ void CharacterState::setTarget(
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
blockingCharacterId.clear();
|
||||
pathWaypoints = location.navigationMaps.empty()
|
||||
? std::vector<Eigen::Vector3f>{}
|
||||
: location.planPathExceptMyself(
|
||||
position, normalizedTarget, entityId, dynamicObstacles);
|
||||
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex].findPathToNearest(this->position, target);
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
if (!pathWaypoints.empty()) {
|
||||
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
|
||||
@@ -132,15 +130,13 @@ void CharacterState::setTarget(
|
||||
|
||||
void CharacterState::forceReplan(
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId,
|
||||
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles)
|
||||
const std::string& entityId)
|
||||
{
|
||||
const Eigen::Vector3f normalizedTarget(
|
||||
requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
|
||||
pathWaypoints = location.navigationMaps.empty()
|
||||
? std::vector<Eigen::Vector3f>{}
|
||||
: location.planPathExceptMyself(
|
||||
position, normalizedTarget, entityId, dynamicObstacles);
|
||||
|
||||
pathWaypoints = location.navigationMaps[location.activeNavigationIndex].findPathToNearest(this->position, normalizedTarget);
|
||||
|
||||
currentWaypointIndex = 0;
|
||||
movementBlockedTicks = 0;
|
||||
navigationRetryTicks = 0;
|
||||
|
||||
@@ -89,7 +89,7 @@ public:
|
||||
bool showWeapon = true;
|
||||
|
||||
// --- Stable character references ---
|
||||
// Empty means no target. "player" is the campaign player; NPC IDs are
|
||||
// Empty means no target. "player1" is the campaign player; NPC IDs are
|
||||
// location-local and validated while loading location content.
|
||||
std::string attackTargetId;
|
||||
std::string faceTargetId;
|
||||
@@ -151,13 +151,9 @@ public:
|
||||
void setTarget(const Eigen::Vector3f& target,
|
||||
std::string callbackName,
|
||||
const LocationNetworkState& location,
|
||||
const std::string& entityId,
|
||||
const std::vector<PathFinder::DynamicObstacle>&
|
||||
dynamicObstacles = {});
|
||||
const std::string& entityId);
|
||||
void forceReplan(const LocationNetworkState& location,
|
||||
const std::string& entityId,
|
||||
const std::vector<PathFinder::DynamicObstacle>&
|
||||
dynamicObstacles = {});
|
||||
const std::string& entityId);
|
||||
void stopAndRotateToTarget(std::string characterId);
|
||||
void resetPlayerAfterDeath();
|
||||
void tryAttackCombo();
|
||||
|
||||
+4
-2
@@ -558,8 +558,10 @@ namespace FRG
|
||||
logger() << "[network] Campaign '" << campaignId
|
||||
<< "' selected; creating WebSocket client" << std::endl;
|
||||
// Use "ws://127.0.0.1:8080/" for a local development server.
|
||||
static const char* const kMultiplayerServerUrl =
|
||||
"wss://api.shadowoverbishkek.com/server001/";
|
||||
|
||||
static const char* const kMultiplayerServerUrl = "wss://api.shadowoverbishkek.com/server001/";
|
||||
//static const char* const kMultiplayerServerUrl = "ws://127.0.0.1:8080/";
|
||||
|
||||
WebsocketEndpoint endpoint;
|
||||
if (!endpoint.parse(kMultiplayerServerUrl)) {
|
||||
logger() << "[network] Invalid multiplayer server URL: "
|
||||
|
||||
+10
-11
@@ -851,8 +851,8 @@ namespace FRG
|
||||
float t0 = (worldMin[axis] - rayOrigin[axis]) * invD;
|
||||
float t1 = (worldMax[axis] - rayOrigin[axis]) * invD;
|
||||
if (invD < 0.0f) std::swap(t0, t1);
|
||||
tMin = max(tMin, t0);
|
||||
tMax = min(tMax, t1);
|
||||
tMin = std::max(tMin, t0);
|
||||
tMax = std::min(tMax, t1);
|
||||
if (tMax < tMin) { miss = true; break; }
|
||||
}
|
||||
}
|
||||
@@ -1838,14 +1838,13 @@ namespace FRG
|
||||
state->activeNavigationIndex >= static_cast<int>(state->navigationMaps.size())) {
|
||||
return false;
|
||||
}
|
||||
const auto& areas =
|
||||
state->navigationMaps[state->activeNavigationIndex].getAreas();
|
||||
const bool found = std::any_of(
|
||||
areas.begin(), areas.end(),
|
||||
[&](const PathFinder::NavigationArea& area) {
|
||||
return area.name == areaName;
|
||||
});
|
||||
if (!found) return false;
|
||||
const auto& area =
|
||||
state->navigationMaps[state->activeNavigationIndex].getArea();
|
||||
if (area.name != areaName)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
gameServer_.submit(SetNavigationAreaAvailableCommand{
|
||||
locationId_, areaName, available});
|
||||
return true;
|
||||
@@ -2253,7 +2252,7 @@ namespace FRG
|
||||
const float minInclination = M_PI * 30.f / 180.f;
|
||||
const float maxInclination = M_PI * 0.5f;
|
||||
localState_->cameraInclination =
|
||||
max(minInclination, min(maxInclination, inclination));
|
||||
std::max(minInclination, std::min(maxInclination, inclination));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -30,12 +30,12 @@ namespace FRG
|
||||
state->activeNavigationIndex >= static_cast<int>(state->navigationMaps.size())) return;
|
||||
const PathFinder& navigation =
|
||||
state->navigationMaps[state->activeNavigationIndex];
|
||||
const float y = navigation.getFloorY() + 0.02f;
|
||||
const float y = static_cast<float>(navigation.getFloorY()) + 0.02f;
|
||||
const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
|
||||
for (const auto& obs : navigation.getObstaclePolygons()) {
|
||||
if (obs.polygon.size() < 3) continue;
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreatePolygonFloor(obs.polygon, y, red);
|
||||
mesh.data = CreatePolygonFloor(toEigenVector(obs.polygon), y, red);
|
||||
mesh.RefreshVBO();
|
||||
navigationEditorNavMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
@@ -60,7 +60,7 @@ namespace FRG
|
||||
if (!state || state->activeNavigationIndex < 0 ||
|
||||
state->activeNavigationIndex >= static_cast<int>(state->navigationMaps.size())) return;
|
||||
const float y =
|
||||
state->navigationMaps[state->activeNavigationIndex].getFloorY() + 0.05f;
|
||||
static_cast<float>(state->navigationMaps[state->activeNavigationIndex].getFloorY()) + 0.05f;
|
||||
const float s = 0.2f;
|
||||
|
||||
for (const auto& pt : navigationEditorPoints) {
|
||||
@@ -133,7 +133,7 @@ namespace FRG
|
||||
PathFinder::ObstaclePolygon poly;
|
||||
poly.name = "editor_obstacle_" + std::to_string(++navigationEditorObstacleCounter);
|
||||
for (const auto& pt : navigationEditorPoints) {
|
||||
poly.polygon.emplace_back(pt.x(), pt.z());
|
||||
poly.polygon.emplace_back(static_cast<FRG::fp>(pt.x()), static_cast<FRG::fp>(pt.z()));
|
||||
}
|
||||
|
||||
loc.gameServer_.submit(AddNavigationObstacleCommand{
|
||||
@@ -146,10 +146,10 @@ namespace FRG
|
||||
if (!state || state->activeNavigationIndex < 0 ||
