Files
shadow-over-bishkek001/src/game_server/RemoteGameServerHost.cpp
T

134 lines
4.1 KiB
C++

#include "RemoteGameServerHost.h"
#include "WebsocketGameClient.h"
#include "../Campaign.h"
#include "../Location.h"
#include <stdexcept>
namespace FRG {
RemoteGameServerHost::RemoteGameServerHost(WebsocketGameClient& client)
: client_(client)
{
}
void RemoteGameServerHost::initializeCampaign(
const std::string& campaignId, const std::string&,
const std::string& zipFile)
{
localState_.clear();
const CampaignConfig* campaign =
CampaignRegistry::instance().find(campaignId);
if (!campaign)
throw std::runtime_error("Unknown remote campaign '" + campaignId + "'");
client_.expectCompatibility(
campaign->networkCompatibility.empty()
? "lockstep-v2:" + campaignId
: campaign->networkCompatibility);
client_.replica_.startCampaign(*campaign, zipFile, true, false);
}
void RemoteGameServerHost::clearCampaign()
{
runtimeLocations_.clear();
localState_.clear();
client_.replica_.clearCampaign();
}
void RemoteGameServerHost::resetCampaign(
const std::string&, const std::string&)
{
// The authoritative remote campaign cannot be reset by this client.
}
bool RemoteGameServerHost::prepareLocation(const LocationConfig& config)
{
auto existing = client_.replica_.state_.locations.find(config.id);
if (existing != client_.replica_.state_.locations.end() &&
existing->second.definition) {
// The location was prepared before initial_state. Loading the
// authoritative snapshot overlays mutable state while retaining this
// definition; preparing it again would reset the assigned player's
// position to LocationConfig::playerPosition.
return false;
}
return client_.replica_.prepareLocation(config);
}
void RemoteGameServerHost::setupRuntimeLocation(
const std::string& id, const std::shared_ptr<Location>& location,
LocationSetup params, AudioPlayerAsync* audioPlayer)
{
auto stored = client_.replica_.state_.locations.find(id);
if (stored == client_.replica_.state_.locations.end())
throw std::runtime_error("Remote location state was not prepared");
params.definition = stored->second.definition;
params.gameState = &stored->second;
params.localState = localState_.getOrCreate(id);
location->setup(params, audioPlayer);
}
Location* RemoteGameServerHost::runtimeLocation(const std::string& id) const
{
auto found = runtimeLocations_.find(id);
return found == runtimeLocations_.end() ? nullptr : found->second.get();
}
bool RemoteGameServerHost::hasRuntimeLocation(const std::string& id) const
{
return runtimeLocations_.count(id) > 0;
}
std::vector<std::string> RemoteGameServerHost::loadedRuntimeLocationIds() const
{
std::vector<std::string> result;
result.reserve(runtimeLocations_.size());
for (const auto& [id, location] : runtimeLocations_) result.push_back(id);
return result;
}
void RemoteGameServerHost::clearRuntimeLocations(bool)
{
runtimeLocations_.clear();
}
void RemoteGameServerHost::bindRuntimeLocation(
const std::string& id, std::shared_ptr<Location> location)
{
runtimeLocations_[id] = std::move(location);
auto stored = client_.replica_.state_.locations.find(id);
if (stored != client_.replica_.state_.locations.end() &&
stored->second.hasPersistentState) {
runtimeLocations_[id]->applyAuxiliaryState(stored->second);
}
}
void RemoteGameServerHost::update(std::int64_t deltaMs)
{
client_.update(deltaMs);
for (auto& completed : client_.takeCompletedSimulationTicks()) {
if (completed.locationId.empty()) continue;
auto runtime = runtimeLocations_.find(completed.locationId);
if (runtime == runtimeLocations_.end() || !runtime->second) continue;
runtime->second->update(kSimulationTickMs, completed.events);
}
}
void RemoteGameServerHost::save(nlohmann::json&)
{
// Persistence remains server-side.
}
void RemoteGameServerHost::load(const nlohmann::json& in)
{
// The authoritative half is loaded by the standalone server. Each client
// restores only its local presentation state from the shared start state.
nlohmann::json ignoredNetworkState;
ClientLocationState loadedLocalState;
loadSinglePlayerPersistence(in, ignoredNetworkState, loadedLocalState);
nlohmann::json localStateJson;
loadedLocalState.save(localStateJson);
localState_.load(localStateJson);
}
} // namespace FRG