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No files matched your search
@@ -0,0 +1,47 @@
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# cmake/FetchDependenciesServer.cmake
|
||||
#
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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.
|
||||
|
||||
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}")
|
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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}")
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||||
message(FATAL_ERROR "Failed to download ${URL}: ${_dl_status}")
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endif()
|
||||
endif()
|
||||
message(STATUS "Extracting ${ARCHIVE_NAME}...")
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||||
execute_process(
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||||
COMMAND ${CMAKE_COMMAND} -E tar xf "${_archive_path}"
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||||
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()
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||||
endmacro()
|
||||
|
||||
# Eigen: only needed if no system install is available.
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||||
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.
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||||
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
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"--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"
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)
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||||
|
||||
# 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>
|
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<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%;
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||||
--app-h: 100dvh;
|
||||
}
|
||||
body, html {
|
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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;
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||||
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);
|
||||
});
|
||||
|
||||
@@ -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");
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
+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: "
|
||||
|
||||
@@ -140,11 +140,16 @@ 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});
|
||||
}
|
||||
|
||||
@@ -408,6 +408,9 @@ 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
|
||||
}
|
||||
|
||||
|
||||
@@ -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 " +
|
||||
|
||||
+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");
|
||||
|
||||
Reference in new issue
Block a user