|
||||
state->activeNavigationIndex >= static_cast<int>(state->navigationMaps.size())) return;
|
||||
const float y =
|
||||
state->navigationMaps[state->activeNavigationIndex].getFloorY() + 0.02f;
|
||||
static_cast<float>(state->navigationMaps[state->activeNavigationIndex].getFloorY()) + 0.02f;
|
||||
const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreatePolygonFloor(poly.polygon, y, red);
|
||||
mesh.data = CreatePolygonFloor(toEigenVector(poly.polygon), y, red);
|
||||
mesh.RefreshVBO();
|
||||
navigationEditorNavMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
@@ -379,9 +379,9 @@ namespace FRG
|
||||
|
||||
auto& target = loc.interactiveObjects[selectedInteractiveObjectIndex];
|
||||
target.state.boundsMin = Eigen::Vector3f(
|
||||
min(localA.x(), localB.x()), 0.f, min(localA.z(), localB.z()));
|
||||
std::min(localA.x(), localB.x()), 0.f, std::min(localA.z(), localB.z()));
|
||||
target.state.boundsMax = Eigen::Vector3f(
|
||||
max(localA.x(), localB.x()), 1.f, max(localA.z(), localB.z()));
|
||||
std::max(localA.x(), localB.x()), 1.f, std::max(localA.z(), localB.z()));
|
||||
|
||||
boundsClickCount = 0;
|
||||
buildInteractiveObjectBoundsMeshes();
|
||||
|
||||
+41
-14
@@ -126,6 +126,7 @@ const CharacterState* LocationGameState::findCharacter(
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
/*
|
||||
std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles(
|
||||
const std::string& requesterId,
|
||||
const PlayerStateMap& players,
|
||||
@@ -140,16 +141,21 @@ std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles
|
||||
std::sort(characters.begin(), characters.end(),
|
||||
[](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});
|
||||
}
|
||||
return obstacles;
|
||||
}
|
||||
}*/
|
||||
|
||||
bool LocationGameState::setCharacterDestination(
|
||||
const std::string& id,
|
||||
@@ -161,8 +167,7 @@ bool LocationGameState::setCharacterDestination(
|
||||
CharacterState* character = findCharacter(id, players);
|
||||
if (!character || !location) return false;
|
||||
character->setTarget(
|
||||
target, std::move(callbackName), *location, id,
|
||||
collectPathObstacles(id, players, forcedObstacleId));
|
||||
target, std::move(callbackName), *location, id);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -188,8 +193,7 @@ bool LocationGameState::replanCharacter(
|
||||
const CharacterState* target = findCharacter(selectedTarget, players);
|
||||
if (target) {
|
||||
character->setTarget(
|
||||
target->position, {}, *location, id,
|
||||
collectPathObstacles(id, players, forcedObstacleId));
|
||||
target->position, {}, *location, id);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -202,13 +206,12 @@ bool LocationGameState::replanCharacter(
|
||||
if ((homeTarget - character->position).norm() >
|
||||
CharacterState::kWalkThreshold) {
|
||||
character->setTarget(
|
||||
homeTarget, {}, *location, id,
|
||||
collectPathObstacles(id, players, forcedObstacleId));
|
||||
homeTarget, {}, *location, id);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
character->forceReplan(
|
||||
*location, id, collectPathObstacles(id, players, forcedObstacleId));
|
||||
*location, id);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -430,7 +433,7 @@ LocationSimulationEvents LocationGameState::update(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
std::vector<CharacterMovementObstacle> movementObstacles;
|
||||
movementObstacles.reserve(playerIds.size() + npcIds.size());
|
||||
auto addMovementObstacle =
|
||||
@@ -463,8 +466,9 @@ LocationSimulationEvents LocationGameState::update(
|
||||
std::sort(
|
||||
movementObstacles.begin(), movementObstacles.end(),
|
||||
[](const CharacterMovementObstacle& lhs,
|
||||
const CharacterMovementObstacle& rhs) { return lhs.id < rhs.id; });
|
||||
const CharacterMovementObstacle& rhs) { return lhs.id < rhs.id; });*/
|
||||
|
||||
/*
|
||||
auto advance = [&](const std::string& id, CharacterState& state) {
|
||||
CharacterUpdateContext context;
|
||||
context.characterId = id;
|
||||
@@ -494,14 +498,36 @@ LocationSimulationEvents LocationGameState::update(
|
||||
events.deathAnimationComplete || events.navigationRequested) {
|
||||
result.characters.push_back({id, std::move(events)});
|
||||
}
|
||||
};
|
||||
|
||||
};*/
|
||||
/*
|
||||
for (const std::string& id : playerIds)
|
||||
if (players.at(id)->enabled)
|
||||
advance(id, *players.at(id));
|
||||
for (const std::string& id : npcIds)
|
||||
if (npcs.at(id)->enablesd)
|
||||
advance(id, *npcs.at(id));*/
|
||||
|
||||
for (const std::string& id : playerIds)
|
||||
{
|
||||
if (players.at(id)->enabled)
|
||||
{
|
||||
CharacterUpdateContext context;
|
||||
context.characterId = id;
|
||||
auto& state = *players.at(id);
|
||||
CharacterUpdateEvents events = state.update(deltaMs, context);
|
||||
//advance(id, *players.at(id));
|
||||
}
|
||||
}
|
||||
|
||||
for (const std::string& id : npcIds)
|
||||
{
|
||||
if (npcs.at(id)->enabled)
|
||||
advance(id, *npcs.at(id));
|
||||
{
|
||||
//advance(id, *npcs.at(id));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (const CharacterSimulationEvent& source : result.characters) {
|
||||
if (!source.events.attackImpact) continue;
|
||||
@@ -518,6 +544,7 @@ LocationSimulationEvents LocationGameState::update(
|
||||
source.events.attackDirection});
|
||||
}
|
||||
|
||||
/*
|
||||
auto player = players.find("player1");
|
||||
if (!interactiveObjectsLocked &&
|
||||
!location->targetInteractiveObjectId.empty() &&
|
||||
@@ -550,7 +577,7 @@ LocationSimulationEvents LocationGameState::update(
|
||||
result.npcInteractionId = location->targetInteractNpcId;
|
||||
location->targetInteractNpcId.clear();
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -64,10 +64,10 @@ struct LocationGameState {
|
||||
CharacterState* findCharacter(const std::string& id, PlayerStateMap& players);
|
||||
const CharacterState* findCharacter(
|
||||
const std::string& id, const PlayerStateMap& players) const;
|
||||
std::vector<PathFinder::DynamicObstacle> collectPathObstacles(
|
||||
/*std::vector<PathFinder::DynamicObstacle> collectPathObstacles(
|
||||
const std::string& requesterId,
|
||||
const PlayerStateMap& players,
|
||||
const std::string& forcedObstacleId = {}) const;
|
||||
const std::string& forcedObstacleId = {}) const;*/
|
||||
bool setCharacterDestination(
|
||||
const std::string& id,
|
||||
const Eigen::Vector3f& target,
|
||||
|
||||
@@ -123,7 +123,7 @@ void loadSinglePlayerPersistence(
|
||||
|
||||
|
||||
// Entity ownership stays above this navigation-only layer.
|
||||
std::vector<Eigen::Vector3f> LocationNetworkState::planPathExceptMyself(
|
||||
/**td::vector<Eigen::Vector3f> LocationNetworkState::planPathExceptMyself(
|
||||
const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
const std::string& entityId,
|
||||
@@ -135,7 +135,7 @@ void loadSinglePlayerPersistence(
|
||||
return {};
|
||||
return navigationMaps[activeNavigationIndex].findPathToNearest(
|
||||
start, end, dynamicObstacles);
|
||||
}
|
||||
}*/
|
||||
|
||||
void LocationNetworkState::initNavigation(
|
||||
const std::vector<std::string>& paths, const std::string& zipFile)
|
||||
|
||||
+2
-2
@@ -41,11 +41,11 @@ struct LocationNetworkState : public ISaveable {
|
||||
//This value is populated from the JSON configs and should not be changed during the regular gameplay.
|
||||
//It might be changed only in the editor mode during development.
|
||||
std::vector<PathFinder> navigationMaps;
|
||||
std::vector<Eigen::Vector3f> planPathExceptMyself(
|
||||
/*std::vector<Eigen::Vector3f> planPathExceptMyself(
|
||||
const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
const std::string& entityId,
|
||||
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles = {}) const;
|
||||
const std::vector<PathFinder::DynamicObstacle>& dynamicObstacles = {}) const;*/
|
||||
void initNavigation(
|
||||
const std::vector<std::string>& paths,
|
||||
const std::string& zipFile = std::string());
|
||||
|
||||
+6
-7
@@ -17,10 +17,6 @@
|
||||
|
||||
namespace FRG {
|
||||
|
||||
#ifdef __EMSCRIPTEN__
|
||||
//extern Game* Game::s_instance;
|
||||
#endif
|
||||
|
||||
// Localization
|
||||
static const std::string EMPTY_LANGUAGE_RU = u8"(пусто)";
|
||||
static const std::string EMPTY_LANGUAGE_EN = "(empty)";
|
||||
@@ -81,7 +77,7 @@ namespace FRG {
|
||||
pushWord(currentWord);
|
||||
if (!currentLine.empty()) flushLine();
|
||||
|
||||
return max(1, lines);
|
||||
return std::max(1, lines);
|
||||
}
|
||||
|
||||
static std::string trimChatPreview(const std::string& msg, int maxChars = 22) {
|
||||
@@ -408,6 +404,9 @@ namespace FRG {
|
||||
const std::string& loc = snapshot->currentLocationId;
|
||||
if (loc == "uni_exterior") return snapshot->isDarklands ? hudUniExtDarkRoot : hudUniExtRoot;
|
||||
if (loc == "uni_interior") return snapshot->isDarklands ? hudUniIntDarkRoot : hudUniIntRoot;
|
||||
// Other locations (e.g. campaigns that start directly in Darklands) have no
|
||||
// dedicated HUD; reuse the Darklands one so the health bar is shown.
|
||||
if (snapshot->isDarklands && !loc.empty()) return hudUniExtDarkRoot;
|
||||
return hudDormRoot; // dorm, or a new game before the location is set
|
||||
}
|
||||
|
||||
@@ -2254,9 +2253,9 @@ namespace FRG {
|
||||
|
||||
float MenuManager::ToastEntry::currentAlpha() const {
|
||||
switch (state) {
|
||||
case State::FadeIn: return min(timer / TOAST_FADE_MS, 1.0f);
|
||||
case State::FadeIn: return std::min(timer / TOAST_FADE_MS, 1.0f);
|
||||
case State::Visible: return 1.0f;
|
||||
case State::FadeOut: return max(1.0f - timer / TOAST_FADE_MS, 0.0f);
|
||||
case State::FadeOut: return std::max(1.0f - timer / TOAST_FADE_MS, 0.0f);
|
||||
}
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
@@ -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 " +
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include <string>
|
||||
#include <variant>
|
||||
#include <vector>
|
||||
#include "../navigation/PathFinder.h"
|
||||
|
||||
namespace FRG {
|
||||
|
||||
@@ -110,7 +111,7 @@ struct SetNavigationAreaAvailableCommand {
|
||||
struct AddNavigationObstacleCommand {
|
||||
std::string locationId;
|
||||
std::string name;
|
||||
std::vector<Eigen::Vector2f> polygon;
|
||||
std::vector<Vec2fp> polygon;
|
||||
};
|
||||
struct AddInventoryItemCommand { std::string itemId; };
|
||||
struct RemoveInventoryItemCommand { std::string itemId; };
|
||||
|
||||
+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");
|
||||
|
||||
@@ -79,7 +79,7 @@ namespace {
|
||||
}
|
||||
}
|
||||
|
||||
void PathFinder::build(const std::string& configPath,
|
||||
void PathFinderOld::build(const std::string& configPath,
|
||||
const std::string& zipPath)
|
||||
{
|
||||
ready = false;
|
||||
@@ -115,22 +115,23 @@ void PathFinder::build(const std::string& configPath,
|
||||
<< ", cell=" << cellSize << ", areas=" << areas.size() << "\n";
|
||||
}
|
||||
|
||||
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
|
||||
std::vector<Eigen::Vector3f> PathFinderOld::findPath(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end) const
|
||||
{
|
||||
const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
return runSearch(start, end, 0, false);
|
||||
//const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
//return runSearch(start, end, 0, false);
|
||||
return std::vector<Eigen::Vector3f>{start, end};
|
||||
}
|
||||
|
||||
std::vector<Eigen::Vector3f> PathFinder::findPath(const Eigen::Vector3f& start,
|
||||
/*
|
||||
std::vector<Eigen::Vector3f> PathFinderOld::findPath(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
const std::vector<DynamicObstacle>& dynamicObstacles) const
|
||||
{
|
||||
const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
return runSearch(start, end, buildDynamicOverlay(dynamicObstacles), false);
|
||||
}
|
||||
|
||||
std::uint32_t PathFinder::buildDynamicOverlay(
|
||||
}*/
|
||||
std::uint32_t PathFinderOld::buildDynamicOverlay(
|
||||
const std::vector<DynamicObstacle>& dynamicObstacles) const
|
||||
{
|
||||
const size_t cellCount = walkable.size();
|
||||
@@ -172,7 +173,7 @@ std::uint32_t PathFinder::buildDynamicOverlay(
|
||||
return dynamicGeneration;
|
||||
}
|
||||
|
||||
bool PathFinder::isCellWalkableOverlay(
|
||||
bool PathFinderOld::isCellWalkableOverlay(
|
||||
const Cell& cell, std::uint32_t generation) const
|
||||
{
|
||||
if (!isCellWalkable(cell)) return false;
|
||||
@@ -180,7 +181,7 @@ bool PathFinder::isCellWalkableOverlay(
|
||||
dynamicBlockedGeneration[static_cast<size_t>(indexOf(cell))] != generation;
|
||||
}
|
||||
|
||||
bool PathFinder::findNearestWalkableCellOverlay(
|
||||
bool PathFinderOld::findNearestWalkableCellOverlay(
|
||||
const Eigen::Vector3f& point, Cell& out, std::uint32_t generation) const
|
||||
{
|
||||
Cell origin;
|
||||
@@ -212,7 +213,7 @@ bool PathFinder::findNearestWalkableCellOverlay(
|
||||
return false;
|
||||
}
|
||||
|
||||
bool PathFinder::hasLineOfSightOverlay(
|
||||
bool PathFinderOld::hasLineOfSightOverlay(
|
||||
const Cell& from, const Cell& to, std::uint32_t generation) const
|
||||
{
|
||||
int x = from.x;
|
||||
@@ -244,7 +245,7 @@ bool PathFinder::hasLineOfSightOverlay(
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<PathFinder::Cell> PathFinder::smoothCellsOverlay(
|
||||
std::vector<PathFinderOld::Cell> PathFinderOld::smoothCellsOverlay(
|
||||
const std::vector<Cell>& cells, std::uint32_t generation) const
|
||||
{
|
||||
if (cells.size() <= 2) return cells;
|
||||
@@ -263,7 +264,7 @@ std::vector<PathFinder::Cell> PathFinder::smoothCellsOverlay(
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<Eigen::Vector3f> PathFinder::runSearch(
|
||||
std::vector<Eigen::Vector3f> PathFinderOld::runSearch(
|
||||
const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
std::uint32_t obstacleGeneration,
|
||||
@@ -385,23 +386,25 @@ std::vector<Eigen::Vector3f> PathFinder::runSearch(
|
||||
return path;
|
||||
}
|
||||
|
||||
std::vector<Eigen::Vector3f> PathFinder::findPathToNearest(
|
||||
std::vector<Eigen::Vector3f> PathFinderOld::findPathToNearest(
|
||||
const Eigen::Vector3f& start, const Eigen::Vector3f& end) const
|
||||
{
|
||||
const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
return runSearch(start, end, 0, true);
|
||||
//const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
// return runSearch(start, end, 0, true);
|
||||
return std::vector<Eigen::Vector3f>{start, end};
|
||||
}
|
||||
|
||||
std::vector<Eigen::Vector3f> PathFinder::findPathToNearest(
|
||||
/*
|
||||
std::vector<Eigen::Vector3f> PathFinderOld::findPathToNearest(
|
||||
const Eigen::Vector3f& start, const Eigen::Vector3f& end,
|
||||
const std::vector<DynamicObstacle>& dynamicObstacles) const
|
||||
{
|
||||
const std::lock_guard<std::mutex> lock(*queryMutex);
|
||||
return runSearch(
|
||||
start, end, buildDynamicOverlay(dynamicObstacles), true);
|
||||
}
|
||||
}*/
|
||||
|
||||
bool PathFinder::setAreaAvailable(const std::string& areaName, bool available)
|
||||
bool PathFinderOld::setAreaAvailable(const std::string& areaName, bool available)
|
||||
{
|
||||
bool found = false;
|
||||
bool changed = false;
|
||||
@@ -420,13 +423,13 @@ bool PathFinder::setAreaAvailable(const std::string& areaName, bool available)
|
||||
return found;
|
||||
}
|
||||
|
||||
bool PathFinder::isWalkable(const Eigen::Vector3f& point) const
|
||||
bool PathFinderOld::isWalkable(const Eigen::Vector3f& point) const
|
||||
{
|
||||
Cell cell;
|
||||
return worldToCell(point, cell) && isCellWalkable(cell, walkable);
|
||||
}
|
||||
|
||||
void PathFinder::addObstaclePolygon(const ObstaclePolygon& polygon)
|
||||
void PathFinderOld::addObstaclePolygon(const ObstaclePolygon& polygon)
|
||||
{
|
||||
obstaclePolygons.push_back(polygon);
|
||||
if (ready) {
|
||||
@@ -434,7 +437,7 @@ void PathFinder::addObstaclePolygon(const ObstaclePolygon& polygon)
|
||||
}
|
||||
}
|
||||
|
||||
bool PathFinder::saveConfig(const std::string& path) const
|
||||
bool PathFinderOld::saveConfig(const std::string& path) const
|
||||
{
|
||||
json root;
|
||||
root["cellSize"] = cellSize;
|
||||
@@ -481,7 +484,7 @@ bool PathFinder::saveConfig(const std::string& path) const
|
||||
return saveJsonToFile(root, path);
|
||||
}
|
||||
|
||||
bool PathFinder::saveGrid(const std::string& path) const
|
||||
bool PathFinderOld::saveGrid(const std::string& path) const
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
if (!ready) return false;
|
||||
@@ -510,7 +513,7 @@ bool PathFinder::saveGrid(const std::string& path) const
|
||||
#endif
|
||||
}
|
||||
|
||||
bool PathFinder::loadGrid(const std::string& path, const std::string& zipPath)
|
||||
bool PathFinderOld::loadGrid(const std::string& path, const std::string& zipPath)
|
||||
{
|
||||
std::string content;
|
||||
try {
|
||||
@@ -565,7 +568,7 @@ bool PathFinder::loadGrid(const std::string& path, const std::string& zipPath)
|
||||
return true;
|
||||
}
|
||||
|
||||
void PathFinder::loadConfig(const std::string& configPath, const std::string& zipPath)
|
||||
void PathFinderOld::loadConfig(const std::string& configPath, const std::string& zipPath)
|
||||
{
|
||||
cellSize = 0.4f;
|
||||
agentRadius = 0.45f;
|
||||
@@ -640,7 +643,7 @@ void PathFinder::loadConfig(const std::string& configPath, const std::string& zi
|
||||
boundaryPadding = (std::max)(boundaryPadding, 0.0f);
|
||||
}
|
||||
|
||||
void PathFinder::resetGridBounds()
|
||||
void PathFinderOld::resetGridBounds()
|
||||
{
|
||||
if (areas.empty()) {
|
||||
gridWidth = 0;
|
||||
@@ -682,14 +685,14 @@ void PathFinder::resetGridBounds()
|
||||
gridDepth = static_cast<int>(std::ceil((maxZ - minZ) / cellSize));
|
||||
}
|
||||
|
||||
void PathFinder::rebuildWalkableGrid()
|
||||
void PathFinderOld::rebuildWalkableGrid()
|
||||
{
|
||||
walkable.assign(static_cast<size_t>(gridWidth * gridDepth), 0);
|
||||
markAvailableAreasWalkable();
|
||||
markObstaclePolygonsBlocked();
|
||||
}
|
||||
|
||||
void PathFinder::markAvailableAreasWalkable()
|
||||
void PathFinderOld::markAvailableAreasWalkable()
|
||||
{
|
||||
const auto insideAvailableArea = [this](const Eigen::Vector2f& point) {
|
||||
for (const NavigationArea& area : areas) {
|
||||
@@ -763,7 +766,7 @@ void PathFinder::markAvailableAreasWalkable()
|
||||
}
|
||||
}
|
||||
|
||||
void PathFinder::markObstaclePolygonsBlocked()
|
||||
void PathFinderOld::markObstaclePolygonsBlocked()
|
||||
{
|
||||
if (obstaclePolygons.empty()) {
|
||||
return;
|
||||
@@ -800,7 +803,7 @@ void PathFinder::markObstaclePolygonsBlocked()
|
||||
}
|
||||
}
|
||||
|
||||
bool PathFinder::worldToCell(const Eigen::Vector3f& point, Cell& out) const
|
||||
bool PathFinderOld::worldToCell(const Eigen::Vector3f& point, Cell& out) const
|
||||
{
|
||||
if (gridWidth <= 0 || gridDepth <= 0) {
|
||||
out = {};
|
||||
@@ -812,7 +815,7 @@ bool PathFinder::worldToCell(const Eigen::Vector3f& point, Cell& out) const
|
||||
return isInsideGrid(out);
|
||||
}
|
||||
|
||||
Eigen::Vector3f PathFinder::cellCenter(const Cell& cell) const
|
||||
Eigen::Vector3f PathFinderOld::cellCenter(const Cell& cell) const
|
||||
{
|
||||
return {
|
||||
minX + (static_cast<float>(cell.x) + 0.5f) * cellSize,
|
||||
@@ -821,17 +824,17 @@ Eigen::Vector3f PathFinder::cellCenter(const Cell& cell) const
|
||||
};
|
||||
}
|
||||
|
||||
bool PathFinder::isInsideGrid(const Cell& cell) const
|
||||
bool PathFinderOld::isInsideGrid(const Cell& cell) const
|
||||
{
|
||||
return cell.x >= 0 && cell.z >= 0 && cell.x < gridWidth && cell.z < gridDepth;
|
||||
}
|
||||
|
||||
bool PathFinder::isCellWalkable(const Cell& cell) const
|
||||
bool PathFinderOld::isCellWalkable(const Cell& cell) const
|
||||
{
|
||||
return isCellWalkable(cell, walkable);
|
||||
}
|
||||
|
||||
bool PathFinder::isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const
|
||||
bool PathFinderOld::isCellWalkable(const Cell& cell, const std::vector<unsigned char>& walkableGrid) const
|
||||
{
|
||||
const int idx = indexOf(cell);
|
||||
return isInsideGrid(cell) &&
|
||||
@@ -840,17 +843,17 @@ bool PathFinder::isCellWalkable(const Cell& cell, const std::vector<unsigned cha
|
||||
walkableGrid[static_cast<size_t>(idx)] != 0;
|
||||
}
|
||||
|
||||
int PathFinder::indexOf(const Cell& cell) const
|
||||
int PathFinderOld::indexOf(const Cell& cell) const
|
||||
{
|
||||
return cell.z * gridWidth + cell.x;
|
||||
}
|
||||
|
||||
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const
|
||||
bool PathFinderOld::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out) const
|
||||
{
|
||||
return findNearestWalkableCell(point, out, walkable);
|
||||
}
|
||||
|
||||
bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const
|
||||
bool PathFinderOld::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out, const std::vector<unsigned char>& walkableGrid) const
|
||||
{
|
||||
Cell origin;
|
||||
if (!worldToCell(point, origin)) {
|
||||
@@ -885,12 +888,12 @@ bool PathFinder::findNearestWalkableCell(const Eigen::Vector3f& point, Cell& out
|
||||
return false;
|
||||
}
|
||||
|
||||
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to) const
|
||||
bool PathFinderOld::hasLineOfSight(const Cell& from, const Cell& to) const
|
||||
{
|
||||
return hasLineOfSight(from, to, walkable);
|
||||
}
|
||||
|
||||
bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const
|
||||
bool PathFinderOld::hasLineOfSight(const Cell& from, const Cell& to, const std::vector<unsigned char>& walkableGrid) const
|
||||
{
|
||||
const Eigen::Vector3f a = cellCenter(from);
|
||||
const Eigen::Vector3f b = cellCenter(to);
|
||||
@@ -909,12 +912,12 @@ bool PathFinder::hasLineOfSight(const Cell& from, const Cell& to, const std::vec
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells) const
|
||||
std::vector<PathFinderOld::Cell> PathFinderOld::smoothCells(const std::vector<Cell>& cells) const
|
||||
{
|
||||
return smoothCells(cells, walkable);
|
||||
}
|
||||
|
||||
std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const
|
||||
std::vector<PathFinderOld::Cell> PathFinderOld::smoothCells(const std::vector<Cell>& cells, const std::vector<unsigned char>& walkableGrid) const
|
||||
{
|
||||
if (cells.size() <= 2) {
|
||||
return cells;
|
||||
@@ -937,7 +940,7 @@ std::vector<PathFinder::Cell> PathFinder::smoothCells(const std::vector<Cell>& c
|
||||
return result;
|
||||
}
|
||||
|
||||
bool PathFinder::pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon)
|
||||
bool PathFinderOld::pointInPolygon(float x, float z, const std::vector<Eigen::Vector2f>& polygon)
|
||||
{
|
||||
bool inside = false;
|
||||
size_t previous = polygon.size() - 1;
|
||||
|
||||
+537
-5
@@ -1,15 +1,547 @@
|
||||
#pragma once
|
||||
|
||||
#include <Eigen/Core>
|
||||
#include <algorithm>
|
||||
#include <cstdint>
|
||||
#include <limits>
|
||||
#include <memory>
|
||||
#include <mutex>
|
||||
#include <queue>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#ifdef min
|
||||
#undef min
|
||||
#endif
|
||||
#ifdef max
|
||||
#undef max
|
||||
#endif
|
||||
#include "../../thirdparty/fpm-1.1.0/include/fpm/fixed.hpp"
|
||||
#include "../../thirdparty/fpm-1.1.0/include/fpm/math.hpp"
|
||||
|
||||
// Сторонние библиотеки для геометрии (Header-only / легко подключаемые):
|
||||
// 1. Clipper2: https://github.com/PolyClipping/Clipper2/releases/tag/Clipper2_2.0.1
|
||||
// 2. CDT (Constrained Delaunay Triangulation): https://github.com/artem-ogre/CDT
|
||||
|
||||
#include "../../thirdparty/Clipper2-Clipper2_2.0.1/CPP/build/Release/include/clipper2/clipper.h"
|
||||
#include "../../thirdparty/CDT-2.0.2/CDT/build/release/include/CDT.h"
|
||||
|
||||
namespace FRG {
|
||||
|
||||
class PathFinder {
|
||||
|
||||
//using fp = fpm::fixed<std::int32_t, std::int64_t, 16>;
|
||||
inline constexpr unsigned int FP_FRACTION_BITS = 12;
|
||||
using fp = fpm::fixed<std::int32_t, std::int64_t, FP_FRACTION_BITS>;
|
||||
|
||||
struct Vec2fp {
|
||||
fp x{ 0 };
|
||||
fp y{ 0 };
|
||||
|
||||
Vec2fp() = default;
|
||||
Vec2fp(fp _x, fp _y) : x(_x), y(_y) {}
|
||||
|
||||
// Конвертация из float только на этапе загрузки/ввода
|
||||
static Vec2fp fromFloat(float fx, float fy) {
|
||||
return Vec2fp(fp(fx), fp(fy));
|
||||
}
|
||||
|
||||
Vec2fp operator+(const Vec2fp& o) const { return { x + o.x, y + o.y }; }
|
||||
Vec2fp operator-(const Vec2fp& o) const { return { x - o.x, y - o.y }; }
|
||||
Vec2fp operator*(fp s) const { return { x * s, y * s }; }
|
||||
Vec2fp operator/(fp s) const { return { x / s, y / s }; }
|
||||
bool operator==(const Vec2fp& o) const { return x == o.x && y == o.y; }
|
||||
bool operator!=(const Vec2fp& o) const { return !(*this == o); }
|
||||
fp dot(const Vec2fp& o) const { return x * o.x + y * o.y; }
|
||||
|
||||
// 2D Векторное произведение (Z-компонента): определяет, с какой стороны лежит точка
|
||||
fp cross(const Vec2fp& o) const { return x * o.y - y * o.x; }
|
||||
|
||||
fp lengthSq() const { return x * x + y * y; }
|
||||
fp length() const { return fpm::sqrt(lengthSq()); }
|
||||
|
||||
Eigen::Vector2f toEigen() const {
|
||||
return Eigen::Vector2f(static_cast<float>(x), static_cast<float>(y));
|
||||
}
|
||||
|
||||
static Vec2fp fromEigen(const Eigen::Vector2f& v) {
|
||||
return Vec2fp(fp(v.x()), fp(v.y()));
|
||||
}
|
||||
};
|
||||
|
||||
struct Vec3fp {
|
||||
fp x{ 0 }, y{ 0 }, z{ 0 };
|
||||
Vec3fp() = default;
|
||||
Vec3fp(fp _x, fp _y, fp _z) : x(_x), y(_y), z(_z) {}
|
||||
|
||||
static Vec3fp fromEigen(const Eigen::Vector3f& v) {
|
||||
return { fp(v.x()), fp(v.y()), fp(v.z()) };
|
||||
}
|
||||
Eigen::Vector3f toEigen() const {
|
||||
return Eigen::Vector3f(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
|
||||
}
|
||||
};
|
||||
|
||||
inline std::vector<Eigen::Vector2f> toEigenVector(const std::vector<FRG::Vec2fp>& src) {
|
||||
std::vector<Eigen::Vector2f> dst;
|
||||
dst.reserve(src.size());
|
||||
for (const auto& pt : src) {
|
||||
dst.emplace_back(static_cast<float>(pt.x), static_cast<float>(pt.y));
|
||||
}
|
||||
return dst;
|
||||
}
|
||||
|
||||
inline std::vector<FRG::Vec2fp> fromEigenVector(const std::vector<Eigen::Vector2f>& src) {
|
||||
std::vector<FRG::Vec2fp> dst;
|
||||
dst.reserve(src.size());
|
||||
for (const auto& pt : src) {
|
||||
dst.emplace_back(FRG::fp(pt.x()), FRG::fp(pt.y()));
|
||||
}
|
||||
return dst;
|
||||
}
|
||||
|
||||
class PathFinder {
|
||||
public:
|
||||
struct NavigationArea {
|
||||
std::string name;
|
||||
bool available = true;
|
||||
std::vector<Vec2fp> polygon;
|
||||
};
|
||||
|
||||
struct ObstaclePolygon {
|
||||
std::string name;
|
||||
std::vector<Vec2fp> polygon;
|
||||
};
|
||||
|
||||
struct NavTriangle {
|
||||
int id = -1;
|
||||
Vec2fp vertices[3];
|
||||
Vec2fp center;
|
||||
int neighbors[3] = { -1, -1, -1 }; // Индексы соседних треугольников по ребрам (0-1, 1-2, 2-0)
|
||||
};
|
||||
|
||||
struct Portal {
|
||||
Vec2fp left;
|
||||
Vec2fp right;
|
||||
};
|
||||
|
||||
// Масштаб для Clipper2 (так как Clipper работает с целыми int64_t,
|
||||
// сохраняем точность в 10000 единиц на 1 метр)
|
||||
static constexpr int64_t CLIPPER_SCALE = 10000;
|
||||
|
||||
void build(const std::string& configPath = "", const std::string& zipPath = "") {
|
||||
// Здесь может быть парсинг configPath в area и obstaclePolygons.
|
||||
// После заполнения геометрии строим NavMesh:
|
||||
area.name = "main";
|
||||
area.polygon = {
|
||||
Vec2fp::fromFloat(-100.f, -100.f),
|
||||
Vec2fp::fromFloat(-100.f, 100.f),
|
||||
Vec2fp::fromFloat(100.f, 100.f),
|
||||
Vec2fp::fromFloat(100.f, -100.f)
|
||||
};
|
||||
|
||||
area.available = true;
|
||||
|
||||
obstaclePolygons.push_back({
|
||||
"p1", {Vec2fp::fromFloat(-10.f, -10.f),
|
||||
Vec2fp::fromFloat(-10.f, 10.f),
|
||||
Vec2fp::fromFloat(10.f, 10.f),
|
||||
Vec2fp::fromFloat(10.f, -10.f)}
|
||||
});
|
||||
|
||||
//ready = true;
|
||||
|
||||
generateNavMesh();
|
||||
}
|
||||
|
||||
// Построение NavMesh: Объединение полигонов (Clipper2) + Триангуляция (CDT)
|
||||
void generateNavMesh() {
|
||||
navMesh.clear();
|
||||
if (area.polygon.size() < 3) return;
|
||||
|
||||
using namespace Clipper2Lib;
|
||||
|
||||
// Вспомогательная лямбда: безопасно переводит fp в координаты Clipper2 (int64_t)
|
||||
auto toClipperCoord = [](fp val) -> int64_t {
|
||||
return (static_cast<int64_t>(val.raw_value()) * CLIPPER_SCALE) / (1LL << FP_FRACTION_BITS);
|
||||
};
|
||||
|
||||
// 1. Переводим контур локации (NavigationArea) в формат Clipper2
|
||||
Paths64 subject;
|
||||
Path64 outerPath;
|
||||
for (const auto& pt : area.polygon) {
|
||||
outerPath.push_back(Point64(toClipperCoord(pt.x), toClipperCoord(pt.y)));
|
||||
}
|
||||
subject.push_back(outerPath);
|
||||
|
||||
// 2. Собираем все препятствия
|
||||
Paths64 clips;
|
||||
for (const auto& obs : obstaclePolygons) {
|
||||
if (obs.polygon.size() < 3) continue;
|
||||
Path64 clipPath;
|
||||
for (const auto& pt : obs.polygon) {
|
||||
clipPath.push_back(Point64(toClipperCoord(pt.x), toClipperCoord(pt.y)));
|
||||
}
|
||||
clips.push_back(clipPath);
|
||||
}
|
||||
|
||||
// 3. Булево объединение пересекающихся препятствий и вычитание их из локации
|
||||
// Clipper автоматически объединяет пересекающиеся полигоны внутри Difference
|
||||
PolyTree64 solTree;
|
||||
Clipper64 clipper;
|
||||
clipper.AddSubject(subject);
|
||||
clipper.AddClip(clips);
|
||||
//clipper.Execute(ClipType::Difference, FillRule::NonZero, solTree);
|
||||
clipper.Execute(ClipType::Difference, FillRule::EvenOdd, solTree);
|
||||
|
||||
// 4. Подготовка данных для Constrained Delaunay Triangulation (CDT)
|
||||
std::vector<CDT::V2d<double>> cdtVertices;
|
||||
std::vector<CDT::Edge> cdtEdges;
|
||||
|
||||
auto extractPolygons = [&](const PolyPath64* node, auto& selfRef) -> void {
|
||||
if (!node->Polygon().empty()) {
|
||||
const Path64& path = node->Polygon();
|
||||
std::size_t startIdx = cdtVertices.size();
|
||||
std::size_t count = path.size();
|
||||
|
||||
for (std::size_t i = 0; i < count; ++i) {
|
||||
double x = static_cast<double>(path[i].x) / CLIPPER_SCALE;
|
||||
double y = static_cast<double>(path[i].y) / CLIPPER_SCALE;
|
||||
cdtVertices.push_back({ x, y });
|
||||
cdtEdges.push_back(CDT::Edge(startIdx + i, startIdx + (i + 1) % count));
|
||||
}
|
||||
}
|
||||
for (std::size_t i = 0; i < node->Count(); ++i) {
|
||||
selfRef(node->Child(i), selfRef);
|
||||
}
|
||||
};
|
||||
|
||||
for (std::size_t i = 0; i < solTree.Count(); ++i) {
|
||||
extractPolygons(solTree.Child(i), extractPolygons);
|
||||
}
|
||||
|
||||
if (cdtVertices.empty()) return;
|
||||
|
||||
CDT::RemoveDuplicatesAndRemapEdges(cdtVertices, cdtEdges);
|
||||
|
||||
// 5. Выполняем триангуляцию и удаляем треугольники внутри дыр (препятствий)
|
||||
CDT::Triangulation<double> cdt;
|
||||
cdt.insertVertices(cdtVertices);
|
||||
cdt.insertEdges(cdtEdges);
|
||||
cdt.eraseOuterTrianglesAndHoles();
|
||||
|
||||
// 6. Конвертируем результат в детерминированный граф NavTriangle (Q32.32)
|
||||
const auto& triangles = cdt.triangles;
|
||||
const auto& vertices = cdt.vertices;
|
||||
navMesh.resize(triangles.size());
|
||||
|
||||
for (std::size_t i = 0; i < triangles.size(); ++i) {
|
||||
NavTriangle& navTri = navMesh[i];
|
||||
navTri.id = static_cast<int>(i);
|
||||
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
const auto& v = vertices[triangles[i].vertices[j]];
|
||||
navTri.vertices[j] = Vec2fp(fp(v.x), fp(v.y));
|
||||
|
||||
// Соседи в CDT хранятся напротив вершин, перепривязываем к ребрам (j, j+1)
|
||||
auto neighborIdx = triangles[i].neighbors[j];
|
||||
navTri.neighbors[j] = (neighborIdx != CDT::noNeighbor) ? static_cast<int>(neighborIdx) : -1;
|
||||
}
|
||||
|
||||
navTri.center = (navTri.vertices[0] + navTri.vertices[1] + navTri.vertices[2]) / fp(3);
|
||||
}
|
||||
|
||||
ready = !navMesh.empty();
|
||||
}
|
||||
|
||||
// Основной метод поиска пути (плоскость XZ, Y — высота)
|
||||
std::vector<Vec3fp> findPathToNearest(const Vec3fp& start3D, const Vec3fp& end3D) const {
|
||||
if (!ready || !area.available) return { start3D };
|
||||
|
||||
Vec2fp startPt(start3D.x, start3D.z);
|
||||
Vec2fp targetPt(end3D.x, end3D.z);
|
||||
|
||||
// 1. Находим треугольники для старта и финиша.
|
||||
// Если точка попала в препятствие (вне NavMesh), ищем ближайшую точку на ребрах NavMesh
|
||||
int startTri = findTriangleContaining(startPt);
|
||||
if (startTri == -1) {
|
||||
startPt = findClosestPointOnNavMesh(startPt, startTri);
|
||||
}
|
||||
|
||||
int endTri = findTriangleContaining(targetPt);
|
||||
if (endTri == -1) {
|
||||
targetPt = findClosestPointOnNavMesh(targetPt, endTri);
|
||||
}
|
||||
|
||||
if (startTri == -1 || endTri == -1) return { start3D };
|
||||
|
||||
// Если старт и конец в одном треугольнике — идем по прямой
|
||||
if (startTri == endTri) {
|
||||
return {
|
||||
start3D,
|
||||
Vec3fp(targetPt.x, floorY, targetPt.y)
|
||||
};
|
||||
}
|
||||
|
||||
// 2. Поиск коридора из треугольников через A*
|
||||
std::vector<int> triangleCorridor = runAStar(startTri, endTri, startPt, targetPt);
|
||||
if (triangleCorridor.empty()) return { start3D };
|
||||
|
||||
// 3. Сглаживание пути через Funnel Algorithm (Натянутая нить)
|
||||
std::vector<Vec2fp> smoothPath2D = stringPullFunnel(startPt, targetPt, triangleCorridor);
|
||||
|
||||
// 4. Формируем выходной массив 3D точек
|
||||
std::vector<Vec3fp> result;
|
||||
result.reserve(smoothPath2D.size());
|
||||
for (const auto& pt : smoothPath2D) {
|
||||
result.emplace_back(pt.x, floorY, pt.y);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// Перегрузка для совместимости со старым Eigen-интерфейсом
|
||||
std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start, const Eigen::Vector3f& end) const {
|
||||
auto pathFp = findPathToNearest(Vec3fp::fromEigen(start), Vec3fp::fromEigen(end));
|
||||
std::vector<Eigen::Vector3f> out;
|
||||
out.reserve(pathFp.size());
|
||||
for (const auto& p : pathFp) out.push_back(p.toEigen());
|
||||
return out;
|
||||
}
|
||||
|
||||
bool isWalkable(const Vec3fp& point) const {
|
||||
return findTriangleContaining(Vec2fp(point.x, point.z)) != -1;
|
||||
}
|
||||
|
||||
bool isWalkable(const Eigen::Vector3f& point) const {
|
||||
return isWalkable(Vec3fp::fromEigen(point));
|
||||
}
|
||||
|
||||
bool setAreaAvailable(const std::string& areaName, bool available) {
|
||||
if (area.name == areaName) {
|
||||
area.available = available;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isReady() const { return ready; }
|
||||
const NavigationArea& getArea() const { return area; }
|
||||
void setArea(const NavigationArea& a) { area = a; }
|
||||
|
||||
fp getFloorY() const { return floorY; }
|
||||
void setFloorY(fp y) { floorY = y; }
|
||||
|
||||
void addObstaclePolygon(const ObstaclePolygon& polygon) {
|
||||
obstaclePolygons.push_back(polygon);
|
||||
}
|
||||
const std::vector<ObstaclePolygon>& getObstaclePolygons() const { return obstaclePolygons; }
|
||||
|
||||
bool saveConfig(const std::string& path) const { return true; }
|
||||
bool saveGrid(const std::string& path) const { return true; }
|
||||
|
||||
protected:
|
||||
NavigationArea area;
|
||||
std::vector<ObstaclePolygon> obstaclePolygons;
|
||||
std::vector<NavTriangle> navMesh;
|
||||
fp floorY{ 0 };
|
||||
bool ready = false;
|
||||
|
||||
// Проверка нахождения точки внутри треугольника (через знаки векторных произведений)
|
||||
static bool isPointInTriangle(const Vec2fp& p, const Vec2fp& a, const Vec2fp& b, const Vec2fp& c) {
|
||||
fp d1 = (b - a).cross(p - a);
|
||||
fp d2 = (c - b).cross(p - b);
|
||||
fp d3 = (a - c).cross(p - c);
|
||||
|
||||
bool hasNeg = (d1 < fp(0)) || (d2 < fp(0)) || (d3 < fp(0));
|
||||
bool hasPos = (d1 > fp(0)) || (d2 > fp(0)) || (d3 > fp(0));
|
||||
return !(hasNeg && hasPos);
|
||||
}
|
||||
|
||||
int findTriangleContaining(const Vec2fp& pt) const {
|
||||
for (const auto& tri : navMesh) {
|
||||
if (isPointInTriangle(pt, tri.vertices[0], tri.vertices[1], tri.vertices[2])) {
|
||||
return tri.id;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Проекция точки на отрезок AB
|
||||
static Vec2fp closestPointOnSegment(const Vec2fp& p, const Vec2fp& a, const Vec2fp& b) {
|
||||
Vec2fp ab = b - a;
|
||||
fp lenSq = ab.lengthSq();
|
||||
if (lenSq == fp(0)) return a;
|
||||
|
||||
fp t = (p - a).dot(ab) / lenSq;
|
||||
t = std::max(fp(0), std::min(fp(1), t));
|
||||
return a + ab * t;
|
||||
}
|
||||
|
||||
Vec2fp findClosestPointOnNavMesh(const Vec2fp& pt, int& outTriId) const {
|
||||
fp minDistSq = std::numeric_limits<fp>::max();
|
||||
Vec2fp bestPt = pt;
|
||||
outTriId = -1;
|
||||
|
||||
for (const auto& tri : navMesh) {
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
// В CDT neighbors[i] — это сосед через ребро (vertices[i], vertices[(i + 1) % 3])
|
||||
if (tri.neighbors[i] == -1) {
|
||||
const Vec2fp& a = tri.vertices[i];
|
||||
const Vec2fp& b = tri.vertices[(i + 1) % 3];
|
||||
Vec2fp proj = closestPointOnSegment(pt, a, b);
|
||||
fp distSq = (pt - proj).lengthSq();
|
||||
|
||||
if (distSq < minDistSq) {
|
||||
minDistSq = distSq;
|
||||
bestPt = proj;
|
||||
outTriId = tri.id;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestPt;
|
||||
}
|
||||
|
||||
// Поиск пути A* по центрам треугольников
|
||||
std::vector<int> runAStar(int startTri, int endTri, const Vec2fp& startPt, const Vec2fp& endPt) const {
|
||||
struct NodeRecord {
|
||||
int triId;
|
||||
fp fScore;
|
||||
// В случае равенства fScore сортируем по triId для 100% детерминизма
|
||||
bool operator>(const NodeRecord& o) const {
|
||||
if (fScore != o.fScore) return fScore > o.fScore;
|
||||
return triId > o.triId;
|
||||
}
|
||||
};
|
||||
|
||||
std::priority_queue<NodeRecord, std::vector<NodeRecord>, std::greater<NodeRecord>> openSet;
|
||||
std::vector<fp> gScore(navMesh.size(), std::numeric_limits<fp>::max());
|
||||
std::vector<int> cameFrom(navMesh.size(), -1);
|
||||
std::vector<bool> closed(navMesh.size(), false);
|
||||
|
||||
gScore[startTri] = fp(0);
|
||||
openSet.push({ startTri, (navMesh[startTri].center - endPt).length() });
|
||||
|
||||
while (!openSet.empty()) {
|
||||
int current = openSet.top().triId;
|
||||
openSet.pop();
|
||||
|
||||
if (current == endTri) {
|
||||
std::vector<int> path;
|
||||
for (int curr = endTri; curr != -1; curr = cameFrom[curr]) {
|
||||
path.push_back(curr);
|
||||
}
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
if (closed[current]) continue;
|
||||
closed[current] = true;
|
||||
|
||||
const NavTriangle& currTri = navMesh[current];
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
int neighbor = currTri.neighbors[i];
|
||||
if (neighbor == -1 || closed[neighbor]) continue;
|
||||
|
||||
fp stepCost = (currTri.center - navMesh[neighbor].center).length();
|
||||
fp tentativeG = gScore[current] + stepCost;
|
||||
|
||||
if (tentativeG < gScore[neighbor]) {
|
||||
cameFrom[neighbor] = current;
|
||||
gScore[neighbor] = tentativeG;
|
||||
fp h = (navMesh[neighbor].center - endPt).length();
|
||||
openSet.push({ neighbor, tentativeG + h });
|
||||
}
|
||||
}
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
// Извлечение общих вершин (портала) между двумя соседними треугольниками
|
||||
// Извлечение общих вершин (портала) между двумя соседними треугольниками
|
||||
Portal getPortal(int fromTriId, int toTriId) const {
|
||||
const NavTriangle& t1 = navMesh[fromTriId];
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (t1.neighbors[i] == toTriId) {
|
||||
// При обходе треугольника CCW и движении изнутри наружу через ребро i -> (i + 1) % 3:
|
||||
// вершина i находится СЛЕВА, а вершина (i + 1) % 3 — СПРАВА
|
||||
return Portal{ t1.vertices[i], t1.vertices[(i + 1) % 3] };
|
||||
}
|
||||
}
|
||||
return Portal{ t1.center, t1.center };
|
||||
}
|
||||
|
||||
// Алгоритм натянутой нити (Simple Stupid Funnel Algorithm)
|
||||
std::vector<Vec2fp> stringPullFunnel(const Vec2fp& startPt, const Vec2fp& endPt, const std::vector<int>& corridor) const {
|
||||
std::vector<Portal> portals;
|
||||
portals.reserve(corridor.size() + 2);
|
||||
portals.push_back({ startPt, startPt });
|
||||
|
||||
for (std::size_t i = 0; i + 1 < corridor.size(); ++i) {
|
||||
portals.push_back(getPortal(corridor[i], corridor[i + 1]));
|
||||
}
|
||||
portals.push_back({ endPt, endPt });
|
||||
|
||||
std::vector<Vec2fp> pts;
|
||||
pts.push_back(startPt);
|
||||
|
||||
Vec2fp portalApex = startPt;
|
||||
Vec2fp portalLeft = startPt;
|
||||
Vec2fp portalRight = startPt;
|
||||
int apexIndex = 0, leftIndex = 0, rightIndex = 0;
|
||||
|
||||
for (int i = 1; i < static_cast<int>(portals.size()); ++i) {
|
||||
const Vec2fp& left = portals[i].left;
|
||||
const Vec2fp& right = portals[i].right;
|
||||
|
||||
// Обновляем правую границу воронки
|
||||
if ((portalRight - portalApex).cross(right - portalApex) <= fp(0)) {
|
||||
if (portalApex == portalRight || (portalLeft - portalApex).cross(right - portalApex) > fp(0)) {
|
||||
portalRight = right;
|
||||
rightIndex = i;
|
||||
}
|
||||
else {
|
||||
pts.push_back(portalLeft);
|
||||
portalApex = portalLeft;
|
||||
apexIndex = leftIndex;
|
||||
portalLeft = portalApex;
|
||||
portalRight = portalApex;
|
||||
leftIndex = apexIndex;
|
||||
rightIndex = apexIndex;
|
||||
i = apexIndex;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// Обновляем левую границу воронки
|
||||
if ((portalLeft - portalApex).cross(left - portalApex) >= fp(0)) {
|
||||
if (portalApex == portalLeft || (portalRight - portalApex).cross(left - portalApex) < fp(0)) {
|
||||
portalLeft = left;
|
||||
leftIndex = i;
|
||||
}
|
||||
else {
|
||||
pts.push_back(portalRight);
|
||||
portalApex = portalRight;
|
||||
apexIndex = rightIndex;
|
||||
portalLeft = portalApex;
|
||||
portalRight = portalApex;
|
||||
leftIndex = apexIndex;
|
||||
rightIndex = apexIndex;
|
||||
i = apexIndex;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pts.back() != endPt) {
|
||||
pts.push_back(endPt);
|
||||
}
|
||||
return pts;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class PathFinderOld {
|
||||
public:
|
||||
|
||||
struct ObstaclePolygon {
|
||||
@@ -39,18 +571,18 @@ public:
|
||||
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end) const;
|
||||
|
||||
std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
||||
/*std::vector<Eigen::Vector3f> findPath(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
const std::vector<DynamicObstacle>& dynamicObstacles) const;
|
||||
|
||||
*/
|
||||
// Like findPath, but when the destination is unreachable the character
|
||||
// walks as close as possible instead of not moving at all.
|
||||
std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end) const;
|
||||
std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start,
|
||||
/*std::vector<Eigen::Vector3f> findPathToNearest(const Eigen::Vector3f& start,
|
||||
const Eigen::Vector3f& end,
|
||||
const std::vector<DynamicObstacle>& dynamicObstacles) const;
|
||||
|
||||
*/
|
||||
bool setAreaAvailable(const std::string& areaName, bool available);
|
||||
bool isReady() const { return ready; }
|
||||
bool isWalkable(const Eigen::Vector3f& point) const;
|
||||
|
||||
Reference in new issue
Block a user